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Sentinels of the Multiverse» Forums » General

Subject: Help with Hero summary cards rss

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Robin Eriksson
Sweden
Sölvesborg
Blekinge
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I love this game and always look for new ways to improve. At the moment my priority is to create cards which help new players to choose heroes.

I created an early prototype:




With these cards I aim to give the players some information on the hero without having to pull out hundreds of cards. I simply hand these cards out and the players can get a overview on the available heroes.

A quick rundown:
The front shows the name and a picture.
The back gives some personal info on the hero aswell as why you would want to play that hero. This is where I thought info like: damage dealer, tank, support, card manipulator will be put.

And this is what I need your help with. I haven´t played all heroes and would like your opinions on some short summary phrases for each hero.

You may also notice that I have put a difficulty rating on each hero. I simply used the data collected here:
http://x.gray.org/sentinels-of-the-multiverse-difficulty-sco...
This is a guideline for new players.


So please overwhelm me with info on heroes or something that I might have missed or things to make my project better
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Jason Kratz
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I like the idea, but have some comments-

I wouldn't use the difficulty rating found at the link you provided. It's meaningless without context, and also doesn't really get into how difficult the hero is to play well, it is more about how often relatively experienced players win with that hero (I'm assuming newbie players won't generally enter their results). You might be better off just putting the complexity from the manual here.

There is actually a pretty good file somewhere on the files section here that rates the heroes by type of card they have in their deck, and determines whether they are tank, healer, etc. It isn't perfect, but that would help with the "Play if you like to" box. I can possibly post a link tonight.

I'll come back to this later tonight (probably) to put up more thoughts about the heroes. That being said, you'll definitely want input from a few different people on this
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Clifton Williams
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Absolute Zero:
Uses Modules to do Damage
Manipulation and HP
Manipulation. Uses Equip to
do Damage Manipulation.
Also does Direct
Damage/Deck
Manipulation/Destroy
Ongoing Cards

The Argent Adept:
Uses musical instruments to
play Rhythms/Harmonies/
Melodies to do Damage
Manipulation/HP
Manipulation/Power
Manipulation

Bunker:
Uses Modes to do Deck
Manipulation/Power
Manipulation. Uses Equip to
deal Direct Damage/Damage
Manipulation/Power
Manipulation/HP
Manipulation

Chrono-Ranger:
Puts bounties on targets to
do Damage Manipulation/HP
Manipulation/Deck
Manipulation
(Omnitron)/Power
Manipulation/Destroy Target
Cards.
Uses Equip to deal Direct
Damage/Power
Manipulation/Damage
Manipulation/Destroy
Ongoing-Enviro Cards.

Expatriette:
Uses Guns/Equip to do Direct
Damage

Fanatic:
Direct Damage/Damage
Manipulation/HP
Manipulation/Power
Manipulation

Haka:
Direct Damage/Damage
Manipulation/HP
Manipulation

KNYFE:
Direct Damage

Legacy:
Damage Manipulation/Direct
Damage/Power
Manipulation/Deck
Manipulation

Mister Fixer:
Uses Form Styles to do Direct
Damage and Damage
Manipulation

The Naturalist:
Uses Forms to activate HP
Manipulation/Damage
Manipulation/Direct Damage/
Power Manipulation/Deck
Manipulation

Nightmist:
Casts Spells to do Deck
Manipulation/Destroy
Ongoing-Enviro Cards/Direct
Damage

Omnitron-X:
Uses Plating Equip to
Manipulate Damage. Uses
Component Equipment to do
Direct Damage/Deck
Manipulation/HP
Manipulation. Also does
Direct Damage/Power
Manipulation/Destroy
Ongoing-Enviro Cards/Deck
Manipulation

Parse:
Deck Manipulation/Destroy
Ongoing-Enviro
Cards/Destroy A Villain Card

Ra:
Direct Damage/HP
Manipulation/Damage
Manipulation/Power
Manipulation/Environment
Cards Trash (do not use
against Silver Gulch)

The Scholar:
Uses Elementals to do HP
Manipulation/Damage
Manipulation/Direct Damage.
He does HP
Manipulation/Deck
Manipulation/Damage
Manipulation/Direct Damage

The Sentinels:
Is a group of four heroes that
use Direct Damage/Damage
Manipulation/HP
Manipulation/Deck
Manipulation/Power
Manipulation

Setback:
Uses Unlucky Pool to effect
Direct Damage/Damage-HP
Manipulation

Tachyon:
Uses Bursts to do Direct
Damage/Deck
Manipulation/Damage
Manipulation/Destroy
Ongoing-Enviro
Cards/Destroy Targets

Tempest:
Damage Manipulation/Direct
Damage/Deck Manipulation/
Destroy Ongoing-Enviro
Cards/HP Manipulation

Unity:
Uses Equipment to change
into Mechanical Golems to do
Direct Damage/Destroy
Ongoing-Envrio
Cards/Damage
Manipulation/Deck
Manipulation. Also does
Power Manipulation

The Visionary:
Deck Manipulation/Direct
Damage/Damage
Manipulation (Omnitron -
Villain Trash)

The Wraith:
Uses Equip to do Direct
Damage/Power
Manipulation/Damage
Manipulation/Deck
Manipulation. She also
Destroys Ongoing-Enviro
Cards/HP Manipulation.
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Clifton Williams
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A list for villains, their strengths and weaknesses. I didn't list HP damage because they all do that. What really hurts heroes is when villains destroy ongoing or equipment cards. I listed how many cards destroy hero ongoing or equipment cards. And I listed how many villain ongoing cards are in their deck. That way new players can see which heroes would be best used against each villain (if a certain villain is great a destroying hero ongoing cards, don't use a hero that is ongoing heavy. And if a villain has a lot of ongoings, use a hero that destroys ongoing. If a villain has lots of targets (devices/crew/citizens/etc) use an environment that hits targets with lowest HP for better chances.

Baron Blade:
Deals (x) damage (x = # of
hero ongoing/equip cards
in play) (2 cards)
4 Ongoing Cards
7 Device Cards

Ambuscade:
No effects for equip/ongoing
1 Ongoing Card
10 Device Cards

Omnitron:
Destroy all ongoing (2 cards)
Destroy all equip (2 cards)
Destroy all enviro (2 cards)
8 Ongoing Cards
11 Device Cards

La Capitán
^HP hero cannot use powers
for 1 turn (3 cards)
Destroy (x) ongoing and/or
equip cards (x = # of crew
cards in play) (2 cards)
Destroy a (1) hero
ongoing/equip card (3
cards)
Deals (x) damage (x = # of
hero ongoing/equip cards
in play) (1 card)
4 Ongoing Cards
8 Crew Cards

Spite:
Destroy all environment
cards, deal x damage (x
= # of enviro cards
destroyed (3 cards)
When hero uses power, spite
deals 2 damage and that
player discards top 5
cards of deck. (1 card)
Start of turn Put H -2 hero
ongoing/equip cards back
into player's hand.
2 Ongoing Cards

Akash'bhuta:
Destroy H Hero ongoing (2
cards)
Destroy H Hero equip (2
cards)
Destroy all enviro (2 cards)
4 Ongoing Cards

Kismet:
Destroy H Hero ongoing
and/or equip cards (2
cards)
Destroy all environment
cards, deal x damage (x
= # of enviro cards
destroyed (2 cards)
12 Ongoing Cards

Plague Rat:
No effects for equip/ongoing
13 Ongoing Cards

Apostate:
Destroy x hero ongoing/equip
cards (x = # of IMP
pilferers) (3 cards)
Destroy ALL cards other than
character cards and relics.
2 Ongoing Cards

Citizen Dawn:
At end of turn, destroy a (1)
hero ongoing card. If
Citizen Tears is in play,
destroy ALL ongoing cards
controlled by the same
hero. (1 card)
At end of turn, destroy ALL
ongoing cards controlled
by hero with lowest HP. (1
card)
Destroy ALL hero ongoing
cards. Destroy ALL equip
cards. Destroy ALL enviro
cards. (2 cards)
6 Ongoing Cards
12 Citizens

Ennead:
Destroy H -1 hero
ongoing/equip cards. Deal
hero with ongoing/equip
cards x damage (x = H -2
ongoing/equip cards. (2
cards)
Destroy H -1 equip cards (2
cards)
Destroy ALL non-villain
targets with 3 or fewer HP
(2 cards)
Destroy ALL enviro cards.
Deal x damage to each
hero (x = cards destroyed)
(2 cards)
0 Ongoing Cards

The Dreamer
when this card is destroyed,
destroy 1 equip card (2
cards)
when this card is destroyed,
destroy 1 hero ongoing
card (2 cards)
Deal hero with ^HP x damage
(x = # of equip cards in
play) (2 cards)
0 Ongoing Cards
18 Projections
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Matt Smith

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I think this is an absolutely awesome idea. I've always felt like I needed something like this. I'll get back on tonight to post some thoughts on heroes.
 
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Ken H.
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Stryker1979 wrote:
I wouldn't use the difficulty rating found at the link you provided. It's meaningless without context, and also doesn't really get into how difficult the hero is to play well, it is more about how often relatively experienced players win with that hero (I'm assuming newbie players won't generally enter their results).


Yes, I agree. If anything, the word "difficulty" isn't even the right word. A hero might be very easy to play, but can still give you a bad chance to win just due to general weakness. The stats website is measuring winning chances only, and says nothing about how hard it is to play that character in an optimal way.

Quote:
You might be better off just putting the complexity from the manual here.


That should definitely be included.
 
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Clifton Williams
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Here are certain attributes for each character. Maybe you can come up with symbols to put on their card.

Mega Hitter:
(Can do more than 15 HP damage in 1 turn)
Bunker
Expatriette
Fanatic (collateral damage)
Haka (collateral damage)
Nightmist (collateral damage)
Omnitron-x (collateral damage)
The Scholar
Tachyon
Unity (collateral damage)
The Wraith

Star Destroyers:
(Destroys villain ongoing and environment cards)
Absolute Zero
Chrono-Ranger
Nightmist
Omnitron-X
Parse
Tachyon
Tempest
Unity
Wraith

Deck Manipulation:
Bunker (environment)
Haka (environment, villain)
KNYFE (environment, villain)
Legacy (villain)
The Naturalist (environment, villain)
Omnitron-X (environment, villain)
Parse (environment, villain)
Ra (environment)
The Sentinels (environment, villain)
Setback (environment, villain)
The Visionary (environment, villain)
The Wraith (villain)

Team Healing:
The Argent Adept
Fanatic
Legacy
Omnitron-X
The Sentinels
Setback
Tempest

Defense Team:
The Argent Adept
Chrono-Ranger
Fanatic
Haka
Legacy
Mister Fixer
The Naturalist
Ra
The Sentinels
Setback
The Scholar
Tachyon
Tempest
Unity
The Visionary
The Wraith

Damage Boost Team:
The Argent Adept
Chrono-Ranger
Legacy
The Naturalist
Parse
Ra
Unity
The Visionary

Power Heavy:
Absolute Zero
Bunker
Chrono-Ranger
Expatriette
Haka
KNYFE
Legacy
The Naturalist
Ra
Tempest
The Wraith

Ongoing Heavy:
The Argent Adept
Fanatic
Haka
KNYFE
Legacy
Mister Fixer
The Naturalist
Parse
Ra
Setback
The Scholar
Tempest
The Visionary

Equipment Heavy:
Absolute Zero
Bunker
Expatriette
Mister Fixer
Omnitron-X
Unity
The Wraith

One-Shot Hitters:
Chrono-Ranger
Fanatic
The Naturalist
Nightmist
The Sentinels
Setback
The Scholar
Tachyon
The Visionary
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Robin Eriksson
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Lots of nice comments here, thx everyone!

I did a quick revamp with some of your thoughts.




Clifton- Wow, that is really helpful. Thank you very much

Gonna continue working more tomorrow.


Keep em' commin.
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Vadim Golembo
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Why not make the front of the card a life counter.
 
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Roberta Yang
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My eyes glazed over staring at that wall of "/ manipulation" text. It's ugly, and it's also not particularly useful to new players. People play Absolute Zero because they want to do weird combos, not because they want to "use Modules" or do "deck manipulation".
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Clifton Williams
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Environment cards, info that can help decide to use with certain heroes or villains because of the damage or bonuses they have. Villain friendly means they are typically beneficial cards for villains (but not always), neutral deals damage to all targets the same, and hero friendly means they typically help the heroes:

The Block:
Not good to use with heroes
that use small targets on
their behalf (Unity-Golems,
etc.)
Villain Friendly (8)
Neutral (4)
Hero Friendly (3)
Deals non-inmate target with
2nd ^HP x damage (x = #
cards in enviro trash) (2
cards)
Deals non-agent target with
2nd lowest HP H -1
damage. (2 cards)
Deals non-agent target with
lowest HP H -2 damage.
Target dealt damage this
way cannot deal damage
until next enviro turn. (2
cards)

Final Wasteland:
Villain Friendly (9)
Neutral (5)
Hero Friendly (1)
Deals 2 targets with ^HP 3
and 3 damage each (1
card)
Deals non-enviro target with
2nd lowest HP H -1
damage (2 cards)
Deals non-enviro target with
2nd ^HP H -1 damage (3
cards)
Deals non-enviro target with
2nd lowest HP 2 and 2
damage (2 cards)
Deals non-enviro target with
2nd lowest HP H -1
damage (2 cards)

Freedom Tower:
Not best used with heroes
that gain power from more
cards in trash.
Villain Friendly (8)
Neutral (4)
Hero Friendly (3)
All hero ongoing cards are
also equip cards (1 card)

Insula Primalis:
Villain Friendly (9)
Neutral (6)
Hero Friendly (0)
Deals target with 2nd ^HP 5
damage (2 cards)
Deal any hero that does not
destroy an equip card H
damage (2 cards)
Destroy all equip cards (2
cards)
Deals non-enviro target with
lowest HP x damage (x = #
velociraptor pack in play
times 2) (3 cards)

Megalopolis:
Villain Friendly (8)
Neutral (4)
Hero Friendly (3)
Hero cards cannot be played
(2 cards)
Deal any hero that does not
destroy an ongoing card 3
damage (3 cards)
Players cannot draw cards (1
card)
Heroes cannot use powers (1
card)
Deals the 2 targets with ^HP
5 damage each (2 cards)

Mobile Defense Platform:
Villain Friendly (14)
Neutral (1)
Hero Friendly (0)

Pike Industrial Complex:
Villain Friendly (2)
Neutral (13)
Hero Friendly (0)
Deals 2 Non-Enviro targets
with the lowest HP 1
damage (4 cards)

Realm of Discord:
Villain Friendly (7)
Neutral (7)
Hero Friendly (1)
Deals 2 damage to x non-
enviro targets with highest
HP (x = HP of this card) (2
cards)
Whenever a card is played,
deal H targets with the
^HP 1 damage. (1 card)
Whenever a card is played,
deal H targets with the
lowest HP regain 1 HP. (1
card)
Deals target with ^HP 2
damage (2 cards)
Deals the non-enviro target
with 2nd ^HP x damage (x
= # cards in enviro trash)
(2 cards)
All non-hero targets, other
than non-hero with lowest
HP, are immune to
damage
Any player with
equip/ongoing cards in
play deals themselves 3
damage

Rook City:
Villain Friendly (8)
Neutral (5)
Hero Friendly (2)
Deal target with 2nd lowest
HP 3 damage (3 cards)

Ruins of Atlantis:
Villain Friendly (9)
Neutral (6)
Hero Friendly (0)
Deals non-enviro target with
lowest HP 5 damage (3
cards)
Players cannot play hero
cards (2 cards)
Whenever a hero uses a
power, deal H -1 damage
(2 cards)

Silver Gulch, 1883
Villain Friendly (10)
Neutral (4)
Hero Friendly (1)
Deals 2 non-enviro targets
with lowest HP 3 damage
each (1 card)
Deals non-enviro target with
lowest HP 4 damage (1
card)

Time Cataclysm:
Villain Friendly (7)
Neutral (7)
Hero Friendly (1)
Deals target with ^HP 1
damage (1 card)
Deals H -1 targets with ^HP 1
damage each (1 card)
Deals target with 2nd ^HP H
-1 damage (1 card)
Destroy ALL hero ongoing
cards (1 card)
Deal target with 2nd lowest
HP 3 damage (1 card)

Tomb of Anubis:
Villain Friendly (7)
Neutral (6)
Hero Friendly (2)
Deals the Non-Enviro target
with 2nd highest HP 2
damage (1 card)
Deals the Non-Enviro target
with 2nd highest HP 4
damage (1 card)
Deals the Non-Enviro target
with 2nd lowest HP 2
damage (1 card)

Wagner Mars Base:
Not good for heroes that
need cards in trash for
boosts (Tachyon)
End of turn destroy H equip
cards (2 cards)
Villain Friendly (10)
Neutral (5)
Hero Friendly (0)
Each hero needs to destroy 1
ongoing card or take 2
damage (2 cards)
Destroy H equip cards (2
cards)
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Clifton Williams
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salty53 wrote:
My eyes glazed over staring at that wall of "/ manipulation" text. It's ugly, and it's also not particularly useful to new players. People play Absolute Zero because they want to do weird combos, not because they want to "use Modules" or do "deck manipulation".


If you are not into reading text in this game, then this game will not be for you because there is PLENTY of reading and text.
 
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Roberta Yang
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c_s_williams1978 wrote:
If you are not into reading text in this game, then this game will not be for you because there is PLENTY of reading and text.

The problem isn't that it's text, it's that it's ugly text (about 40% of the words are "manipulation") and it's not even useful. What is a new player meant to glean from "uses modules"? And why the hell would you choose Zero for "deck manipulation"?
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Clifton Williams
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salty53 wrote:
What is a new player meant to glean from "uses modules"? And why the hell would you choose Zero for "deck manipulation"?


Obviously you are not understanding the lists I supplied to Robin. They are list containing information for Robin to used at his discretion. I don't know why people would use Absolute Zero solely for deck manipulation, but that is one of his abilities. This is a list if what heroes are capable of. I am not a designer. I was simply supplying the info to someone that does design things. Some People need to lighten up. If you dob't like what's on my list, that's cool, just don't use it. Or change it. I don't care. I was merely trying to help out a fellow gamer.
 
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Matt Smith

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The purpose of these cards is for new players, correct? If so, I would go about it like this:

Absolute Zero
Damages and heals himself in combination to dish out loads of destruction. Fragile, so careful card play and manipulation required.

Argent Adept
Layers songs and instruments to provide a multitude of support options. Many different abilities to keep track of.

Bunker
Changes "modes" to build up steam, then unleashes consistent group damage. Clever timing of modes a necessity.

Chrono-Ranger
Swift shootin' son of a gun. Gets off many small shots that can add up in big ways. Post up bounties to cash in on major damage.

Expatriette
Lock and load multiple weapons and ammo to see her shine. Can deal fast, moderate damage in a pinch.

Is this the goal? I feel like these are the types of cards I need to assist new players. Ones that give an overall feel and things to look out for.
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John Curtis
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FoxOmega44 wrote:
The purpose of these cards is for new players, correct? If so, I would go about it like this:

Absolute Zero
Damages and heals himself in combination to dish out loads of destruction. Fragile, so careful card play and manipulation required.

Argent Adept
Layers songs and instruments to provide a multitude of support options. Many different abilities to keep track of.

Bunker
Changes "modes" to build up steam, then unleashes consistent group damage. Clever timing of modes a necessity.

Chrono-Ranger
Swift shootin' son of a gun. Gets off many small shots that can add up in big ways. Post up bounties to cash in on major damage.

Expatriette
Lock and load multiple weapons and ammo to see her shine. Can deal fast, moderate damage in a pinch.

Is this the goal? I feel like these are the types of cards I need to assist new players. Ones that give an overall feel and things to look out for.


If I was a new player, this is EXACTLY the kind of thing that I would want to know. It is the kind of information that I try to explain to new players when they sit down at the table. I would go for this level of information.
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Chris Eames
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This is just the kind of thing I've been looking for since I started playing Sentinels. An excellent idea, one thought I did have, as one side is just a picture for flavor why not make it a card back instead. Then as well as a quick aid for new players you could also use them in a deck. Deal two to each player, pick one to play that game or something like that so who you play is randomized a little? Just a thought, I'd use them as you designed anyway
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Matt Smith

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Here is how I would word the rest:

Fanatic
A hero that forces the issue on good versus evil. Can shut down villains, stop damage, boost allies, or dish out the pain, but all at a cost. Low HP might push her to her breaking point...

Haka
With more HP than any hero and a few self healing abilities, he likes to stand in front and squash the underlings.

K.N.Y.F.E.
An ex-special ops super powered assassin. A lone-wolf in many ways, she dons self-boosting equipment to provide an onslaught of hooks and jabs.

Legacy
A self-sacrificing team leader. Legacy jumps in front of bullets and pushes the team to do what they do best.

Mr. Fixer
Buff his initially weak strikes to infinity with various martial arts styles and tools. His prowess on the field can keep the villain from getting in blows at critical moments.

The Naturalist
This shapeshifting hero can be whatever you want! Become a rhino for his strong skin, a gazelle for his swift legs, or a crocodile for his gnarly bite.

Nightmist
She is a paranormal expert of powers she can't control. Finding relics can mitigate the seemingly random ethereal. Her real power is unlocked by deflecting the damage of evil doers... Or herself.

Omnitron-X
A well-oiled machine that, when upgraded, can run the field by herself. Stack components and grab some plating to let Omni run the show.

Parse
A reliable damage dealer whose support is very situational. Good thing she has something for every situation! Don't underestimate her foresight.

Ra
Blow for blow the hottest damage dealer. Grab a staff, flame on, and watch the earth scorch.

The Scholar
As a specialist in transmutation, he turns his healing into deadly counter blows. Let the scholar do some "research" on multiple card draws to really watch the sky light up.

The Sentinels
As a team, they have an answer for every situation. And they better, since they are not too resilient. But why play 1 hero when you can have 4?

Setback
Accrue unlucky tokens to build up super powered karma to use as you please. Manage your luck well, though. Too little and you are useless, too much and you are a threat to the team.

Tachyon
Play, play, play! Draw, draw, draw! Fast plays and quick reflexes will win the day. Be sure to "burst" at the enemy as much as possible. That adrenaline might kick in big time later.

Tempest
Control the field and elements with ease. He can heal the team, destroy tough cards, shock multiple targets, all in a days work. A jack of all trades.

Unity
Using her technopathy, she constructs massive armies of tiny robots ready to do her bidding. If she can keep them alive, they will be the biggest asset of the team. But that's a big if...

The Visionary
Seeing into the future has never been so easy. Figure out what the villain is planning, or control damage by casting decoys, moving the team to the skies, or shutting up in a cuccoon.

Wraith
With no superpowers, her expensive gadgets will do the work. Find razors, knives, and a targeting computer for swift deadly strikes, or an eyepiece and smoke bombs to upset the villain's plans.

Hope this helps.
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Vadim Golembo
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Fantastic.
 
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John Curtis
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Andrews
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FoxOmega: That was an awesome summary of the hero powers! GREAT JOB!
 
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Mark Langsdorf
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See also this thread (http://boardgamegeek.com/thread/1112128/detailed-heroboss-se...) which is a similar attempt to provide quick blurbs for all heroes, villains, and environments.
 
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Adam Gordon
Canada
Lethbridge
Alberta
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no realy this is blank
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HOBBES!
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FoxOmega44 wrote:
Here is how I would word the rest:

Fanatic
A hero that forces the issue on good versus evil. Can shut down villains, stop damage, boost allies, or dish out the pain, but all at a cost. Low HP might push her to her breaking point...

Haka
With more HP than any hero and a few self healing abilities, he likes to stand in front and squash the underlings.

K.N.Y.F.E.
An ex-special ops super powered assassin. A lone-wolf in many ways, she dons self-boosting equipment to provide an onslaught of hooks and jabs.

Legacy
A self-sacrificing team leader. Legacy jumps in front of bullets and pushes the team to do what they do best.

Mr. Fixer
Buff his initially weak strikes to infinity with various martial arts styles and tools. His prowess on the field can keep the villain from getting in blows at critical moments.

The Naturalist
This shapeshifting hero can be whatever you want! Become a rhino for his strong skin, a gazelle for his swift legs, or a crocodile for his gnarly bite.

Nightmist
She is a paranormal expert of powers she can't control. Finding relics can mitigate the seemingly random ethereal. Her real power is unlocked by deflecting the damage of evil doers... Or herself.

Omnitron-X
A well-oiled machine that, when upgraded, can run the field by herself. Stack components and grab some plating to let Omni run the show.

Parse
A reliable damage dealer whose support is very situational. Good thing she has something for every situation! Don't underestimate her foresight.

Ra
Blow for blow the hottest damage dealer. Grab a staff, flame on, and watch the earth scorch.

The Scholar
As a specialist in transmutation, he turns his healing into deadly counter blows. Let the scholar do some "research" on multiple card draws to really watch the sky light up.

The Sentinels
As a team, they have an answer for every situation. And they better, since they are not too resilient. But why play 1 hero when you can have 4?

Setback
Accrue unlucky tokens to build up super powered karma to use as you please. Manage your luck well, though. Too little and you are useless, too much and you are a threat to the team.

Tachyon
Play, play, play! Draw, draw, draw! Fast plays and quick reflexes will win the day. Be sure to "burst" at the enemy as much as possible. That adrenaline might kick in big time later.

Tempest
Control the field and elements with ease. He can heal the team, destroy tough cards, shock multiple targets, all in a days work. A jack of all trades.

Unity
Using her technopathy, she constructs massive armies of tiny robots ready to do her bidding. If she can keep them alive, they will be the biggest asset of the team. But that's a big if...

The Visionary
Seeing into the future has never been so easy. Figure out what the villain is planning, or control damage by casting decoys, moving the team to the skies, or shutting up in a cuccoon.

Wraith
With no superpowers, her expensive gadgets will do the work. Find razors, knives, and a targeting computer for swift deadly strikes, or an eyepiece and smoke bombs to upset the villain's plans.

Hope this helps.


These are great, thematic summaries of most of the decks. thank you for the time you put into this!
 
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