davie_r2d2 wrote: A.K.A. Jessica Jones Flying Smash: Red (12 AP) Jessica Jones soars into the air to gain momentum, and then flies down, bashing the enemy and knocking her foe senseless. Deals 378 damage and stuns the enemy for one turn. If there is at least one friendly Strike, Protect, and Attack tile on the field, she smashes them with the force of her blow, dealing an additional 180 damage to the entire enemy team. (3684 damage, + 2475 team damage at max level)
davie_r2d2 wrote: @Malcrof thanks! I was thinking a lot about what would go well with her, based on her comics portrayal and powers, as well as the synergy with Cage and Rand. If you want to make a new post with her, be my guest. I was trying and failing to figure out how to do it myself I also have ideas as to other characters. Me and my friend do this for fun sometimes. We thought up a 4-star Mr. Fantastic, a 3-star Agent Venom, and a 3-star Ben Grimm. This was my solo thought for her, which is why i posted it.
jeff204vk wrote: I've been curious for a while about what would happen if you designed a character that you had to save up enough AP for multiple Power attacks in one turn to kill. Here is the result. Someone took a shot at a moveset for this character in another thread, but I wanted his powers to be a more integrated package. Sebastian Shaw 4* character (in the movie, he's described as being able to make himself into a "nuclear bomb," so I can't imagine less than 4 stars), with accelerated healing Damage Conversion Black Passive; does not work when the character is stunned 1 Cover: Whenever Shaw is damaged, a 1-turn countdown tile is placed on the board. When the countdown tile goes off, Shaw receives the damage back (true healing), plus X Yellow AP. There is no limit to the number of countdown tiles, but they revert to regular tiles if Shaw's health reaches zero. (Calibrate X by playtesting so Shaw is powerful but not unstoppable.) 2 Covers: Increase in X 3 Covers: The energy Shaw has received improves his constitution. Whenever one of his countdown tiles goes off, places a friendly black Protect tile on the board if there is not one already. 4 Covers: Increase in X 5 Covers: The energy Shaw has received improves his strength. Whenever one of his countdown tiles goes off, places a friendly black Strike tile on the board if there is not one already. Energy Strike 15 Yellow AP Shaw uses stored energy to attack an enemy. The ratio of damage to AP cost should be the same as the ratio for Damage Conversion at max Yellow covers, not as good at a lower number of covers. Energy Absorption 15 Blue AP; can't be used when the character is stunned, of course 1 Cover: Shaw smacks himself into a wall to absorb a small amount of energy. Similar effect to 1-cover Damage Conversion of the match-3 of a 1* character. 2 Covers: Shaw has his minions pummel him so he can absorb some energy. Similar effect to 2-cover Damage Conversion of the physical attack of a Doombot. 3 Covers: Shaw has his minions fire projectile weapons at him so he can absorb more energy. Similar effect to 3-cover Damage Conversion of a Maggia Tommy Gun attack. 4 Covers: Shaw has one of the mutants working for him attack him so he can absorb even more energy. Similar effect to 4-cover Damage Conversion of the attack power of a 2* character. 5 Covers: Shaw absorbs energy from the nuclear reactor of his sub. Similar effect to 5-cover Damage Conversion of the major attack power of a 3* character. Is this character broken? Some calibration via playtesting would be useful. He can be killed, if you repeat stun him (how he was beaten in the movie), or save up AP and then hit him with multiple powers in one turn so that he dies before his countdown tiles ever have a chance to go off (this simulates him having a power overload), or some combination of both. I set his active power AP costs relatively high (he does seem to have to charge up at the nuclear reactor for a while in the movie), aiming for there being enough time for a chance to beat him. The exact costs should be tested before character introduction. His health would also have to be adjusted to be about 1/3 the total damage done during a PvP involving 4* characters.
jeff204vk wrote: I'm curious about characters who can't generate their own power. Here is one possible way to address that issue. A moveset has been posted elsewhere on this forum for this character before (in "Design a Character!"), but I wanted to try one focusing more on the character's limitation and how he overcomes it. The earlier posting assumed that the character had a blowtorch and a backpack with fuel all the time. MPQ may never include this character to avoid confusion with a HAMMER goon of the same name, but the concept could be applied to other characters. Pyro (the mutant, not a HAMMER Pyro) 2* character, decent health Flame Supply Red Passive With no Red covers, Flame Supply=0. Level 1: Pyro remembered to bring a cigarette lighter with him. Flame Supply=1. Level 2: Pyro brought a barbecue lighter with him. Flame Supply=3. Level 3: Pyro brought a small weed-killing torch with him. Flame Supply=6. Level 4: Pyro uses his weed-killing torch to light a large bonfire. Flame Supply=10. Level 5: Pyro has developed a fuel-containing backpack and blowtorch. Flame Supply is essentially unlimited. Creature of Flame 8 Yellow AP Pyro creates a creature out of fire and has it attack an enemy. A yellow countdown tile is placed on the board which causes damage each turn. Pyro has to focus to maintain such a creature, so only one such countdown tile can be present at any time, and if his focus is disturbed (if the countdown tile is destroyed) then the creature is gone. Countdown length and damage per turn increase with number of Yellow covers. The creature can't be any stronger than the flame available when it is created, however. When the countdown tile is created, countdown length is the number of red tiles on the board plus Flame Supply (see above), or the length based on the number of Yellow covers, whichever is lower; damage per turn is 10 X (number of red tiles on the board plus Flame Supply), or the damage based on the number of Yellow covers, whichever is lower. Wall of Flame 8 Black AP Pyro creates a wall of flame to protect him. A black countdown tile is placed on the board. While this tile is present, any enemy who attacks Pyro is hit with a percentage of the attacking damage. Pyro has to focus to maintain this, so only one such countdown tile can be present at any time, and if his focus is disturbed (if the countdown tile is destroyed) then the wall is gone. Countdown length, and the percentage of their damage that attacking enemies are hit with, increase with number of Black covers. The wall can't be any stronger than the flame available when it is created, however. When the countdown tile is created, countdown length is the number of red tiles on the board plus Flame Supply (see above), or the length based on the number of Black covers, whichever is lower; % damage enemies receive is 3 X (number of red tiles on the board plus Flame Supply), or the damage based on the number of Black covers, whichever is lower. It might be interesting to see how people play a character like this. Do you pair him with a color generator (Cyclops generates Red tiles, for example), do you invest a lot in Red covers, or do you hope that there will be enough Red on the board?
Malcrof wrote: I always put shaw in the Charged Tile generation club, with an ability to AOE bomb off destroyed charged tiles. Maybe, each time he is hit, it creates a random charged tile (absorption) then use the strike to explode them. It would end up being a carnage type damage everyone but him type thing, but would work nicely.
jeff204vk wrote: Malcrof wrote: I always put shaw in the Charged Tile generation club, with an ability to AOE bomb off destroyed charged tiles. Maybe, each time he is hit, it creates a random charged tile (absorption) then use the strike to explode them. It would end up being a carnage type damage everyone but him type thing, but would work nicely. You could certainly create a workable character like that. The only problem is that another character could use the charged tiles before Shaw does. AFAIK in the movie and comics, whatever energy Shaw is hit with disappears into him and is only usable by him.
Malcrof wrote: jeff204vk wrote: I'm curious about characters who can't generate their own power. Here is one possible way to address that issue. A moveset has been posted elsewhere on this forum for this character before (in "Design a Character!"), but I wanted to try one focusing more on the character's limitation and how he overcomes it. The earlier posting assumed that the character had a blowtorch and a backpack with fuel all the time. MPQ may never include this character to avoid confusion with a HAMMER goon of the same name, but the concept could be applied to other characters. Pyro (the mutant, not a HAMMER Pyro) 2* character, decent health Flame Supply Red Passive With no Red covers, Flame Supply=0. Level 1: Pyro remembered to bring a cigarette lighter with him. Flame Supply=1. Level 2: Pyro brought a barbecue lighter with him. Flame Supply=3. Level 3: Pyro brought a small weed-killing torch with him. Flame Supply=6. Level 4: Pyro uses his weed-killing torch to light a large bonfire. Flame Supply=10. Level 5: Pyro has developed a fuel-containing backpack and blowtorch. Flame Supply is essentially unlimited. Creature of Flame 8 Yellow AP Pyro creates a creature out of fire and has it attack an enemy. A yellow countdown tile is placed on the board which causes damage each turn. Pyro has to focus to maintain such a creature, so only one such countdown tile can be present at any time, and if his focus is disturbed (if the countdown tile is destroyed) then the creature is gone. Countdown length and damage per turn increase with number of Yellow covers. The creature can't be any stronger than the flame available when it is created, however. When the countdown tile is created, countdown length is the number of red tiles on the board plus Flame Supply (see above), or the length based on the number of Yellow covers, whichever is lower; damage per turn is 10 X (number of red tiles on the board plus Flame Supply), or the damage based on the number of Yellow covers, whichever is lower. Wall of Flame 8 Black AP Pyro creates a wall of flame to protect him. A black countdown tile is placed on the board. While this tile is present, any enemy who attacks Pyro is hit with a percentage of the attacking damage. Pyro has to focus to maintain this, so only one such countdown tile can be present at any time, and if his focus is disturbed (if the countdown tile is destroyed) then the wall is gone. Countdown length, and the percentage of their damage that attacking enemies are hit with, increase with number of Black covers. The wall can't be any stronger than the flame available when it is created, however. When the countdown tile is created, countdown length is the number of red tiles on the board plus Flame Supply (see above), or the length based on the number of Black covers, whichever is lower; % damage enemies receive is 3 X (number of red tiles on the board plus Flame Supply), or the damage based on the number of Black covers, whichever is lower. It might be interesting to see how people play a character like this. Do you pair him with a color generator (Cyclops generates Red tiles, for example), do you invest a lot in Red covers, or do you hope that there will be enough Red on the board? How would Hood's black effect the timers?
jeff204vk wrote: Malcrof wrote: jeff204vk wrote: I'm curious about characters who can't generate their own power. Here is one possible way to address that issue. A moveset has been posted elsewhere on this forum for this character before (in "Design a Character!"), but I wanted to try one focusing more on the character's limitation and how he overcomes it. The earlier posting assumed that the character had a blowtorch and a backpack with fuel all the time. MPQ may never include this character to avoid confusion with a HAMMER goon of the same name, but the concept could be applied to other characters. Pyro (the mutant, not a HAMMER Pyro) 2* character, decent health Flame Supply Red Passive With no Red covers, Flame Supply=0. Level 1: Pyro remembered to bring a cigarette lighter with him. Flame Supply=1. Level 2: Pyro brought a barbecue lighter with him. Flame Supply=3. Level 3: Pyro brought a small weed-killing torch with him. Flame Supply=6. Level 4: Pyro uses his weed-killing torch to light a large bonfire. Flame Supply=10. Level 5: Pyro has developed a fuel-containing backpack and blowtorch. Flame Supply is essentially unlimited. Creature of Flame 8 Yellow AP Pyro creates a creature out of fire and has it attack an enemy. A yellow countdown tile is placed on the board which causes damage each turn. Pyro has to focus to maintain such a creature, so only one such countdown tile can be present at any time, and if his focus is disturbed (if the countdown tile is destroyed) then the creature is gone. Countdown length and damage per turn increase with number of Yellow covers. The creature can't be any stronger than the flame available when it is created, however. When the countdown tile is created, countdown length is the number of red tiles on the board plus Flame Supply (see above), or the length based on the number of Yellow covers, whichever is lower; damage per turn is 10 X (number of red tiles on the board plus Flame Supply), or the damage based on the number of Yellow covers, whichever is lower. Wall of Flame 8 Black AP Pyro creates a wall of flame to protect him. A black countdown tile is placed on the board. While this tile is present, any enemy who attacks Pyro is hit with a percentage of the attacking damage. Pyro has to focus to maintain this, so only one such countdown tile can be present at any time, and if his focus is disturbed (if the countdown tile is destroyed) then the wall is gone. Countdown length, and the percentage of their damage that attacking enemies are hit with, increase with number of Black covers. The wall can't be any stronger than the flame available when it is created, however. When the countdown tile is created, countdown length is the number of red tiles on the board plus Flame Supply (see above), or the length based on the number of Black covers, whichever is lower; % damage enemies receive is 3 X (number of red tiles on the board plus Flame Supply), or the damage based on the number of Black covers, whichever is lower. It might be interesting to see how people play a character like this. Do you pair him with a color generator (Cyclops generates Red tiles, for example), do you invest a lot in Red covers, or do you hope that there will be enough Red on the board? How would Hood's black effect the timers? That's a good question. If you had Hood in your party, you would want a favorable effect, i.e., Pyro's timers up, but Hood currently brings friendly timers down, which would make things worse. One possible solution is to make Wall of Flame and Creature of Flame trap tiles rather than countdown tiles, and have Flame Supply just affect max damage but not duration. Another possible solution is to say that Dormammu is jealous of those who use flame without his involvement, and leave Pyro with countdown tiles, which don't last as long when Hood invokes Dormammu. (This would probably mean that no one would pair Pyro and Hood, but AFAIK they spend little or no time together in the comics anyway, so maybe that's not so bad.)
Unreallystic wrote: I can't get this 'power' out my head and reverse engineered it to a character. Pretty much he/she would swap all your protects for strikes, all your strikes to protects, and attacks would become CDs which trigger *something* - either more protect/strikes, dmg, healing - I'm not sure yet. Right now that lends itself to Mr. Fantastic - a 'smart' power if you will. I doubt he's happening, so I don't expect it but the power has some legs... - Unreall
ronin-san wrote: Speaking of legs. That sound like something Mr Sinisher or Forge (cybernetic legs) could make happen.