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Sentinels of the Multiverse» Forums » Variants

Subject: Custom Hero: The Traveler (with Card Art found online) rss

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Corey Parker
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As of right now, I consider this the final form of the Traveler. He has been play tested with the updates and seems to be very balanced in my mind.

The Traveler is a man part of a group of otherworldly outsiders. There mission is to go to locations in time of need or to support a group of heroes. Each Traveler is different from each other, but are mysterious to most and try to stay that way. The Traveler I have created here is the original Traveler I have thought of. He is a very old, but wise being who has traversed the realms and arrived in the world of Sentinels to support the Heroes in the upcoming OblivAeon crisis. He is a specialist in healing and uses his ability to travel between Realms to affect the environment (hence the Plane cards in the deck). Using his access to the Planes, he absorbs power to benefit his allies and those in need with each Plane providing a different ability.

How the Traveler is meant to run is to heal his allies or even himself to protect everyone. He has a good amount of ongoings with some equipments that benefit him and his allies. However, while he does have an abundance of cards to help him, he lacks way to regain the cards themselves if they are lost, often leaving him having to reset himself if they are destroyed.

I originally made this Hero due to the fact that I saw little healing support characters. There are support Heroes, but none with the ability to just straight up start healing and protecting his allies. While this really dials down the offensive aspect of this hero, if he does the job right, the other heroes should be more than able to provide that offense.

Anyway if you wish to leave thoughts and comments I am more than welcome. I am going to post the pictures of the cards, as well as seenif I can post the Adobe Illustrator File and PDF file, hopefully allowing people to use these. I am not capable of drawing or making art myself so I scoured the internet for the images that best fit the cards. Also I can give thanks to Robert Kamphaus (Koga) for his card templates. If I knew the names of the artists I would thank each of them for their work. If people are interested, I actually made an environment and villain for him as well.

Hopefully this link will work so people can access the pdf file and adobe illustrator. (I will update this link and images once the final edits are complete.)
https://drive.google.com/drive/folders/0B-EiaC0ZkbStMHpzSTk4...













The Traveler
HP 26
Power: Healing Wave All Hero Targets except the Traveler regain 1 HP Each.
Incapacitated
- One Target regains 2 HP
- Reduce all damage dealt by 1 until the start of your next turn.
- One Player may take a card from their trash into their hand.

One-shots (20):
4x Be Ready: search your deck for a equipment card and put it into your hand. shuffle your deck. then you may discard a card to play a card.
3x Devastation by Light: destroy 1 ongoing or environment card. the traveler deals 1 target 2 radiant damage.
3x Radiant Blast: the traveler either deals 1 target 3 radiant damage or up to 3 targets 1 radiant damage each.
1x Restoration: Destroy 4 of your ongoing cards. If 4 cards are destroyed this way, remove 3 from the game and either 1 hero target regains 12 hp or flip an incapacitated hero character card, restore it to 8 hp, and that hero’s player shuffles their cards into their deck and draws 4 cards.
4x Healing Touch: 1 target regains 3 hp. Draw a card.
3x Healing Nova: Either 1 target regains 2 hp or 2 targets regain 1 hp each. Draw a card.
2x Portal: search your deck for a plane card and either put it into play or into your hand. Then shuffle your deck.

Ongoings (2):
2x Blazing Gaze: Power: The Traveler deals 1 target 1 fire damage and 1 radiant damage.

Ongoings, Limited (8):
2x Been There, Came Back: the first time the traveler is dealt damage each turn, he regains 2 hp. (Please note that he takes the damage first then heals)
2x Healing Light: increase all hp recovery by 1.
2x Outsider's Wings: at the end of your turn, reveal the top card of your deck. Replace it or discard it.
2x Armor of Light: Reduce damage dealt to the Traveler by 1.

Ongoings, Plane (4):

1x Home: you may use an additional power during your
power phase. whenever a hero target would be dealt damage, by a non-hero target, redirect it to the traveler. when this card enters play, destroy all other plane cards in play.
Power: Each hero regains 2 hp and draws a card. destroy this card.

1x Heavenly Plane: increase radiant damage by 2 and reduce infernal damage by 2. when this card enters play, destroy all other plane cards in play.
Power: the traveler deals non-hero target 1 radiant damage. destroy this card.

1x Hellish Plane: at the end of your turn, the environment deals each target 1 fire damage and 1 infernal damage. when this card enters play, destroy all other plane cards in play.
Power: destroy 1 non-character card in play. destroy this card. (Banishment to Hell effectively)

1x Astral Plane: you may play an additional card during your play phase. the first time you draw a card each turn, discard the top card of your deck. when this card enters play, destroy all other plane cards in play.
Power: discard your hand and draw 4 cards.
destroy this card.

Equipment, Limited (4):
2x Traveler's Cane: Power: 1 target regains 2 hp.
Power: The Traveler deals 1 target 2 melee damage.
2x Endless Backpack: Power: Draw a card.
Power: Return one of your equipment cards to your
hand. Play a card.

Equipment, Relic, Limited (2):
2x Dancing Shield:
At the start of your turn, if this card is next to the Traveler, move it back to your play area. if this card is next to a target, reduce non-hero damage dealt to that target by 1. cards from your deck cannot cause the target to regain HP.
Power: move this card next to a hero target.

I actually also have 2 alternates for the Traveler as well:
The Modern Traveler (More of a tank Traveler)
HP 28
Power: Prepare: Draw a card and 1 target regains 1 hp.
Incapacitated:
- up to 3 targets regain 1 hp.
- one player may draw a card now.
- one hero may use a power now.



The Celestial Traveler (Gives Traveler ability to deal damage)
HP 25
Power: Holy Fury: until the end of your next turn, whenever the traveler would cause a target to regain hp, he instead deals them that much radiant damage.
Incapacitated:
-destroy an ongoing card.
-each hero character may deal
themselves 1 radiant damage to draw a
card now.
-choose a target. the next time they
would regain hp, they instead deal
themselves 2 radiant damage.



I hope everyone can enjoy him as much as I do and please let me know what you think! Let me know if you're interested in his villain: DISTORTION and his environment.
Thank you for reading!
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Matthew Bishop
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Weclome to the forums. Generally looks pretty cool and relatively balanced, but a few things caught my eye. Without any playtesting, here's some comments:
cmp139 wrote:
Base Power: Healing Wave All Hero Targets except the Traveler regain 1 HP Each.
Could just say "each other hero target regains 1 HP."
cmp139 wrote:
1x Restoration: Destroy 3 of your ongoing cards. If 3 cards are destroyed this way, remove 2 from the game and either 1 hero target regains 12 hp or flip an incapacitated hero character card, restore it to 8 hp, and that hero’s player shuffles their cards into their deck and draws 4 cards.
Cost seems appropriate, pretty cool effect.

cmp139 wrote:
2x Been There, Came Back: the first time the traveler is dealt damage each turn, he regains 2 hp.
2x Healing Light: increase all hp recovery by 1.
2x Armor of Light: Reduce damage dealt to the Traveler by 1.
2x Dancing Shield: Power: move this card next to a hero target. When this card is next to a hero target, reduce damage dealt to that target by 1.
These 4 cards seem like they could easily make him unkillable.

Been There seems incredibly strong; unless villains are hitting him 2+ times in a turn, this is probably better than 1-2 armor. Especially since heroes can ping him for 1 and give him additional healing.

I made a hero with an equivalent to Healing Light, and I can say from experience it is a really powerful card in a healer deck.

Between Armor and Shield he can give himself 2 normal armor as well, and he pays nothing to maintain it.

So eventually you have a hero with 2 armor that heals 3 the first time he's hit each turn.

cmp139 wrote:
1x Home: you may use an additional power during your power phase. when this card enters play, destroy all other plane cards in play.
Power: whenever a hero target would be dealt damage, redirect it to the traveler.
You're missing a timing clause on this power. Given how strong the plane is, have you considered making the redirect mandatory? Otherwise he can have +1 play and +1 power without any upkeep cost, which is not trivial.

cmp139 wrote:
1x Heavenly Realm: increase radiant damage by 2 and reduce infernal damage by 2.
Since those damage types (in general) favor hero decks over villains (including Traveler), this will often equate to +2 damage for him. With all his little hits, that could make him a very potent damage-dealer.

cmp139 wrote:
1x Hellish Realm: Power: destroy 1 non-character card in play. then destroy this card. (Banishment to Hell effectively)
This is a very cool effect. Very thematic.

cmp139 wrote:
1x Strange Realm: the traveler cannot draw or play cards. during your end phase, reveal the top card of each deck in order, except for your deck. you may either play or discard the cards revealed. when this card enters play, destroy all other plane cards in play.
This seems both strong (and gets stronger in large teams, which exacerbates an existing problem with the game) as well as sort of boring for Traveler. I'd consider making it so that the play/discard choice has to be the same for all decks, at the very least.

His search and draw capabilities generally seem pretty reasonable, and if he didn't have the "play 2 per turn" ongoing I'd be less concerned with some of the issues mentioned, but they'd still be present.
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Corey Parker
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Thank you very much for the response and the insight Concerning been there came back, healing light, and the dancing shield, you are right this does make the Traveler a very good tank. However, through play testing of my own, the shield is usually on another ally than the Traveler so he tends to have one damage reduction. Also he is far from unkillable. Any form of card destruction ruins this set up extremely as he can't get cards back very easily. A lot of villains also hit for a good amount of damage in the first place, and usually hit twice. As for healing light, it is a powerful card for the Traveler as well, but through our play testing many villains have some form of hp regain as well and this causes it to be a downside as well.

Also I do know that you are speaking of Doc Havoc with a Healing Light similar card. In all honesty it was the Cauldron that made me and my friends start making our own custom decks and the Traveler was the first. I saw Doc Havoc after I created the Traveler and I do like the other healer. He's a little more brawly than I havent played him too much since the Traveler, but I greatly appreciated seeing another healer hero since the Sentinels do not really have one of there own, except Dr. Medico.

However, I do believe you are right on Been there, Came Back. It is definitely his strongest ongoing and does tend to make him very powerful. I do enjoy this ongoing for this character so if you had any advice what do you think would be a better choice for it, or even a better option I'd appreciate the input. I have two other ideas for it as of right now.
1. The first time he would be dealt damage each round he regains 2 hp
2. The first time he would be dealt damage each turn he regains 1 hp
-Just to state I will work on wording for these choices if I implement them. I'm leaning toward the latter, but that's just my personal feeling on this matter. I'd like him to be as fair as a hero as possible.

I would like to keep this implemented in this deck, but if you think this card is broken please let me know and I can see if I can replace it.

Whoops on Home, it is supposed to have until the start of turn so I will update this thank you. I'm assuming you mean change Home to instead of a power turn it into automatic redirect constantly. Is that correct?
It would make this a more dangerous card to play but possibly fairer, im unsure. If I were to change this, I figured I would change it to constant redirect as well as adding a different power, most likely a power that heals the group then destroys the plane.
What about "you may use an additional power during your power phase. whenever a hero target would be dealt damage, redirect it to the traveler.
Power: Each hero regains 2 hp and draws a card. destroy this card." as a replacement? This forces it to be a constant redirect, and allows the Traveler a way out in case it needs to be destroyed.

Heavenly Realm is the Traveler's main damage realm. When this card is in play, the Traveler goes on the offensive. It is also a big boost to Fanatic, which was planned as she benefits greatly from this. So when this card is put into play, healing is the second job. The Traveler does not have many damaging cards in the first place so this allows him to take the offensive.

That's also a good suggestion for Strange Realm and makes it far more balanced so I will implement your suggestion as well. Strange Realm can be a bit boring to play yes, but it is an extremely useful card, especially as you said with more players.
 
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Matthew Bishop
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More extrapolation of my original comments:
cmp139 wrote:
Been there, Came Back...but if you think this card is broken please let me know and I can see if I can replace it.
I couldn't say whether it's broken, but I can say that I don't see the purpose of it. "Heal when hit" is always going to function fairly similar to armor (reduce HP lost when you're getting attacked). Why give him this and normal armor? What is the purpose with regard to his overall playstyle?

cmp139 wrote:
Heavenly Realm is the Traveler's main damage realm. When this card is in play, the Traveler goes on the offensive....healing is the second job. The Traveler does not have many damaging cards...
That said, it contains its own super-flexible damaging power, meaning this one card equates to Shotgun + Assault Rifle. Also, the planes aren't currently vulnerable to almost any card destruction. And nothing is really stopping you from healing while having this plane out. He's only got 2 healing powers in his deck so its seems most of his healing will come from elsewhere anyway).

 
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Corey Parker
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In all honesty, many of the cards I've made with him are thoughts of the original character I created, before I turned him into a Sentinels hero. The card Been there, Came Back was supposed to be a representation of the fact that the Traveler has been through many trying times and has come back stronger for it.
The overall playstyle is the Traveler is keeping his teamates alive so they can accomplish the heavier tasks, but needed some form of survival himself. I added two cards for damage reduction, one which is rarely on the traveler himself, and this card so that the person playing the Traveler can hold off of healing the Traveler and focus on helping the other players out, at least for another turn.
However, you may be right as it is another form of armor as it is right now which may be unnecessary now that you've pointed it out like this. I may change it so that it no longer is a heal when hit device. I'm thinking of changing it to either
-"end of your turn, heal 1 hp", which should accomplish the same goal and be less of an armor.
-"at the end of your turn, reveal the top card of your deck. Either replace it or discard it." which would give him an idea of what is to come next turn if he was to draw a card.

As for Heavenly Realm, I imagine I will dial back the power it has on the card itself, most likely to "1 target is dealt 1 radiant damage."
Or possibly changing from dealing damage altogether to "Until the start of your turn, increase damage dealt by hero targets by 1" as a power, showing the fact that the Traveler is using the holy energy to strengthen his allies.

I do realize that the plane cards are not really vulnerable for most destruction effects. I've thought of it as the one thing a Traveler can keep around when everything else is destroyed. With this in mind, that does give him an unfair advantage over other decks as they are not subject to it.
I believe I will change each of the Planes to Ongoings as well so they can be targeted by destroy effects and still be searched for with the Portal card. I will also change Restoration as well with this in mind so that an additional ongoing has to be destroyed and removed from the game since there will be 4 more ongoings in the deck.

Be ready will also have to be modified so that it says non-plane ongoings so it cuts down on its search function.
 
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Seamus Butler
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Just a suggestion for the shield, if as you say you usually have it on another hero target instead of the Traveller, why not make it part of the rule set for the card? This way you don't get a permanent +2 armour for Traveller but do have handy armour for others.
 
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Michael Hunter
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Welcome cmp, and very interesting work!

I like the design a lot, I was feeling a bit lazy so I skipped straight to the cards, but the names and effects give a really clear idea of who the character is supposed to be. Very cool!

Perhaps for Been There, Came back you could tie it to damage amount? Something like "The first time the Traveller is dealt 3 or more damage each turn, he regains 2HP" Makes it a bit weaker, and gives it a big of a contrast to Armor of Light - Been there is better at soaking a few large hits, Armor of Light and soaking a lot of little ones. Bear in mind that you have an ongong/equipment search card, so it'd be best to make the cards it can search for different in interesting ways, rather than just 4 cards that make him tougher in fairly similar fashions.

I'd support Faceontoasts idea about making Dancing Shield only work for others - otherwise it's just like Armor of Light, only extra bonus that you can move it around. Also, potentially make it so it only reduces non-hero damage? Otherwise it might be a bit easy to abuse, some heroes are designed where self damage is a big part, and easily absorbing it makes them quite strong - for example, Quicksilver could go combo-crazy pretty easily with -1 damage taken.

Having played Doc Havoc a lot, Rapid Regen is pretty amazing for him - and the Traveller both has a search card that can easily find it (unlike Doc) and a easy to use base power that works incredibly well with it - does seem a bit strong.

Restoration is brilliant - a lot of setup, but an amazing effect!
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Corey Parker
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Thank all of you for the comments and suggestions. The Dancing Shield was meant to protect to anyone but I do see the point of keeping it as an ally support. However, for the Traveler the shield is actually a big card to his backstory so thats why Id like it to still affect him. Ill just change the card itself so that it requires an upkeep of sorts to keep it on a target, most likely needing to discard a card or 2. I definitely also see the point pf it beinf nonhero damage so that i will definitely change. I actually like the idea of been there came back suggested as 3 or more damage. I think that may work better than my other thoughts.
 
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Matthew Bishop
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Some random thoughts:

Dancing Shield
- Make it 'disengage' from Traveler at start of turn, but not from other heroes.
- Say something like "target next to this can't regain HP" or "cards from your deck cannot cause the target next to this to regain HP" so that there's an opportunity to cost to whatever hero you apply it to (I think this idea is actually kind of neat, and it's an important tradeoff for a healer character; to heal or armor? Should come with an auto-start-of-turn-disengage option in this form).

Be Ready
- Just a comment, but most official search cards look for a deck-specific keyword or card. The only ones I recall that do not, are Wraith/Skyscraper/Chrono's equipment searches. Point being, "equipment or ongoing" is very open-ended, as it equates to "any of your setup cards that aren't planes". I don't really think it's unbalanced (especially since the card goes into your hand, which is a nice touch for making you weigh your options), but it does seem a tad uninteresting.

Heavenly Realm
- I think a power to deal 1 radiant would be balanced if the goal is not to turn him into a super damage-dealer, or better yet would be not to give it any innate way to deal damage but sprinkle 1 or 2 more instances of radiant damage throughout the rest of his deck, so that it's less "I want to deal 3 damage/turn, I'll play this" and more "I have a lot of my radiant cards in my hand this game, I'll play this".
- If you change the power to Galvanize, just keep in mind that's one of the strongest powers in the game (IMO), and that he now gives Fanatic +3 to most of her damage (her base power will deal 6).

Strange realm
- An idea for a larger change that would effect the deck as a whole: move the "play 2 cards" effect to Strange Realm. That puts most of his really strong passive effects (except Been There) onto his planes, which ensures you only have 1 at a time and makes you decide how to play each game.
- If you're attached to the current effect, maybe make it a one-round ongoing card of some sort.
- Even if you don't care for this suggestion, have you considered switching the "2 plays" and "2 powers"? Unless the extra play is integral to his deck (his cards are strong enough that this doesn't seem like the case) it seems like the first thing you'd search for every game, and would reduce some of his interesting choices. For reference, the only official "play an extra card" permanents that are completely free are Chrono's hat and Tachyon's goggles.

Misc:
- Some of your card names (Gaze, Nova) are very similar to existing card names in Ra and Fanatic's decks. Matters not at all, but personally I like to look for synonyms and try to keep my card names more distinct from official stuff, so they stand apart more. Doesn't help guard against future official decks (we made a base power called Channel, then promo Scholar got the same power name...whoops).
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Corey Parker
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Dancing Shield: I like the idea of it disengaging from the Traveler at the start of his turn and stick on other heroes. I'll test run the idea of armor over healing that you're suggesting.

Heavenly Realm: I've actually thought of a different alternative that turns this card into like the other cards. I figured a power that deals each nonhero 1 radiant damage then destroys this card will have a similar effect with the rest of the Planes having their powers ultimately destroy them.

Be Ready: This card has always run fairly well in this deck and it's always a decision if I play it or not as I still have to wait another turn to play it (unless I have my wings, the two play). While there are 4 in the deck, I only tend to see them once or twice a game.

Strange Realm: If I take your suggestion and changed Strange Realm, I would change it to a different mechanic (Called Astral Realm now). "you may play an additional card during your play phase. the first time you would draw a card each turn, discard the top card of your deck.
Power: discard your hand and draw 4 cards. destroy this card." I figured I would cause it to discard as some form of way to having a plane in play a bit of a negative consequence.
However, if I do change it to this form it leaves me unsure of how best to handle the Wings in the deck, which I fairly enjoyed originally. The wings helped the Traveler pick up the pace I felt. I'm trying to think of an alternative but I'm honestly stuck. I have several ideas but not entirely fan of them.
-reduce damage dealt to traveler by environment (not fan of as too powerful in my mind and too similar to legacy and adding another form of armor)
-at the end of your turn reveal the top card of your deck. either replace or discard it. (unsure how well this will work and really feels like a hit and miss card to me)
-draw an additional card during your draw phase. (feels too powerful)

The reason I kept home as 2 power is so that since he will be tanking automatically when it is played now, he will have at least have a power to benefit someone and keep the shield attached.

I've also decided to remove Expand the Horizons for 2 more Radiant Blasts.
 
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Corey Parker
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Decided to add a different card looking at how the deck is now.
Endless Bag: Power: Draw a Card.
Power: Return one of your equipment cards to your hand.
play a card.

Traveler has been updated in files and cards so hopefully this will be seen as more balanced.

Let me know what you think!
 
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