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C3G Legacy Archive of all the original discussions and workshops from the first stage of C3G.


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  #6025  
Old April 18th, 2012, 08:06 PM
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Re: Public Design Post

So I was looking at the Nega-Bands and thinking about what else we could do with them: obviously, we need to develop the other Captain Marvels to use them. I'm not sure WHAT to do with Phyla-Vell, who I've read stories with, but had never really looked into Genis, though I'm loosely familiar with him.

The story is, he was the heir to Mar-Vell as the Captain, inheriting the Nega-Bands. However, once he got Cosmic Awareness, he was unable to control it - knowing ALL of the universe slowly drove him insane, and he eventually snapped, destroyed the universe, recreated it, and then he turned good but hallucinated that he was insane and it was kind of a mess.

So the idea of Genis having a chance to go mad each time he uses the awareness is interesting, no?



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Last edited by johnny139; June 2nd, 2013 at 04:37 PM.
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  #6026  
Old April 18th, 2012, 08:22 PM
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Re: Public Design Post

I don't know him, but he does look fun to play.

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  #6027  
Old April 18th, 2012, 08:25 PM
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Re: Public Design Post

Sounds cool, but would Progressive Omnipotence kick in just when he modified a roll or would it also work every time he rolled defense? And what about when he counterstrikes someone, would it activate twice?

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  #6028  
Old April 18th, 2012, 08:29 PM
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Re: Public Design Post

Quote:
Originally Posted by TrollBrute View Post
Sounds cool, but would Progressive Omnipotence kick in just when he modified a roll or would it also work every time he rolled defense? And what about when he counterstrikes someone, would it activate twice?
Ah, good point. I think it would activate when he A) modifies a roll and B) rolls defense dice (thus getting the auto-shield). Not entirely sure how to work that in.

Maybe this? I think it should be once per turn, too... I think his being nailed by Street Thugs or something shouldn't cause too much trouble.

PROGRESSIVE OMNIPOTENCE
Once per turn, after rolling defense dice or subtracting from a die roll, roll the 20-sided die. If you roll 1-5, place an Insanity Marker on this card. Add one to Captain Marvel’s normal attack for each Insanity Marker on this card. After placing a fourth Insanity Marker on this card, choose an opponent to take control of Captain Marvel. Remove all Insanity Markers and Order Markers from this card, then give this card to the chosen opponent.
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  #6029  
Old April 18th, 2012, 08:56 PM
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Re: Public Design Post

I think there'll still be issues with that, it would have to activate the first time he's attacked, I think. Otherwise you run into problems if your opponent attacks you -we'll say with a Street Thug, though it could be anybody with multiple attacks- and you decide to wait on the roll but your opponent decides not to attack Captain Marvel again.

Maybe drop both the once per turn limitation and the roll down to 1-3. That would be easier to work mechanically, I think.

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  #6030  
Old April 18th, 2012, 11:43 PM
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Re: Public Design Post

How about this?

PROGRESSIVE OMNIPOTENCE
Once per turn, after rolling defense dice, if Captain Marvel used the Cosmic Awareness special power, roll the 20-sided die. If you roll 1-5, place an Insanity Marker on this card. Add one to Captain Marvel’s normal attack for each Insanity Marker on this card. After placing a fourth Insanity Marker on this card, choose an opponent to take control of Captain Marvel. Remove all Insanity Markers and Order Markers from this card, then give this card to the chosen opponent.

I'd consider dropping his normal attack to 4 or dropping the number of Insanity Markers to 3.

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  #6031  
Old April 19th, 2012, 12:07 AM
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Re: Public Design Post

In this case, can you really USE the Cosmic Awareness special power? It's passive - not something you can turn on and off.

Otherwise I'd agree; that looks good to me.

I could see dropping the ultimate attack number... but he IS a really strong character. Like, "able to face down Odin" powerful. I don't think his base stats should be any lower than his father's... but I feel like that might make it TOO easy for him to go insane.

Maybe drop the roll, though, like TrollBrute suggested? Make it more of a slow burn? I think that would work well - 3 Markers, they drop on a roll of 1-2 or 1-3.
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  #6032  
Old April 19th, 2012, 12:09 AM
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Re: Public Design Post

Touche. Just drop that "use" line, then, and have it trigger after defensive rolls, once per turn. Much simpler. I could see 3 markers and a roll of 1-3. It seems like being very powerful is a big part of this guy's theme, but so is being very insane! (So it shouldn't take that much to get him to go there).

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  #6033  
Old April 19th, 2012, 12:13 AM
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Re: Public Design Post

Quote:
Originally Posted by johnny139 View Post
Maybe this? I think it should be once per turn, too... I think his being nailed by Street Thugs or something shouldn't cause too much trouble.

PROGRESSIVE OMNIPOTENCE
Once per turn, after rolling defense dice or subtracting from a die roll, roll the 20-sided die. If you roll 1-5, place an Insanity Marker on this card. Add one to Captain Marvel’s normal attack for each Insanity Marker on this card. After placing a fourth Insanity Marker on this card, choose an opponent to take control of Captain Marvel. Remove all Insanity Markers and Order Markers from this card, then give this card to the chosen opponent.
I'd drop the once per turn and subtracting from die rolls so it's like this:

PROGRESSIVE OMNIPOTENCE
After rolling defense dice for Captain Marvel, you must roll the 20-sided die. If you roll 1-4, place an Insanity Marker on this card. Add one to Captain Marvel’s normal attack for each Insanity Marker on this card. After placing a fourth Insanity Marker on this card, choose an opponent to take control of Captain Marvel. Remove all Insanity Markers and Order Markers from this card, then give this card to the chosen opponent.

If an opponent attacks him 5 or 6 times, so what if he has to roll 5 or 6 times? He's also probably just killed 5-6 figures with counterstrike.

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  #6034  
Old April 19th, 2012, 12:18 AM
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Re: Public Design Post

I think that's... alright, I suppose. It seems a bit odd that he would be driven insane swatting flies, but your point about the counter strike makes sense - he's definitely a dominant figure with that (I know Mar-Vell is!). It'd definitely make him a better target for lower-level armies... even if you're not hurting him, you're driving him bonkers and hopefully forcing him to turn sides.

So, let's tie things together a bit...

PROGRESSIVE OMNIPOTENCE
After rolling defense dice for Captain Marvel, roll the 20-sided die. If you roll 1-3, place an Insanity Marker on this card. Add one to Captain Marvel’s normal attack for each Insanity Marker on this card. After placing a third Insanity Marker on this card, choose an opponent to take control of Captain Marvel. Remove all Insanity Markers and Order Markers from this card, then give this card to the chosen opponent.

Part of me wants to make the insanity increase his attack AND defense, but I feel like that would be a bit much with the autoshield. Otherwise I think that's pretty good!
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  #6035  
Old April 19th, 2012, 12:22 AM
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Re: Public Design Post

By the way, whether he has to roll 1-3 three times or 1-4 four times, the average number of attacks to drive him insane is the same: 20.

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  #6036  
Old April 19th, 2012, 01:34 AM
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Re: Public Design Post

I remember reading a graphic novel about this Captain Marvel. There was a line like:
"Captain Marvel will you ever go back to the mental hospital and get the help you need?"
Captain Marvel: "Of course, tonight is taco night, I love me some taco's."
Something like that, super funny line in the context of the story, I hope it translates well.

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