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


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  #9433  
Old November 18th, 2012, 07:38 PM
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Re: Public Design Post

Quote:
Originally Posted by Karat View Post
NECROTIC STRIKE SPECIAL ATTACK
Range 1. Attack 2.
If at least 1 skull is rolled with this special attack and the defending figure is not destroyed, you must roll the 20-sided die for Infection Damage, adding 1 to your roll if there is at least 1 Undead figure within 2 spaces of Pestilence. If you roll 11 or higher, place 1 Wound Marker on the defending figure's Army Card. You may continue to roll for Infection Damage until the figure is destroyed or you do not roll 11 or higher.
If Pestilence is within 2 spaces of an undead figure, add 1 to your roll.

Fixed.

Pasteability:

NECROTIC STRIKE SPECIAL ATTACK
Range 1. Attack 2.
If at least 1 skull is rolled with this special attack and the defending figure is not destroyed, you must roll the 20-sided die for Infection Damage, adding 1 to your roll if there is at least 1 Undead figure within 2 spaces of Pestilence. If you roll 11 or higher, place 1 Wound Marker on the defending figure's Army Card. You may continue to roll for Infection Damage until the figure is destroyed or you do not roll 11 or higher.
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  #9434  
Old November 19th, 2012, 09:52 PM
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Re: Public Design Post

If there is no objection, I'll move on from Pestilence and post the next Horseman design.

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  #9435  
Old November 19th, 2012, 10:47 PM
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Re: Public Design Post

Here is the third of my Horsemen. He works very well when teamed up with any of the Horsemen but works best when teamed with Death for reasons that will become clear when Death is posted.


HORSEMAN OF WAR

Spoiler Alert!


The figure used for this design so far is a modified and repainted version of Doctor Octopus #071 Experienced Marvel Heroclix Ultimates.
The figure needs to be modified by removing Doctor Octopus' metal limbs and repainting him with a red and white costume. He also needs a white skull painted on his abdomen.

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Last edited by ibechief; December 22nd, 2012 at 12:19 AM.
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  #9436  
Old November 20th, 2012, 12:07 PM
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Re: Public Design Post

Quote:
Originally Posted by ibechief View Post
Here is the third of my Horsemen. He works very well when teamed up with any of the Horsemen but works best when teamed with Death for reasons that will become clear when Death is posted.


HORSEMAN OF WAR

Spoiler Alert!


The figure used for this design so far is a modified and repainted version of Doctor Octopus #071 Experienced Marvel Heroclix Ultimates.
The figure needs to be modified by removing Doctor Octopus' metal limbs and repainting him with a red and white costume. He also needs a white skull painted on his abdomen.
I really like what you've been doing with the Horsemen.

For War, I feel his SA has too much going on: instead of moving and attacking, explosion effect, attack = defense, movement, and defense subtract? Plus, the "defense subtract" makes the "attack = defense" a little confusing. Personally, I'd go with this:

KINETIC BLAST SPECIAL ATTACK
Range 4. Attack Special.
If War did not move this turn, he may attack with this special attack. Choose a figure to attack. All figures adjacent to the chosen figure are also affected. Roll X attack dice once for all affected figures, where X equals the Defense number of the chosen figure. Defending figures roll defense die separately.

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  #9437  
Old November 20th, 2012, 01:21 PM
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Re: Public Design Post

Good stuff. I especially like Necrotic Strike SA and how it is enhanced by Undead, very cool.

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  #9438  
Old November 20th, 2012, 03:07 PM
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Re: Public Design Post

Quote:
Originally Posted by Viegon View Post
Quote:
Originally Posted by ibechief View Post
Here is the third of my Horsemen. He works very well when teamed up with any of the Horsemen but works best when teamed with Death for reasons that will become clear when Death is posted.


HORSEMAN OF WAR

Spoiler Alert!


The figure used for this design so far is a modified and repainted version of Doctor Octopus #071 Experienced Marvel Heroclix Ultimates.
The figure needs to be modified by removing Doctor Octopus' metal limbs and repainting him with a red and white costume. He also needs a white skull painted on his abdomen.
I really like what you've been doing with the Horsemen.

For War, I feel his SA has too much going on: instead of moving and attacking, explosion effect, attack = defense, movement, and defense subtract? Plus, the "defense subtract" makes the "attack = defense" a little confusing. Personally, I'd go with this:

KINETIC BLAST SPECIAL ATTACK
Range 4. Attack Special.
If War did not move this turn, he may attack with this special attack. Choose a figure to attack. All figures adjacent to the chosen figure are also affected. Roll X attack dice once for all affected figures, where X equals the Defense number of the chosen figure. Defending figures roll defense die separately.
Yep I knew from day one that War would be a hard one to power. Instead of giving him multiple powers I had decided on a single encompassing power (in addition to his horseman bonding).

War has one very simple power. He directs his kinetic energy (clapping, punching, stomping, and focuses it into an object or area. There really has never been a limit to the distance of the object or person he can effect, but I limited it to 4 spaces to keep consistent with other figures that are primarily melee with a special attack that has range.

His blast matches the opposite frequency of the objects he is targeting. This creates a concussive force that basically explodes the target. I wanted to use the defense of the target instead of a standard attack value. Obviously an exploding pile of pillows will hurt less than a tank or Hulk. The blast however is something that knocks you back, so I was forced to place that in as well.

Death is very dependent on Wars ability to knock back opponents. The two were designed heavily together, just like Famine and Pestilence.

Is there a way to keep the same abilities and simple split Kinetic Blast Special Attack into two abilities. Possibly using the second power to knock opponents back that had been effected by Kinetic Blast. This will simplify Kinetic Blast while maintaining the intention of his ability.

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  #9439  
Old November 20th, 2012, 03:29 PM
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Re: Public Design Post

Quote:
Originally Posted by ibechief View Post
Is there a way to keep the same abilities and simple split Kinetic Blast Special Attack into two abilities. Possibly using the second power to knock opponents back that had been effected by Kinetic Blast. This will simplify Kinetic Blast while maintaining the intention of his ability.
This was what I was going to suggest if you wanted to keep the movement, which seems very thematic. I agree with V that the original SA is a bit too much for one power. You could always drop the 'all figures adjacent are affected' part and add the movement back in; but what about this:

Quote:
KINETIC KNOCKBACK
After attacking with War, you may Knockback any affected figures by placing them on any empty space within 1 space of its original placement. Moved figures will not take any leaving engagement attacks. A non-flying figure moved lower can receive any falling damage that may apply.
Splitting the power into two parts should make it flow a little better, and this way he could use it with his normal attack as well.

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  #9440  
Old November 20th, 2012, 04:34 PM
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Re: Public Design Post

Quote:
Originally Posted by TrollBrute View Post
Quote:
Originally Posted by ibechief View Post
Is there a way to keep the same abilities and simple split Kinetic Blast Special Attack into two abilities. Possibly using the second power to knock opponents back that had been effected by Kinetic Blast. This will simplify Kinetic Blast while maintaining the intention of his ability.
This was what I was going to suggest if you wanted to keep the movement, which seems very thematic. I agree with V that the original SA is a bit too much for one power. You could always drop the 'all figures adjacent are affected' part and add the movement back in; but what about this:

Quote:
KINETIC KNOCKBACK
After attacking with War, you may Knockback any affected figures by placing them on any empty space within 1 space of its original placement. Moved figures will not take any leaving engagement attacks. A non-flying figure moved lower can receive any falling damage that may apply.
Splitting the power into two parts should make it flow a little better, and this way he could use it with his normal attack as well.


Two powers seems the better route here.

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  #9441  
Old November 20th, 2012, 05:34 PM
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ibechief ibechief is offline
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Re: Public Design Post

Quote:
Originally Posted by TrollBrute View Post
Quote:
Originally Posted by ibechief View Post
Is there a way to keep the same abilities and simple split Kinetic Blast Special Attack into two abilities. Possibly using the second power to knock opponents back that had been effected by Kinetic Blast. This will simplify Kinetic Blast while maintaining the intention of his ability.
This was what I was going to suggest if you wanted to keep the movement, which seems very thematic. I agree with V that the original SA is a bit too much for one power. You could always drop the 'all figures adjacent are affected' part and add the movement back in; but what about this:

Quote:
KINETIC KNOCKBACK
After attacking with War, you may Knockback any affected figures by placing them on any empty space within 1 space of its original placement. Moved figures will not take any leaving engagement attacks. A non-flying figure moved lower can receive any falling damage that may apply.
Splitting the power into two parts should make it flow a little better, and this way he could use it with his normal attack as well.
KINETIC BLAST SPECIAL ATTACK
Range 4 + Special. Attack Special.
Instead of moving and attacking normally, choose a figure within 4 spaces of War. The chosen figure and all figures adjacent to the chosen figure are affected by this special attack. Roll X attack dice once for all affected figures, where X equals the Defense number of the chosen figure. Figures without the Super Strength special power roll 1 fewer defense die when defending against this special attack.

KINETIC SHOCK WAVE
After War attacks, place each affected figure on any empty space within 1 space of its original placement. Figures moved by this ability never take leaving engagement attacks. A non-flying figure moved lower by Kinetic Shock Wave can receive any falling damage that may apply.


Will this work? I used the terminology from Spider-Girl's Field Pulse though it was almost identical to what you suggested. I'm guessing either would work fine.

The real kicker behind this ability is the potential use for War to target Destructible Objects and high defense heroes both enemy or friendly. When I show you How important Death is to the Horsemen as the leader you will see why War has this knockback ability. War will often settle into the role of protector of Death. Death carries a bit of Synergy that affects all of the horsemen and may make him the first target of an assault.

“Have you ever hoped for something? And held out for it against all the odds? Until everything you did was ridiculous? "

Last edited by ibechief; November 20th, 2012 at 05:52 PM.
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  #9442  
Old November 20th, 2012, 05:51 PM
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Re: Public Design Post

I still don't like the defense subtract in the SA.

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  #9443  
Old November 20th, 2012, 05:54 PM
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Re: Public Design Post

Quote:
Originally Posted by Viegon View Post
I still don't like the defense subtract in the SA.
There really is no other place to put that except to remove it. Since War is essentially using the target figures own body against them I thought it would make sense for Super Strength figures (who are often more dense or larger) to roll 1 less defense die.

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  #9444  
Old November 20th, 2012, 05:56 PM
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Re: Public Design Post

Agreed. So remove it.

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