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DopeGhoti posted:I'm cool with that: Action: Once per game, if you are in FTL Control, you may increase or decrease Jump Prep by 1. Then you may activate FTL Control. This is a bit cleaner, I think, though it changes the functionality a little bit.
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# ? Aug 25, 2014 20:57 |
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# ? Apr 29, 2024 01:26 |
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Imagine that little rear end in a top hat bumping the FTL track to -3, then going for a failed roll in order to get the Cylon win.
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# ? Aug 25, 2014 21:03 |
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Some Numbers posted:Action: Once per game, if you are in FTL Control, you may increase or decrease Jump Prep by 1. Then you may activate FTL Control. What are your thoughts with regard to having (or not having) to be in FTL control?
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# ? Aug 25, 2014 21:05 |
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Green Intern posted:Imagine that little rear end in a top hat bumping the FTL track to -3, then going for a failed roll in order to get the Cylon win. Kind of the point there, sport. DopeGhoti posted:What are your thoughts with regard to having (or not having) to be in FTL control? I can probably do that. Action: Once per game, you may move the Jump Preparation track once space up or down. Then, if it is undamaged, you may activate FTL Control.
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# ? Aug 25, 2014 21:07 |
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Sold.
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# ? Aug 25, 2014 21:10 |
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And some minor revisions to my earlier characters: (added titles, changed static to Fellis' suggestion, lowered hand size limit to 8) Frank Underwood (3 POL 2 LEA) Setup: Quorum Chamber Political, titles as Roslin Friends in high places: Every time you are the target of an Executive Order, draw a card from any skill set. Every time you play an Executive Order, draw a Treachery card. Whip votes: discard your entire hand of Skill Cards. Then, instead of drawing a Crisis Card, draw two Crisis Cards. Choose one, and place the other either on top or on the bottom of the Crisis Deck. You must make all choices on the card, and instead of resolving any Skill Checks on the card, pick either the "Pass", "Partial Pass", or "Fail" effect to resolve immediately. Skeletons in the closet: You Skill Card hand size limit is 8. At the end of your turn, if you have more than 8 Skill Cards in your hand, you are moved to the Brig. Then discard excess Skill Cards as normal. *** (added image, title, starting location) "Mad" Max Rockatowski - Support - 2 ENG 2 LEA 1 TAC Titles as Chief. Setup: Hangar Deck Two men enter: after moving, you may exchange a random card with every player you share a location with. Boobytrapped: Action: once per game, you may damage a random location to destroy a heavy raider, three raiders, two civilians, or damage a base star twice. Fuel scarcity: you must discard a card for every point of Fuel lost (including jumps) *** Also, Jim Hacker can start in the SixFigureSandwich fucked around with this message at 21:13 on Aug 25, 2014 |
# ? Aug 25, 2014 21:10 |
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Some Numbers posted:Kind of the point there, sport. Yeah, that's why I posted that. No need to be condescending.
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# ? Aug 25, 2014 21:12 |
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Twitter - 2 ENG 2 PIL 1 LEA Support - Titles as Dee - Setup: Communications Launch birds: Whenever Vipers are launched, you may launch one additional Viper and place it in any space sector. Social Media Revolution: Action: Once per game, look at the top four cards from the Mutiny deck, then give up to two of those cards to (different) human players. Put the rest on the top or bottom of the deck in any order. Character Limit: Whenever you would draw a Treachery card, you draw two Treachery cards instead. Additionally, all your posts must be less than 140 characters.
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# ? Aug 25, 2014 21:32 |
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Oh wow.
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# ? Aug 25, 2014 21:33 |
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fits posted:Humans don't really have any business on Cylon locations and it could end up being him sitting on caprica being XOed to farm easy crisises with jump prep and no ship activations Sure, that's a lot of the reason for the drawback, since if you want to try something like that it'll be really expensive in terms of skill cards. I'd been fairly concerned about the Human Fleet, instead.
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# ? Aug 25, 2014 21:38 |
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God drat it I seriously considered a social rule character but didn't feel like flooding the thread with characters. Twitter's off the chain.
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# ? Aug 25, 2014 21:57 |
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John Dough posted:It's beautiful.
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# ? Aug 25, 2014 22:08 |
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Istvun posted:Sure, that's a lot of the reason for the drawback, since if you want to try something like that it'll be really expensive in terms of skill cards. I'd been fairly concerned about the Human Fleet, instead.
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# ? Aug 25, 2014 22:10 |
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fits posted:Still don't like it. May be real messy It's definitely pushing boundaries. Making his drawback trigger at the end of every turn would do a lot to prevent Caprica farming shenanigans, if that's the concern.
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# ? Aug 25, 2014 22:14 |
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Broken Loose posted:flooding the thread with characters. quote:POLITICAL Some Numbers fucked around with this message at 22:25 on Aug 25, 2014 |
# ? Aug 25, 2014 22:22 |
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Ah, I remembered a quick change to make to Obi-Wan: Obi-Wan Kenobi Support Titles as Doc Cottle (2 LEA, 2 TAC) Set Up: Hangar Deck Use The Force: Once per turn on your turn, when a die is rolled, add or subtract one from the result. Cannot be used alongside "Calculations". More Powerful Than You Could Possibly Imagine: Once per game, if you are executed, choose one: all human players draw 3 cards in their skill set; or all human players discard 3 cards. If you are human, do not lose 1 morale. Crazy Old Wizard: You only draw four cards.
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# ? Aug 25, 2014 23:21 |
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Wait, we're still able to submit characters? Well then, I have two more! Peter Taggart Military Titles as Gaeta (3 LEA, 2 TAC) Set Up: Command Never Give Up, Never Surrender: Whenever Cylon ships are placed in space (such as from a Cylon Attack Card) or Raiders are launched from a Basestar, you may draw one skill card. Activate the Omega 13: Once per game, after the outcome of a Crisis has been determined (that is, after a skill check has been tallied or an OR decision has been made) but before it is enacted, you can cancel the Crisis entirely and draw the next one instead. Skill cards expended on the nullified Crisis are still spent. It Doesn't Have Any Weak Spots!: All rolls made on your turn to shoot Centurions or ships in space are made with a -1 penalty. Jaime Escalante Support Titles as Cally (1 LEA, 3 ENG, 1 TAC) Set Up: Research Lab Math in the Blood: All skill checks on your turn are at one less difficulty. Stand and Deliver: Once per game, if a skill check from a Crisis card would fail, reduce Morale by 2. The skill check passes. Heart Problems: If a skill check from a Crisis card is failed by 4 or more, go to Sickbay.
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# ? Aug 25, 2014 23:35 |
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I'm going to say submissions close tonight at midnight Eastern (about 5 hours) so get them in soon
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# ? Aug 25, 2014 23:58 |
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Brony Hunter posted:
Any thoughts on this, any balance tweaks needed?
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# ? Aug 26, 2014 00:05 |
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Brony Hunter posted:
Made a few tweaks.
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# ? Aug 26, 2014 00:06 |
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Brony Hunter posted:Any thoughts on this, any balance tweaks needed? I think the static seems a bit weak. It's not going to do much most of the time. OPG might be too strong, I dunno. Brony Hunter posted:Made a few tweaks. A Silent Protagonist should not be able to activate Communications, right? Some Numbers fucked around with this message at 00:21 on Aug 26, 2014 |
# ? Aug 26, 2014 00:09 |
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Brony Hunter posted:Any thoughts on this, any balance tweaks needed? It seems rather weak. Only drawing (effectively) 4 cards is a substantial drawback, and his static, which is purely defensive, and his OPG, which basically trades his action for someone else's, doesn't do a whole ton to make up for it. There is a reason that Ellen's static boiled down to 'draw 2 cards' e: Also after walking the plank they should be in a space area. Istvun fucked around with this message at 00:12 on Aug 26, 2014 |
# ? Aug 26, 2014 00:10 |
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I might work on Barbossa later. For now: Chie Satonaka (1 LEA, 2 TAC, 2 POL/ENG) Support, Titles as Cally. Setup: Armory Trial of the Dragon: Before the "Draw Crisis" step of your turn, select a Skill set. Those cards are now either positive or negative for the drawn crisis. (You cannot select "Treachery") Galactic Punt: Once a game, when another player plays an Action, Mutiny or Quorum Card, you may immediately discard it. If not in the "Brig", that player is then sent to "Sickbay". Meat Dimension: Whenever "Food" is lost, you must randomly discard 2 cards.
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# ? Aug 26, 2014 00:18 |
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Military Leader, Titles as William Adama Set Up: Admiral's Quarters Wild Card: Movement: Discard 2 Skill Cards, to immediately draw 2 Skill Cards. They can be outside of your set. New Game Plus: Movement: Once Per Game, play 3 Action Skill Cards from your hand. Silent Protagonist: You cannot activate the "Command", "Communcations", or "Press Office" locations. Should be fine now unless someone thinks more tweaks need to be made?
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# ? Aug 26, 2014 00:21 |
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Brony Hunter posted:Trial of the Dragon: Before the "Draw Crisis" step of your turn, select a Skill set. Those cards are now either positive or negative for the drawn crisis. (You cannot select "Treachery") quote:Galactic Punt: Once a game, when another player plays an Action, Mutiny or Quorum Card, you may immediately discard it. If not in the "Brig", that player is then sent to "Sickbay". quote:Meat Dimension: Whenever "Food" is lost, you must randomly discard 2 cards.
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# ? Aug 26, 2014 00:29 |
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Okay I admit that was kinda nuts and wasn't sure what I was thinking. Chie Satonaka (1 LEA, 2 TAC, 2 POL/ENG) Support, Titles as Cally. Setup: Armory Trial of the Dragon: When you draw Skill Cards on your turn, you may immediately discard one to draw again from the same set. Galactic Punt: Once per game, when another player plays an Action, Mutiny or Quorum Card, you may immediately discard it. Meat Dimension: Whenever "Food" is lost, you must randomly discard 2 cards.
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# ? Aug 26, 2014 00:35 |
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I'd probably do something with galactic punt so it's not dead against revealed cylons. Though I'm not totally sure what.
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# ? Aug 26, 2014 00:40 |
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I'd add it to effect Super Crisis Cards but that'd be nuts and probably worth a OPG on it's own
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# ? Aug 26, 2014 00:42 |
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Lelouch Vi Brittania (2 LEA 3 TAC/POL) Setup: Admiral's Quarters Titles: Tom Zarek Tactical Genius: Before a Skill Check on your turn is resolved, PM the moderator a number and choose whether ALL cards with that number will count positive or negative. Power of Geass: Movement: Once per game, force any player to move to a location and perform an action. They may not leave their current ship. Paranoid Megalomania: If any loyalty cards are revealed to any player, discard your entire hand. Lenny & George (2 TAC 2 PIL 1 TAC/1 PIL) Setup: Armory Titles: Boomer Goodfellas: Lenny (Fat Man) and George (Little Boy) are effectively 2 characters (each can be in a different location simultaneously). George cannot use Actions on Skill Cards, and Lenny cannot use Actions on locations.* (Lenny goes away if you reveal as a Cylon) You still only get a single move and a single action, divided between them. Fire in the Hole!: Action: Once per game, discard your entire hand to damage either character's current location (if possible) OR destroy a single column of Centurions. Bada-boom!: If either character is sent to Sickbay, discard your entire hand. *If only one of your characters is in the Brig** or Sickbay, you draw normally and your ability to play cards into a Skill Check is unaffected. **If Lenny and George are BOTH in the Brig, George may use his escape action to free Lenny, instead. ***Lenny can use an Executive Order on George, if you somehow managed to draw one. Amuro Ray (piloting nu Gundam) (2 LEA 1 TAC/PIL 1 LEA/PIL 1 LEA/TAC) Setup: Deployed in a Viper Titles: Lee "Apollo" Adama Fin Funnels: Movement or Action: While deployed in a Viper, perform the action of the Command location. Psycoframe: Movement: Once per game, choose another active character and draw their Skill Draw. Determined: You cannot land your Viper if there are any Basestars on the board (not on the CFB). Broken Loose fucked around with this message at 01:07 on Aug 26, 2014 |
# ? Aug 26, 2014 00:43 |
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Lelouch's static seems insane.
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# ? Aug 26, 2014 00:45 |
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Broken Loose posted:Tactical Genius: Before a Skill Check on your turn is resolved, PM the moderator a number. After cards are revealed, choose whether ALL cards with that number count positive or negative. quote:Fire in the Hole!: Action: Once per game, discard your entire hand to damage either character's current location (if possible), execute all other characters within it, and go to Sickbay. quote:Fin Funnels: Action: While deployed in a Viper, perform the action of the Command location. So...Action: If you're piloting a Viper, activate two unmanned Vipers.
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# ? Aug 26, 2014 00:47 |
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quote:Fire in the Hole!: Action: Once per game, discard your entire hand to damage either character's current location (if possible), execute all other characters within it, and go to Sickbay. So, Cally's OPG, but you get to execute TWO people, AND damage two locations? And a human would use this because...?
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# ? Aug 26, 2014 00:50 |
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Some Numbers posted:Fair and balanced. Completely. 1. I'd probably change it to "choose positive/negative beforehand" but not before I review the last game to see how big a difference it would make. edit: anywhere from 3-6 per check. gently caress it, I'll change it before somebody else freaks out. 2. The bombs' OPG is only useful for executing Cylons. I guess if used in the Armory it could be changed to take out a Centurion? They're ridiculously pro-human characters otherwise, though. 3. Gonna change that to Movement. Broken Loose fucked around with this message at 00:54 on Aug 26, 2014 |
# ? Aug 26, 2014 00:50 |
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2. Executing one or two Humans and damaging a location is better than Cally's OPG, which is better than any Cylon reveal. 3. I was just making sure I knew what you meant and cleaning up the wording.
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# ? Aug 26, 2014 00:54 |
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Some Numbers posted:2. Executing one or two Humans and damaging a location is better than Cally's OPG, which is better than any Cylon reveal. Cally doesn't nuke her hand in the process, though. What would you say to Damage location (which Sickbays everybody by default) OR Execute everybody in the location if it can't be damaged? (+Also the Centurion killer.) It makes it somewhat easier to avoid, unless you're trolling FTL.
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# ? Aug 26, 2014 00:59 |
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Damaging is by definition a Cylon thing (why would humans want to damage locations?) and Executions, while helpful to the human cause, are much more powerful in a Cylon's hand.
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# ? Aug 26, 2014 01:00 |
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Some Numbers posted:Damaging is by definition a Cylon thing (why would humans want to damage locations?) and Executions, while helpful to the human cause, are much more powerful in a Cylon's hand. I'm actually 100% okay if the bombs have an OPG that's almost useless to humans, because they'd be loving hard as hell to play as Cylons (and insanely good as humans). edit: Fine, Jesus, they're severely toned down now Broken Loose fucked around with this message at 01:05 on Aug 26, 2014 |
# ? Aug 26, 2014 01:02 |
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One more likely unbalanced and crappy character from me Adachi Tohru (2 POL, 1 LEA, 2 TAC/POL) Political Leader Setup: Administration (Titles as Baltar) Who Wants to Talk About Murders? - Whenever a character is sent to "Sickbay", or the "Brig", or is Executed, draw 2 cards. They may come from any set. Bitches and Whores - Once Per Game, during a Crisis, select another player. They cannot play any cards into the check. Small Fish, Small Pond - You cannot play the text on a Politics skill card.
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# ? Aug 26, 2014 01:09 |
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I actually like that one.
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# ? Aug 26, 2014 01:14 |
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# ? Apr 29, 2024 01:26 |
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Some Numbers posted:Action: Once per game, you may move the Jump Preparation track once space up or down. Then, if it is undamaged, you may activate FTL Control. Can you do this while brigged?
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# ? Aug 26, 2014 01:14 |