1Mmirg said:Yeah, I don't know the character, but the mechanic sounds really excellent. If you're happy with the theming, I like what you're doing here.
tcglkn said:I know he's kinda an obscure design so I've included a short bio for your convenience.
Character Bio - A member of Red Ghost's Super-Apes. After the Red Ghost purposefully exposed himself and his apes to cosmic rays, Igor the baboon was granted higher intelligence and the ability to shape shift into almost anything, including turning his arms into firearms capable of shooting energy blasts.
NAME = Super-Ape
SECRET IDENTITY = Igor
SPECIES = Simian
UNIQUENESS = Unique Hero
CLASS = Minion
PERSONALITY = Feral
SIZE/HEIGHT = Small 3
LIFE = 5
MOVE = 7
RANGE = 5
ATTACK = 1
DEFENSE = 2
POINTS = 130?
SHAPESHIFTING
Start the game with four brown Shapeshift Markers. At the start of the round you may place or remove any number of Shapeshift Markers on this card. Add one to this Super-Ape's Attack and Defense numbers and subtract one from this Super-Ape's Move and Range numbers for each Shapshift Marker on this card. A maximum of 4 Shapeshift Markers can be placed on this card.
[Great mechanic! You could go with 3 markers instead of 4 (since I don't see people using the non-markered form much at all), but this does create a great effect. Love the idea.]
Again, I don't know the character, but a really fun power. Nicely done! Best, V![]()
davidlhsl said:Super Ape (Igor)
Very sneaky, tcglkn! You know how fond I am of designs that have variable power levels during a game, so you're playing to my weak spot.
The design pretty much speaks for itself, and I don't see any mechanical issues. But I did write all the stats based on 0-4 Markers:
7 / 5 / 1 / 2
6 / 4 / 2 / 3
5 / 3 / 3 / 4
4 / 2 / 4 / 5
5 / 1 / 5 / 6
So you have a design that can vary between a weak, but highly mobile, ranged figure; and a strong melee bruiser. I can actually see changing this based on varying maps and conditions. When facing engagement, you'll want to use all the markers for power. When unengaged, you can dump the markers and use his movement to quickly gain height and exploit his range.
I like his Life of 5. A Life of 4 would likely discourage me from having less than 2 markers just to protect against a knockout, though knockouts in Super Scape are unavoidable. Then again, I think if I faced squads or a multi-strike attacker, I'd want at least 2 Markers.
I know I'm "thinking out loud," but I wanted to send you my deliberations to give you some level of feedback on my own thoughts in how I see the use of his Shapeshifting. One risk I see in a design with multiple powers is you don't want a design to be steered to only one obvious choice where the other choices become superfluous. Based on my own thoughts, I think you've got a winner.
Never thought I'd see a monkey faction in Super Scape, though.![]()
Porkins said:Gameplay for this guy sounds really interesting. I always like power up/down trade off decisions. I think it would be fun.
But I don't get the theme...why does having four markers make the range go down? If his range is five with zero shapeshift markers, and then he puts one marker on the card to shapeshift his arms into energy guns, why does his range go down to four?
tcglkn said:I know he's kinda an obscure design so I've included a short bio for your convenience.
Character Bio - A member of Red Ghost's Super-Apes. After the Red Ghost purposefully exposed himself and his apes to cosmic rays, Igor the baboon was granted higher intelligence and the ability to shape shift into almost anything, including turning his arms into firearms capable of shooting energy blasts.
NAME = Super-Ape
SECRET IDENTITY = Igor
SPECIES = Simian
UNIQUENESS = Unique Hero
CLASS = Minion
PERSONALITY = Feral
SIZE/HEIGHT = Small 3
LIFE = 5
MOVE = 7
RANGE = 5
ATTACK = 1
DEFENSE = 2
POINTS = 130?
SHAPESHIFTING
Start the game with four brown Shapeshift Markers. At the start of the round you may place or remove any number of Shapeshift Markers on this card. Add one to this Super-Ape's Attack and Defense numbers and subtract one from this Super-Ape's Move and Range numbers for each Shapshift Marker on this card. A maximum of 4 Shapeshift Markers can be placed on this card.
maybe Peotor this weekend (though that might be when the crazy moving business starts!).