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  #23065  
Old October 1st, 2020, 01:40 PM
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Re: Public Design Workshop

I'd never give up 4 def dice for a +4 to initiative.
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  #23066  
Old October 1st, 2020, 01:56 PM
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Re: Public Design Workshop

I could maybe see a power that worked the other way on a card somewhere though. Your opponent may add +1 to their initiative roll, for each +1 they add you gain +1 defense for the round. You'll see just how much value your opponent puts on going first in a round. Maybe have it work after the dice are rolled, so they will already know if it will make a difference.
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  #23067  
Old October 1st, 2020, 05:04 PM
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Re: Public Design Workshop

Oof, okay. I had meant it more as a downside to bring down cost, but if it's that bad probably just not worth drafting.

What about this for the beginning
"When rolling for initiative, you may add +1 to your roll for each Assassin, Criminal, or Thief Unique Hero you control, to a maximum of +4. When an Assassin, Criminal, or Thief Unique Hero you control is destroyed, you may not activate this power for the rest of the game and each opponent may add +1 to their initiative at the beginning of the next round."

Followed by the team up part "Once per game, after revealing an Order Marker on any card you control and instead of taking a turn with that card, you may choose any two Unique Heroes you control that are Assassins, Criminals, or Thieves. Beetle may be one of the chosen Heroes. Take a turn with each chosen Hero, one at a time. You may not take any additional turns."

Last edited by Splash; October 1st, 2020 at 05:35 PM.
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  #23068  
Old October 1st, 2020, 05:08 PM
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Re: Public Design Workshop

It looks like the sticky hands are more for just ripping up metal and pieces of wall and throwing them, so that might just amount to super strength, he does seem to use them for grabbing/holding onto loot, could this come across in a glyph related power, maybe not dropping items as easily?

Also, if Suction Grip were to be dropped, I might like to add this, as he's supposed to be able to fly silently and it'd be nice to see that sort of evolve into Mach V's Evasive flying
STEALTH FLYING
When Beetle starts to fly, if he is engaged he will not take any leaving engagement attacks.
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  #23069  
Old October 1st, 2020, 05:28 PM
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Re: Public Design Workshop

Quote:
Originally Posted by Yodaking View Post
I'd never give up 4 def dice for a +4 to initiative.
Yeah, I think you'd need at least a 3:1 ratio for that (+3 initiative for each defense die given up).

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  #23070  
Old October 1st, 2020, 06:31 PM
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Re: Public Design Workshop

Thanks!

I went ahead and replaced Suction Grip with Stealth Flying and also put the latest idea in for Syndicate, just as a placeholder for now at least.
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  #23071  
Old October 2nd, 2020, 09:29 AM
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Re: Public Design Workshop

I like the switch to Stealth Flying!

I like the current Syndicate mechanics but it feels a bit too much like two powers stuck together; the initiative mechanic and the turn mechanic feel disconnected. Just trying to massage it a bit:

Quote:
When rolling for initiative, if you have not yet used this special power to take any turns, you may add 1 to your roll for each Assassin, Criminal, or Thief Unique Hero you control, to a maximum of +4. Once per game, after revealing an Order Marker on any card you control and instead of taking a turn with that card, you may choose any two Unique Heroes you control that are Assassins, Criminals, or Thieves. Beetle may be one of the chosen Heroes. Take a turn with each chosen Hero, one at a time. You may not take any additional turns.
You could maybe sneak some "otherwise subtract from initiative" language into the first power. I think at that point it's getting pretty stuffed, though.

Couple alternate ideas:

Quote:
After revealing an Order Marker on any card you control and instead of taking a turn with that card, you may choose any two Unique Heroes you control that are Assassins, Criminals, or Thieves. Beetle may be one of the chosen Heroes. Take a turn with each chosen Hero, one at a time. You may not take any additional turns. After using this special power, roll the 20-sided die. If you roll X or lower, you may not use this special power for the rest of the game.
Quote:
If there is at least one Order Marker on this card and all Order Markers on this card are unrevealed, add 2 to your initiative roll and all other Unique Heroes you control that are Assassins, Criminals, or Thieves do not take leaving engagement attacks and subtract 1 from their Defense numbers.
The second one is a different way to come at it, but it's trying to ape a sort of Captain America-esque "revealed OM" mechanic. Except Beetle's leadership is stronger in the "planning" stage than the field presence stage, so it's active when he hasn't done anything yet. And even then he's kinda using his guys as dupes.

I went "no LEAs" over upping Move because I think that's a pretty significant boost for guys like Rhino and Shocker.
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  #23072  
Old October 2nd, 2020, 01:17 PM
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Re: Public Design Workshop

Thanks Ronin, your Spidey thoughts are always appreciated!
Any ideas on a possible workable downside to represent "things falling apart" that wouldn't be too stuffing for the first one?
I like keeping the initiative bit cause it encourages that there's more of a full team/Syndicate, rather than just the one time duo team-up.
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  #23073  
Old October 2nd, 2020, 01:26 PM
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Re: Public Design Workshop

"When rolling for initiative, if you have not yet used this special power to take any turns, you may add 1 to your roll for each Assassin, Criminal, or Thief Unique Hero you control, to a maximum of +4. Once per game, after revealing an Order Marker on any card you control and instead of taking a turn with that card, you may choose any two Unique Heroes you control that are Assassins, Criminals, or Thieves. Beetle may be one of the chosen Heroes. Take a turn with each chosen Hero, one at a time. You may not take any additional turns and each opponent may add +1 to their initiative at the beginning of the next round."
Would the initiative boost to opponents be too crammed in at the end?
Also I just realized does no additional turns just stop stacking or is that a downside as well if you aren't revealing the third OM.
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  #23074  
Old October 2nd, 2020, 02:16 PM
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Re: Public Design Workshop

He really shouldn't be that good and I don't think he should cost more than MACH I, so maybe just the initiative bit if there isn't enough downside idk
"When rolling for initiative, you may add +1 to your roll for each Assassin, Criminal, or Thief Unique Hero you control, to a maximum of +4. When an Assassin, Criminal, or Thief Unique Hero you control is destroyed, you may not activate this power for the rest of the game and each opponent may add +1 to their initiative at the beginning of the next round."

Last edited by Splash; October 2nd, 2020 at 02:36 PM.
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  #23075  
Old October 2nd, 2020, 02:19 PM
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Re: Public Design Workshop

What if you added to your initiative for each ally (of the right classes) you have still in play, and subtract from your initiative for each ally (of any class) you have lost (either because they were KOed or even switched teams on you).
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  #23076  
Old October 2nd, 2020, 02:34 PM
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Re: Public Design Workshop

Ooh, yes, that sounds good.
"When rolling for initiative, add 1 to your roll for each Assassin, Criminal, or Thief Unique Hero you control and subtract 1 from your roll for each Unique Hero you controlled at the start of the game that you do not currently control. Once per game, after revealing an Order Marker on any card you control and instead of taking a turn with that card, you may choose any two Unique Heroes you control that are Assassins, Criminals, or Thieves. Beetle may be one of the chosen Heroes. Take a turn with each chosen Hero, one at a time. You may not take any additional turns."
I underlined cause I'm not sure on the wording.
Also, once again, maybe just the initiative bit, if the team-up pushes the cost too high and so he doesn't outshine Kingpin and DocOck and the like

Last edited by Splash; October 2nd, 2020 at 03:16 PM.
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