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Capes & Cowls: The Superhero Board Game» Forums » General

Subject: Superpowers rss

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Flying Arrow
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Could someone give an example of a superpower from the game and how it affected gameplay? For example, Flight - does that just increase a person's speed? What about a power that's used in combat?
 
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William Yonder
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Re: Super Powers
Flight allows the Red Rook to move diagonally and over figures, objects, trees, and rooftops.

Acid Splash--one of Battery-Man's more dangerous powers (even to his teammates)--reads as follows: "Each time you are damaged, all adjacent figures receive 1 POW."
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Clarence Chambers
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Wyrdling wrote:
Acid Splash--one of Battery-Man's more dangerous powers (even to his teammates)--reads as follows: "Each time you are damaged, all adjacent figures receive 1 POW."


I can personally vouch for the nastiness of this particular power, as it finished off two of my heroes in one fell swoop.

In addition to being cleverly implemented and fun to use, the powers fit the characters like a glove, which helped me understand right off the bat what each character was all about--gamewise and personalitywise.

One cool power that comes immediately to mind was the Mole's tunneling ability.


 
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Carla Harper
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Elvisx wrote:
I can personally vouch for the nastiness of this particular power, as it finished off two of my heroes in one fell swoop.

In addition to being cleverly implemented and fun to use, the powers fit the characters like a glove, which helped me understand right off the bat what each character was all about--gamewise and personalitywise.

One cool power that comes immediately to mind was the Mole's tunneling ability.


Fun! Do you recall any of the Mole's other powers and/or how they worked? What about the aforementioned Battery-Man? Any and all recollections would be much appreciated.
 
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Clarence Chambers
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She-Wolf wrote:
Fun! Do you recall any of the Mole's other powers and/or how they worked? What about the aforementioned Battery-Man? Any and all recollections would be much appreciated.


Well, each had a total of three powers, of course, but I can only recall a couple. Aside from the ones already mentioned, the Mole had some sort of cave-in power that could stun characters and destroy scene features, and Battery-Man had a recharge power that allowed him to heal himself.
 
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Ronald Estes
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Elvisx wrote:
Well, each had a total of three powers, of course, but I can only recall a couple. Aside from the ones already mentioned, the Mole had some sort of cave-in power that could stun characters and destroy scene features, and Battery-Man had a recharge power that allowed him to heal himself.


You gotta love Battery-Man and the Mole, but I think my favorites (if I had to pick) were Nightshade and Manchine.
 
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Clarence Chambers
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Mandrake wrote:
You gotta love Battery-Man and the Mole, but I think my favorites (if I had to pick) were Nightshade and Manchine.


I didn't get a chance to see Manchine in action, but I actually had Nightshade on my team and found him a blast to use. Fantazm was ultra cool, too.
 
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Carla Harper
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Elvisx wrote:
I didn't get a chance to see Manchine in action, but I actually had Nightshade on my team and found him a blast to use. Fantazm was ultra cool, too.


Did any of the heroines come into play? If so, what were your impressions?
 
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Clarence Chambers
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She-Wolf wrote:
Did any of the heroines come into play? If so, what were your impressions?


I did see Mysteria and Serapha in action. Mysteria was a witchy, magic-based character, and Serapha was very angel-like. The only power I remember, though, is Serapha's ability to heal.
 
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