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  #23365  
Old January 16th, 2021, 07:46 PM
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Re: Public Design Workshop

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Originally Posted by Arkham View Post
Quote:
Originally Posted by redstang View Post
ROUND 2 FIGHT!

Spoiler Alert!
Ground Pound is great, but it sort of conflicts with what you want from "Gotcha". You want him engaged, so being able to clear everyone engaged with him out of the way doesn't act cohesive to that. I'd consider letting him choose a space within 3 spaces to be affected. Something like this:
Quote:
GROUND POUND
Before moving Jax, you may choose the space Jax occupies or a space within 3 spaces of Jax. Move all figures on a space within 1 space of the chosen space up to 1 space of their current placement, ignoring leaving engagement attacks, and if the chosen space is not the space Jax currently occupies, you may roll an unblockable attack die against the figure or destructible object occupying it.
This can be used to disengage a friendly on that chosen space or for just general crowd control.

Bionic Arm Assault is neat, but I'd maybe just go with a Pounding Fists re-use since it's so similar.
Quote:
POUNDING FISTS
Figures without the Super Strength special power roll 1 fewer defense die against Jax’s normal attack. If Jax inflicts one or more wounds with his normal attack, he may attack the same figure one additional time.
"Gotcha" is also very cool. I'd turn the dial up on though and go:
Quote:
“GOTCHA”
If an opponent’s small or medium figure would move out of engagement with Jax, roll one unblockable attack die against that figure. If you roll a skull, that figure's turn immediately ends, and you may continue rolling an unblockable attack die against that figure until you do not roll a skull.
Then he definitely needs some range. He's used guns a plenty.
Thanks for the advice on "Gotcha" that's actually how I had it written to begin with but thought the community would see it as overkill to allow continuation of the rolls, so I nerfed it.
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  #23366  
Old January 16th, 2021, 07:49 PM
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Re: Public Design Workshop

Quote:
Originally Posted by Arkham View Post
Quote:
Originally Posted by redstang View Post
ROUND 2 FIGHT!

Spoiler Alert!
Ground Pound is great, but it sort of conflicts with what you want from "Gotcha". You want him engaged, so being able to clear everyone engaged with him out of the way doesn't act cohesive to that. I'd consider letting him choose a space within 3 spaces to be affected. Something like this:
Quote:
GROUND POUND
Before moving Jax, you may choose the space Jax occupies or a space within 3 spaces of Jax. Move all figures on a space within 1 space of the chosen space up to 1 space of their current placement, ignoring leaving engagement attacks, and if the chosen space is not the space Jax currently occupies, you may roll an unblockable attack die against the figure or destructible object occupying it.
This can be used to disengage a friendly on that chosen space or for just general crowd control.

Bionic Arm Assault is neat, but I'd maybe just go with a Pounding Fists re-use since it's so similar.
Quote:
POUNDING FISTS
Figures without the Super Strength special power roll 1 fewer defense die against Jax’s normal attack. If Jax inflicts one or more wounds with his normal attack, he may attack the same figure one additional time.
"Gotcha" is also very cool. I'd turn the dial up on though and go:
Quote:
“GOTCHA”
If an opponent’s small or medium figure would move out of engagement with Jax, roll one unblockable attack die against that figure. If you roll a skull, that figure's turn immediately ends, and you may continue rolling an unblockable attack die against that figure until you do not roll a skull.
Then he definitely needs some range. He's used guns a plenty.
Jax's Ground Pound and "Gotcha" are supposed to mechanically work well with Sonya's Ring Dash and Kartwheel. In Theory.
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  #23367  
Old January 16th, 2021, 07:59 PM
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Re: Public Design Workshop

Quote:
Originally Posted by Arkham View Post
Quote:
Originally Posted by redstang View Post
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Originally Posted by redstang View Post
ROUND 1, FIGHT!

Spoiler Alert!

Here's the updated version!
Just now seeing this. Love the ambition for more MK, though personally, I'm not feeling the powers represent the character correctly.

OIA isn't bad in theory, but it doesn't make much sense for her to be commanding/leading the Earthrealm Warriors together. She's not akin to Star-Lord or Cap in terms of calling the shots and giving strategy on the front lines to the likes of Raiden, Sub-Zero, Liu Kang, Kitana etc. So I don't think that should be the indented target. Working best with Agents and Soldiers, to me, makes the most sense for her, with extra emphasis on making sure Jax specifically pairs best.

Her Ring Dash feels a bit random in terms of mechanics? I'm not sure the rings should be pushing anyone back or stripping their defenses.

Kart Wheel Advance is a fun power, but I'm not sure it screams "Sonya". Does she have combos that feature cartwheels? Absolutely. But her kiss of death, leg grab, and military gadgets(orbital strikes, garrote wire, grenades) represent her history far more-so than a basic cartwheel. I also don't see a cartwheel as something to warrant an unblockable for engagement.
I'm certainly down for changing the tactician power to more of a pairing power with Jax. Ring Dash is a move she can perform in game as is Kartwheel. Being able to Ring Dash to separate, Kartwheel in and then attack or allow Jax or another figure to attack was what I was going for. My focus was more for a combo attack then other gadget type play I guess.
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  #23368  
Old January 16th, 2021, 08:40 PM
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Re: Public Design Workshop

Quote:
Originally Posted by redstang View Post
I'm certainly down for changing the tactician power to more of a pairing power with Jax. Ring Dash is a move she can perform in game as is Kartwheel. Being able to Ring Dash to separate, Kartwheel in and then attack or allow Jax or another figure to attack was what I was going for. My focus was more for a combo attack then other gadget type play I guess.
I get what you're going for, but I guess it just doesn't really ring to me as distinctly Sonya. She can do those things, yes, but that's not her most defining or iconic maneuvers.

Sonya's Kiss of Death for instance, her Fatality since the beginning, and used in the 2nd movie Annihilation, is distinctly Sonya. That's not just something anyone does, like a cartwheel tends to be in terms of gymnasts/acrobats.

My issue with the rings, which are absolutely iconic for her, is the implementation. In the games, they aren't used as a knockback mechanic or a means of lowering defense, they're just projectiles. Her rings could be represented by her Range, along with her gun play etc.

I definitely encourage the Sonya + Jac combo thinking. One offers one thing that they other directly benefits from. That's a great way to approach things, I just don't think as-is, on the Sonya side, is ideal for the character. A lot of these we approach them as one and done designs, since they require mods at the moment. So if we were to try to capture everything important and iconic to the character's history onto 1 card, what feels the most important?

If we were to ask the MK fandom, casual or diehard, to define Sonya:

In terms of personality and background we have:
1. Military/Special Forces
2. Partnership with Jax, and relationship tension with Johnny
3. Stubborn, Determined, Fierce

In terms of iconic moves and abilities:
1. Energy Rings (most common ability in every appearance)
2. Kiss of Death (first Fatality that has been brought back into her moveset multiple times, as well as how she kills Cyrax in the 2nd movie)
3. Leg Grab (classic games, uses to kill Kano in the original movie)

So if we are to have a Sonya design, I'd want to see as many of those traits represented as possible. Her fighting prowess and gymnastic abilities are of course welcome to be worked into things, but I wouldn't want to see a power dedicated to just a cartwheel, for example.

I could see a breakdown of:

Class = Soldier

Range = 4

MILITARY LEADER/BONDING POWER
Something that sees her playing in Agent/Soldier armies, and specifically works well with Jax, which is perhaps where the Determined callout comes into play allowing soft synergy with some other Earthrealm fighters.

ENERGY RINGS
Additional fighting techniques could be worked into this power, be it a special attack or normal. Perhaps subtracting attack to gain range, with a bonus for rolling all skulls?

KISS OF DEATH
Something that sees her stripping Order Markers, dealing killing blows, or gives her(or an ally) an additional/free attack.
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  #23369  
Old January 16th, 2021, 08:45 PM
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Re: Public Design Workshop

Quote:
Originally Posted by Arkham View Post
Quote:
Originally Posted by redstang View Post
I'm certainly down for changing the tactician power to more of a pairing power with Jax. Ring Dash is a move she can perform in game as is Kartwheel. Being able to Ring Dash to separate, Kartwheel in and then attack or allow Jax or another figure to attack was what I was going for. My focus was more for a combo attack then other gadget type play I guess.
I get what you're going for, but I guess it just doesn't really ring to me as distinctly Sonya. She can do those things, yes, but that's not her most defining or iconic maneuvers.

Sonya's Kiss of Death for instance, her Fatality since the beginning, and used in the 2nd movie Annihilation, is distinctly Sonya. That's not just something anyone does, like a cartwheel tends to be in terms of gymnasts/acrobats.

My issue with the rings, which are absolutely iconic for her, is the implementation. In the games, they aren't used as a knockback mechanic or a means of lowering defense, they're just projectiles. Her rings could be represented by her Range, along with her gun play etc.

I definitely encourage the Sonya + Jac combo thinking. One offers one thing that they other directly benefits from. That's a great way to approach things, I just don't think as-is, on the Sonya side, is ideal for the character. A lot of these we approach them as one and done designs, since they require mods at the moment. So if we were to try to capture everything important and iconic to the character's history onto 1 card, what feels the most important?

If we were to ask the MK fandom, casual or diehard, to define Sonya:

In terms of personality and background we have:
1. Military/Special Forces
2. Partnership with Jax, and relationship tension with Johnny
3. Stubborn, Determined, Fierce

In terms of iconic moves and abilities:
1. Energy Rings (most common ability in every appearance)
2. Kiss of Death (first Fatality that has been brought back into her moveset multiple times, as well as how she kills Cyrax in the 2nd movie)
3. Leg Grab (classic games, uses to kill Kano in the original movie)

So if we are to have a Sonya design, I'd want to see as many of those traits represented as possible. Her fighting prowess and gymnastic abilities are of course welcome to be worked into things, but I wouldn't want to see a power dedicated to just a cartwheel, for example.

I could see a breakdown of:

Class = Soldier

Range = 4

MILITARY LEADER/BONDING POWER
Something that sees her playing in Agent/Soldier armies, and specifically works well with Jax, which is perhaps where the Determined callout comes into play allowing soft synergy with some other Earthrealm fighters.

ENERGY RINGS
Additional fighting techniques could be worked into this power, be it a special attack or normal. Perhaps subtracting attack to gain range, with a bonus for rolling all skulls?

KISS OF DEATH
Something that sees her stripping Order Markers, dealing killing blows, or gives her(or an ally) an additional/free attack.
Does the Soldier faction need more synergy though? Didn't think that would be a community priority at this point given how strong it has become.
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  #23370  
Old January 16th, 2021, 09:04 PM
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Re: Public Design Workshop

Quote:
Originally Posted by redstang View Post
Does the Soldier faction need more synergy though? Didn't think that would be a community priority at this point given how strong it has become.
There are synergies with a ton more than Soldier. I'm more concerned with her feeling accurate than what others are getting out of it. What I meant by this:
Quote:
Something that sees her playing in Agent/Soldier armies, and specifically works well with Jax, which is perhaps where the Determined callout comes into play allowing soft synergy with some other Earthrealm fighters.
Was not to suggest giving her something that makes her a prime Soldier leader, but rather her class as Soldier sees her playing in those armies, and then her bonding is tied to Determined heroes as you originally had, sans the "no repeat classes" restriction. So her and Jax could be included in Soldier armies, and work as a functioning duo.
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  #23371  
Old January 16th, 2021, 09:17 PM
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Re: Public Design Workshop

I'll be honest, I always pictured her as more of a Lawman or Agent than anything else.
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  #23372  
Old January 16th, 2021, 09:21 PM
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Re: Public Design Workshop

She's Special Forces/Military, so Lawmen feels off, but Agent would be an option.
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  #23373  
Old January 16th, 2021, 10:15 PM
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Re: Public Design Workshop

Sounds like a Commando.

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  #23374  
Old January 16th, 2021, 10:20 PM
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Re: Public Design Workshop

I can't keep track of all the different descriptors for Soldier that we have, but yes, that could also work, as could Operative, I'd imagine. Realistically, I'd just choose whatever pool thematically makes the most sense for her to be working with, had their worlds collided.
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  #23375  
Old January 16th, 2021, 10:21 PM
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Re: Public Design Workshop

If it helps, I don't know who the character is at all, but I know we have Commandos. So I guess if she makes sense to work well with G.I. Joes, it's a fit.

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  #23376  
Old January 17th, 2021, 02:11 AM
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Re: Public Design Workshop

[quote=Arkham;2441676]
Quote:
Originally Posted by redstang View Post
ROUND 2 FIGHT!

Spoiler Alert!


Bionic Arm Assault is neat, but I'd maybe just go with a Pounding Fists re-use since it's so similar.

Quote:
POUNDING FISTS
Figures without the Super Strength special power roll 1 fewer defense die against Jax’s normal attack. If Jax inflicts one or more wounds with his normal attack, he may attack the same figure one additional time.
I actually had this written up as Pounding Fists, but then decided to tweak it so that he could get a double attack without having to depend on throwing a wound on the first attack.

I would note that if his range is changed to accommodate firearms, then the language in Pounding Fists would need to be changed to adjacent attacks only. The other option would be to flat out drop the Ground Pound power and throw in some kind of ranged special for the guns, and keep the range at 1. I honestly don't remember him using guns, but I was going off of MK3.
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