Any thoughts on Luke Cage's potential power level, Hahma?
I definitely want her to be Jewel, not Power Girl.
If it's not right for her to be way less powerful than Luke Cage, I'd rather go with her as is, except maybe a synergy power with him.
Regarding Jewel. I agree to keep her as Jewel and not Power Woman. I don't see the need to reduce her move to 4 as Cops, Thugs etc. (normal humans) have a move of 5. And I know she can fly and that makes a move of 5 more than that of a walker like Cops or Thugs, but if she walks, she should be able to move as fast as those guys. IMO.Luke Cage
Mutate
Unique Hero
Proud?
Fighter?
Medium 5
Life 6
Move 5
Range 1
Attack 6
Defense 5/6
Cost 220?
BULLETPRO0F
When rolling defense dice, if Luke Cage rolls at least one shield, the most wounds he may take for this attack is one.
I'VE GOT YOUR BACK
If a friendly figure adjacent to Luke Cage is targeted for a non-adjacent normal attack and at least one skull is rolled, Luke Cage may defend against that attack.
COMMANDING PRESENCE
You may add 1 to the move of any friendly figure that begins their turn within 2 clear sight spaces of Luke Cage.
SUPERSTRENGTH
1Mmirg said:I expect to have less to say on Jewel, but I'll offer something. I know about, well, nothing on Jewel, except what a quick visit to several sites has taught me.
Thoughts:
IAmBatman said:Thanks in advance for all your help with this!
NAME = JEWEL
SECRET IDENTITY = JESSICA JONES
SPECIES = MUTATE
UNIQUENESS = UNIQUE HERO
CLASS = SLEUTH (the phrases Private Investigator, Detective, & Journalist came up on some sites, fwiw. Sleuth feels pretty "old school"--kind of 1950s Nancy Drew--but maybe that is accurate enough)
PERSONALITY = INTUITIVE
SIZE/HEIGHT = MEDIUM 5
LIFE = 5
MOVE = 5
RANGE = 1
ATTACK = 5
DEFENSE = 6
POINTS = 160 (?)
POWER FLUCTUATIONS
Before taking a turn with Jewel, roll the 20-sided die. If you roll
* 1-5, Jewel may not use any special powers on this Army Card for the remainder of this turn,
* 6-15, nothing happens,
* 16 or higher, add one to Jewel's Move and Attack numbers for the remainder of this turn.
Fun idea. I can see this kind of thing having a nice use for some supers. I didn't see a lot about power flux in what I saw, but I believe you.
PSYCHIC VULNERABILITY
When Jewel rolls defense against a normal or special attack from a Telepath, she rolls one fewer defense die.
FLYING
SUPER STRENGTH
Design notes:
Yeah, she's a bit more of an obscure character, and for those DC fans she's kind of the Marvel equivalent of Donna Troy - she's been called lots of things, had lots of variations powerwise and identity wise, and been a bit "lost" at times. I tried to represent her inconsistent power levels with her "power fluctuations" power. I could see a future unit like Power Girl getting something like that as well.
Other than that, she's more or less a beatstick who's vulnerable to psychic attack. I made her an intuitive sleuth because she was a long time private eye as well (also a SHIELD Agent at one point, but not really in her Jewel identity).
Nice work. Definitely educated me today. Thanks! Best, V
hi1hi1hi1hi1 said:Hey I was just thinking about Jewel again, what if you extended the weakness to Manipulative personalities as well? That way you could give Purple Man a Manipulative personality (which fits much better than Telepath IMHO) and also allows figures like Puppet Master (maybe a future Mastermind? Controller? etc.) to get a bonus against her. Which all makes sense thematically.
Anyway just my
Down to Whitey and Hahma or time.![]()
Matt Helm said:Any specific reason for the words "remainder of this turn" rather than "this turn"? You probably have a good one so I'm hoping you can teach me.
And although there is nothing wrong with the way you wrote it, I was just thinking about wording options for your reveiw:
[FONT="]PSYCHIC VULNERABILITY[/FONT]
[FONT="]When rolling defense against a normal or special attack from a Telepath, subtract 1 from Jewel's defense dice.
[/FONT][FONT="]PSYCHIC VULNERABILITY[/FONT]
J[FONT="]ewel rolls one fewer defense die when defending against a Telepath's normal or special attack.
[/FONT]
IAmBatman said:Thanks in advance for all your help with this!
[FONT="]NAME = JEWEL[/FONT]
[FONT="]SECRET IDENTITY = JESSICA JONES [/FONT]
[FONT="]SPECIES = MUTATE[/FONT]
[FONT="]UNIQUENESS = UNIQUE HERO[/FONT]
[FONT="]CLASS = SLEUTH [/FONT]
[FONT="]PERSONALITY = INTUITIVE[/FONT]
[FONT="]SIZE/HEIGHT = MEDIUM 5[/FONT]
[FONT="]LIFE = 5[/FONT]
[FONT="]MOVE = 5[/FONT]
[FONT="]RANGE = 1[/FONT]
[FONT="]ATTACK = 5[/FONT]
[FONT="]DEFENSE = 6[/FONT]
[FONT="]POINTS = 160 (?)[/FONT]
[FONT="]POWER FLUCTUATIONS[/FONT]
[FONT="]Before taking a turn with Jewel, roll the 20-sided die. If you roll
[/FONT][FONT="]PSYCHIC VULNERABILITY[/FONT]
- [FONT="]1-5, Jewel may not use any special powers on this Army Card for the remainder of this turn,[/FONT]
- [FONT="]6-15, nothing happens,
[/FONT]- [FONT="]16 or higher, add one to Jewel's Move and Attack numbers for the remainder of this turn.[/FONT]
[FONT="]When Jewel rolls defense against a normal or special attack from a Telepath, she rolls one fewer defense die.[/FONT]
[FONT="]FLYING[/FONT]
[FONT="]SUPER STRENGTH
[/FONT]Design notes:
Yeah, she's a bit more of an obscure character, and for those DC fans she's kind of the Marvel equivalent of Donna Troy - she's been called lots of things, had lots of variations powerwise and identity wise, and been a bit "lost" at times. I tried to represent her inconsistent power levels with her "power fluctuations" power. I could see a future unit like Power Girl getting something like that as well.
Other than that, she's more or less a beatstick who's vulnerable to psychic attack. I made her an intuitive sleuth because she was a long time private eye as well (also a SHIELD Agent at one point, but not really in her Jewel identity).
johnny139 said:C3G INITIAL PLAYTEST FEEDBACK FORM
NAME OF THE TEST UNIT JEWEL
- THEME TEST/ Check to see if there are any powers or stats on the test unit card that does not accurately reflect the theme or likeness of what the character would and could do. Also consider destructible objects, and whether or not this characters powers should affect them.
PASS (I think that "Fight for Family" is a pretty silly power name, but the flavor behind it is pretty good... assuming she'll be released alongside Luke Cage and he's also a Fighter. In addition, Psychic Vulnerability doesn't make much sense against figures like Count Vetigo. Maybe "Mental Vulnerability" or "Psychological Vulnerability" or something?)
- MIRROR TEST/ Check to see if the unit were played against itself, if there would be any loops that would upset the balance of the Game.
PASS
- BONDING TEST/ Compare the unit card with all possible currently existing Bonding abilities to make sure there are no continual Bonding possibilities that do not stop appropriately or do not stop at all. This is to prevent loops in Bonding.
PASS
- SYNERGIES TEST/ Compare the unit card with all possible currently existing synergies to make sure there are no factors that could break the game by making any unit to powerful or too weak.
PASS
- POWER CHECK/ Consider the test unit and all existing units and all glyphs to compare to and check for any powers that could be over amplified and break the game. Each power must define when it takes place, who or what it affects, and What are the stipulations on the power if there are any.
PASS
- FUN TEST/ Consider whether or not the design was fun to play.
PASS (She's not too flashy, but a nice solid attacker that can take a hit, and that's something I like to see.)
- FUN COMPETITIVE TEST/ Consider whether or not the design was fun to play against.
PASS
- DRAFTING TEST/ Consider whether or not this design is worth drafting.
PASS
- USAGE TEST/ Consider whether or not all of the powers on this card were used or at least usable.
PASS
- STRATEGY TEST/ Consider whether or not the design offers any real strategy or interesting tactics to the overall game.
PASS
- Army Test/ Does it pass, Yes or No? What should be the unit's point value? Give a brief summary. PASS ~ She was able to kill the Joker and do some damage to Harley, so she earned back her points and then some. The match felt pretty even across the board, and her defense was strong enough to keep the relatively weak (physically speaking) Insane faction from doing too much damage. Even though Wolverine went down before Fight for Family could be of any use.
Map: Hot Heights
Units: Jewel, Wolverine, Flash (690 Points) vs. Joker, Green Goblin, Harley Quinn, Catwoman (695 Points)
Spoiler Alert!Team Jewel wins; 2 Wounds on Flash, all others destroyed, 8 Rounds.
ROUND 1: Joker wins initiative, and dump markers from Flash and Wolverine onto Jewel. Green Goblin flies up with Harley in tow, but Flash still moves first out of the gate, grabbing the Gift of Atlantis Gift from the nearby pond. Since he can't target Flash, Goblin flies past and prepares to hit Jewel and Wolverine in the start zone. Jewel tries to move, but only gets to go forward one space. So Goblin makes his attack - four skulls. Thanks to Wolverine being adjacent, Jewel takes no damage, but Wolverine is hit for three and the Goblin, who landed adjacent, is hit for four himself. The Goblin then flies away to attack again... and Wolverine whiffs on defense, dying in the first round. Harley then tosses her Smilex Bomb at Jewel in an attempt to knock off her last Order Marker and she takes one wound, but gets to take a turn anyways. Her powers fail, but she's able to engage the Goblin anyways and deal the last wound to kill him. Harley takes a lick of lava damage.
ROUND 2: Jewel is able to move first this time, engaging Harley but dealing no damage. With the Goblin dead, it's the Joker who takes the lead, moving toward the battle and bringing Harley up as well. Flash runs across to get to the other Glyph, and the Joker deals a wound with his Special Attack. Harley does nothing with her attack, but gains height. Jewel tries to hit at Harley but she simply jumps out of the way, and Catwoman moves toward the other Glyph.
ROUND 3: Flash reveals the other Glyph, which turns out to be the Glyph of Time Bomb. He dropped the Gift of Atlantis in the meantime, but uses his Superspeed to re-grab it. Catwoman moves forward ever so slightly. Jewel hits Harley for one wound. Joker and Harley continue to push her uphill, succeeding in dealing another wound in the process, bringing her up to 3. The Time Bomb goes off, and only Flash is in range - he takes two wounds.
ROUND 4: Reorganized Chaos moves all of the Order Markers onto Jewel, leaving Flash in the pond. Catwoman comes in to whip at him, but he uses Speed Dodge and zooms up. Jewel swings at Harley; fails. Joker, in an attempt to get height, moves a bit too close to the fray, and after both he and Harley miss, he takes a massive hit from Jewel for four damage. Next turn he disengages to get off the lava, taking a wound for that, and both he and Harley fail their attacks. Jewel re-engages him next turn and finishes the job. Jewel takes one damage from lava.
ROUND 5: Flash attacks Catwoman for one damage, and the two start to tango, dealing Catwoman one wound in total. Otherwise, absolutely nothing happens for the round until Flash runs up and engages Harley at the end. Harley takes a wound from lava.
ROUND 6: Flash is able to destroy Harley, with one Fist Fusillade accomplishing what Jewel failed for rounds. Catwoman then comes up to play, but nothing really happens.
ROUND 7: As the battle continues, Catwoman starts to roll badly, taking four wounds during the round. However, she gets some good luck as Jewel finally whiffs and is knocked out. Catwoman takes one wound from lava.
ROUND 8: Catwoman, on the ropes, takes a leap down to lure Flash into a Whiplash. She succeeds, but actives Speed Dodge; Flash runs up and gives Catwoman a good solid finishing punch.
_____________________________________________________________
- Army Test/ Does it pass, Yes or No? What should be the unit's point value? Give a brief summary. NOT SURE ~ Uhh... well, she got one wound on Spider-Girl, but otherwise, didn't do anything this round. It was a fun match though. I feel it would be prudent to do another match and see how that one goes.
Map: Hot Heights
Units: Jewel, Wolverine, Deadpool, Colossus, Bob, Agent of HYDRA (1010 Points) vs. Professor X, Jean Grey, Spider-Girl, Angel, Toad, Pyro, Count Vertigo (1005 Points)
Spoiler Alert!Team Jewel wins; 2 Wounds on Deadpool, all others destroyed, 8 Rounds.
ROUND 1: Things get off to a quick start as Professor X is pulled forward by Angel, and Pyro is sent forward toward a Glyph. Bob runs up and actually does some good, dealing two damage to Angel, but he uses Guardian Angel to go grab the nearby Glyph (Gift of Atlantis again). Pyro moves onto the nearby Glyph - of Boom Tube, sending him onto height far across the board to send his Living Flames against the start zone, dealing two damage to Jewel and to Colossus. Deadpool moves up and shoots at the Professor, but fails. Pyro burns again but deals no damage, and Jean tosses Bob into a pit of lava where he dies. Colossus lumbers forward, uselessly. Deadpool takes lava damage, but heals it off with Healing Factor X.
ROUND 2: Pyro starts off to start toasting, but Deadpool's Wisecrack redirects the attack, which does no damage. Spider-Girl moves toward the Boom Tube. Colossus comes up and throws Deadpool at Pyro up on the hill. Pyro's Engulf deals a wound to Deadpool, and Spider-Girl warps into an engagement with both Wolverine and Jewel. Deadpool kills Pyro and heals. Spider-Girl pushes Wolverine away from Jewel and attacks her for one wound. Toad also moves toward the Boom Tube. Wolverine attacks Spider-Girl for two.
ROUND 3: Jewel attempts to take her turn, but is put down by the Bio-Magnetic Field. Spider-Girl pushes Wolverine back again and attacks Jewel for no damage while Toad warps a few spaces ahead via Boom Tube. Jewel is able to attack Spider-Girl for one. Spider-Girl attacks again and fails, while Jean Grey pulls the Professor up a bit and attacks Colossus for no damage. Wolverine is kept down by the Bio-Magnetic Field, and Spider-Girl finishes off Jewel. Angel moves toward the Professor.
ROUND 4: Colossus hurls Wolverine into an engagement with Professor X, but Jean gives him a fatal lava bath before he can attack. Colossus is pulled into an engagement with the Mutants and takes two wounds. Deadpool tries to attack Toad, but is Mental Shielded. Toad takes lava damage.
ROUND 5: Colossus is finished off by some Caustic Phlegm. Everyone moves toward Deadpool, but he proves to be a sizable threat. Toad is killed in one attack, and Spider-Girl is finished off. The whole gang moves into an engagement, but most damage is healed off, and Deadpool fails in his next attempt to shoot at the Professor.
ROUND 6: Jean and Angel try to drill Deadpool, but fail. He kills them both. The Professor starts to retreat.
ROUND 7: Count Vertigo flies in, and is able to do some damage to Deadpool, but he heals it off pretty quickly. Deadpool is able to kill the Professor.
ROUND 8: Vertigo continues to pound on Deadpool, but at last Deadpool finishes him off with a lucky attack.
- Army Test/ Does it pass, Yes or No? What should be the unit's point value? Give a brief summary. PASS ~ She almost killed Jean, and that's with half of her turns being eaten up by Psionic Grip. I'm fairly comfortable with her at 160 - particularly when she was up against a team of Telepaths and a Manipulative Hero.
Map: Hot Heights
Units: Jewel, Wolverine, Batman: Bruce Wayne (640 Points) vs. Martian Manhunter, Jean Grey, Count Vertigo (640 Points)
Spoiler Alert!Team Telepath wins; 3 Wounds on Jean Grey, 2 Wound on Count Vertigo, Martian Manhunter destroyed, 5 Rounds.
ROUND 1: Martian Manhunter walks forward and telepathically brings the others up as well. Wolverine and Jewel march forward. Manhunter activates the Glyph of Time Bomb, which is promptly disarmed next turn. Count Vertigo blasts as Jewel, but fails.
ROUND 2: Things get tense as Martian Manhunter flies up and hits Batman for one, bringing his allies even further into battle. Jean exploits Jewel's vulnerability to deal two damage, despite Wolverine being nearby. Neither Wolverine nor Jewel are able to move thanks to Jean's lockdown, but Batman grapples up and engages Martian Manhunter, attacking him for one. Martian Manhunter takes one for lava damage.
ROUND 3: Martian Manhunter zooms down and blasts Jewel for another one damage. Wolverine is able to move up and attack Manhunter, dealing him another wound. Jewel is still stuck. Jean hits Jewel again, but Count Vertigo's attempt fails. Batman throws his Batarang, which hits Vertigo for 2. Wolverine takes one for lava damage.
ROUND 4: Manhunter tries to hit Jewel again, but her defense prevails. Wolverine digs in deep and kills him next turn. Count Vertigo shoots at Batman but fails; Jewel is able to fly over and hit Jean for one. Jean tries and fails to attack her, and Batman attempts to Batarang, but can't because of the Vertigo Effect.
ROUND 5: Jewel runs over and hits Jean for two, but Jean uses her next turn to throw Wolverine into lava and kill him, then attack Jewel and finish her off. Vertigo fails to damage Batman, but Jean takes her next turn and throws him into lava, killing him, too.
FINAL THOUGHTS: It was a pretty poor map choice to go up against Jean Grey on, and I apologize for that, but I feel like - even after her partner being thrown into lava all the time and her spending most of the game stuck to the floor - she did a pretty good job. The first match felt even, and if I had better Order Marker placement on the second I feel Jewel could have done a lot more to even the odds (even though Deadpool somehow won in the end anyways...). And in the last one, she held her own even with the odds HEAVILY against her. She feels a bit weak, but I'm assuming Luke Cage will make a better partner than Wolverine, so with that in mind, 160 seems like a good place.
elitebeatk said:She felt like she could be worth her points. Riddler was constantly taking away her OM's and my D20 rolling wasn't so hot for power fluctuatuions, but she did good when paired with Wolverine. I might prefer 150, but when Luke Cage comes out, he might change my opinion.IAmBatman said:Can you offer any more details on what happened in the tests? At the very least it'd be good to know if Jewel felt like her points and how many figures were left in each of the winning armies.
elitebeatk said:C3G STANDARD PLAYTEST FEEDBACK FORMIAmBatman said:elitebeatk said:I would like to request to playtest for Jewel.
Cool.I'll sign you up for the remaining slot.
Here ya go:
[FONT="]NAME = JEWEL[/FONT]
[FONT="]SECRET IDENTITY = JESSICA JONES [/FONT]
[FONT="]SPECIES = MUTATE[/FONT]
[FONT="]UNIQUENESS = UNIQUE HERO[/FONT]
[FONT="]CLASS = SLEUTH [/FONT]
[FONT="]PERSONALITY = INTUITIVE[/FONT]
[FONT="]SIZE/HEIGHT = MEDIUM 5[/FONT]
[FONT="]LIFE = 5[/FONT]
[FONT="]MOVE = 5[/FONT]
[FONT="]RANGE = 1[/FONT]
[FONT="]ATTACK = 4[/FONT]
[FONT="]DEFENSE = 6[/FONT]
[FONT="]POINTS = 160 (?)[/FONT]
[FONT="]POWER FLUCTUATIONS[/FONT]
[FONT="]Before taking a turn with Jewel, roll the 20-sided die. If you roll [/FONT][FONT="]PSYCHIC VULNERABILITY[/FONT]
- [FONT="]1-5, Jewel may not use any special powers on this Army Card for the remainder of this turn,[/FONT]
- [FONT="]6-15, nothing happens,[/FONT]
- [FONT="]16 or higher, add one to Jewel's Attack number for the remainder of this turn.[/FONT]
[FONT="]When Jewel rolls defense against a normal or special attack from a Telepath or a figure with the Manipulative personality, she rolls one fewer defense die.[/FONT]
FIGHT FOR FAMILY
If Jewel is adjacent to a Unique Hero Fighter you control, add one to her attack and defense.
[FONT="]FLYING[/FONT]
[FONT="]SUPER STRENGTH[/FONT]
NAME OF THE TEST UNIT JEWEL
- THEME TEST/ Check to see if there are any powers or stats on the test unit card that does not accurately reflect the theme or likeness of what the character would and could do. Also consider destructible objects, and whether or not this characters powers should affect them.
Don't know too much about her, but seems to be a PASS.
- MIRROR TEST/ Check to see if the unit were played against itself, if there would be any loops that would upset the balance of the Game.
PASS
- BONDING TEST/ Compare the unit card with all possible currently existing Bonding abilities to make sure there are no continual Bonding possibilities that do not stop appropriately or do not stop at all. This is to prevent loops in Bonding.
PASS
- SYNERGIES TEST/ Compare the unit card with all possible currently existing synergies to make sure there are no factors that could break the game by making any unit to powerful or too weak.
PASS
- POWER CHECK/ Consider the test unit and all existing units and all glyphs to compare to and check for any powers that could be over amplified and break the game. Each power must define when it takes place, who or what it affects, and What are the stipulations on the power if there are any.
PASS
- FUN TEST/ Consider whether or not the design was fun to play.
PASS
- FUN COMPETITIVE TEST/ Consider whether or not the design was fun to play against.
PASS
- DRAFTING TEST/ Consider whether or not this design is worth drafting.
PASS
- USAGE TEST/ Consider whether or not all of the powers on this card were used or at least usable.
PASS
- STRATEGY TEST/ Consider whether or not the design offers any real strategy or interesting tactics to the overall game.
PASS
_____________________________________________________________
- Army Test/ Does it pass, Yes or No? What should be the unit's point value? Give a brief summary. PASS
Map: Playtest Alley
Units:Jewel, Wolverine, Anhilus
VS.Joker, Riddler, Sentinel x2, Isamu, NightcrawlerSpoiler Alert!
Jewel's team wins on round 6 turn 1
_____________________________________________________________Paytest Alley is a hexagon with 5-hex long sides. In the middle of the map is a 7-hex level 2 hill. On each side, there is a 24-hexer startzone.
- Army Test/ Does it pass, Yes or No? What should be the unit's point value? Give a brief summary. PASS
Map: Playtest Alley
Units: She-Hulk, Puppet Master, Doomsday, Jewel
VS.Thugs x5, Riddler, Hawkgirl, Echo, TwofaceSpoiler Alert!
Thugs win on round 7 turn 2 due to frequent initiative wins.
__________________
Anything wrong here?