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C3G Legacy Archive of all the original discussions and workshops from the first stage of C3G. |
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Re: Public Design Workshop
Apologies, this got away from me!
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There might be some trouble with ending a character's turn in the middle of their movement, but I'm not sure? The power as a whole is evocative of Battle Ready, which I've always dug. Quote:
Almost wonder, if the goal is to keep it like Zangief's Piledriver, if something like this could be cool? Quote:
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Re: Public Design Workshop
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I had to read your original a few times to understand it. Perhaps these edits will help? |
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Re: Public Design Workshop
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Movement ending could always be an option here, though even that might be too strong. Quote:
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Re: Public Design Workshop
NAME = NUKE SECRET IDENTITY = FRANK SIMPSON SPECIES = CYBORG UNIQUENESS = UNIQUE HERO CLASS = SOLDIER/MERCENARY/TERRORIST/ASSASSIN PERSONALITY = INSANE SIZE/HEIGHT = MEDIUM 5 LIFE = 5 MOVE = 5 RANGE = 5 ATTACK = 4 DEFENSE = 5 POINTS = 180-200 PILL BOX PSYCHOSIS Before taking a turn with Nuke, roll 1 attack die. If you roll:
UNHINGED ASSAULT 15 Each time Nuke inflicts one or more wounds with an attack, you may roll the 20-sided die. If you roll a 15 or higher, place a wound marker on the card of a figure within 5 clear sight spaces of Nuke. Add 1 to each 20-sided die roll for each figure destroyed by Nuke this player turn. SUPER STRENGTH Last edited by redstang; September 14th, 2022 at 02:08 PM. Reason: Change from Trigger Happy to Unhinged Assault power name |
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Re: Public Design Workshop
I’ve always really loved the idea of using the combat dice to represent Red, White, and Blue thematically. I think the blank option feels a bit finnicky though - is there much of a need for a very inconsistent resistance to reductions? It might be cool to make the roll take place at the start of his turn too, giving you more of an ability to tactically react to what you roll.
Kill Counting Rifle is the kind of power that’s probably really going to struggle in the C3G metagame unless he’s up against squads. I really like how Grenade Launcher gives you a “payoff” for it though. I might make it so that GL doesn’t remove the figures though. In a non-squad game, you’re gonna have to work pretty hard to get 3 kills, might as well let the player keep them. |
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Re: Public Design Workshop
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I went with the wording on the blanks based mainly on theme as the white pills are supposed to level him off between missions. To me, keeping things level means no changes to the card. Would love to hear alternative suggestions though! I can see that the kill count rifle could be underwhelming, but again went mainly on theme. Open to changes on that one as well. To begin with, the two special attacks started out as one, but then I separated them. |
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Re: Public Design Workshop
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Re: Public Design Workshop
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