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Subject: Custom Hero - Roll Call (with Card Art) rss

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Dark Current
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UPDATE: 3/6/16

Roll Call's deck is finalized! You can find individual .jpg files of his cards for online printing service (e.g. Printerstudio.com) on my google drive: https://drive.google.com/open?id=0BygBoX3Z9iH1VlVicGcyLUNsaF...



What follows is the original post for his deck. The card descriptions below are NOT the final versions of the cards. Final card text and art is only found on the card files linked above. Numerous minor balancing and clarification changes were made. I removed the pdf files of the card sheets as they were no longer up to date.


Greetings! Here is the deck for the 4th member of the hero team Night Shield. This character has a unique mechanic whereby most cards have 2 completely different options: nonlethal and lethal. In nonlethal mode, Roll Call is a 95% support hero with minimal damage-dealing. But his controls and debuffs are second to none in this mode. In lethal mode, he switches to damage dealing with his cards providing a wide array of damage types. As always, I appreciate your feedback and opinions. Enjoy!

Teaser Pics:




The Night Shield
Night brings the greatest threats to the world – power mad villains, evil sentient machines, ruthless terrorist masterminds. Standing against this dark tide are the heroes of Night Shield.


Description
Roll Call is a cybernetic police officer equipped with the latest high tech gadgets and weaponry.

Origin
Detective Roman Green was a good cop who worked tirelessly to put the bad guys behind bard. But as the number of super-powered villains and vigilantes increased in his city, so too, did the danger. While working undercover investigating the major crime family headed by an over the top goodfella known on the streets as Don Sparkoni, Detective Green got caught in the middle of one of these super fights. He lost his limbs and most of his internal organs were damaged.

Luckily, the police force had been selected by the military to partner with testing the latest cybernetic human augmentations designed for returning soldiers who’d been wounded, but were willing to wear a badge and police the city upon their return from combat overseas. Green became the first civilian recipient of these augmentations. His implants gave him heightened senses, superhuman strength and endurance, and nearly instant wireless access to every police and crime database in the world.

With these tools he changed his name to Roll Call, a beacon of justice. He redoubled his efforts to take down organized crime and added unsanctioned vigilantes to the list of public nuisances. He focused his attention on two of the leading actors: Don Sparkoni the mob boss who ran the city’s dark underworld, and an upstart thug known as Dark Current who was currently terrorizing every street punk and wannabe big shot she could lay her hands on.

After weeks of investigation, he finally cornered the latter. The two fought hard, but in the end, Roll Call took her down. But while he was reading her Miranda rights, Don Sparkoni’s goons attacked. Before Roll Call could react, the mobsters overcame his defenses with an EMP weapon and had him at their mercy. But then his collar came to his rescue. The vigilante known as Dark Current took down the goons and reactivated Roll Call. He owed her his life. They talked then, and he came to understand that they both had the same goal in sight: take down the evil that was corrupting their city and bring freedom back to its citizens.

Roll Call released Dark Current and the two pledged to work together for their common good, despite their methods being polar opposites. Roll Call became the first member of what was to become called Night Shield.

Powers
***Special Note: Roll Call’s primary function is to uphold the law and maintain peace through nonlethal means. Therefore, under normal circumstances he is only able to access his nonlethal text on his cards. However, should the situation warrant (via 'Lethal Force Authorized' card play or innate power uses on promo card) he is able to access a slew of lethal options from his cards.***

Roll Call’s main weapon is his Mk XIV Multiphasic Beam Rifle, The Adjudicator. This weapon can fire a wide variety of ordnance from low energy kinetic rounds to high-energy plasma bursts. He is also equipped with numerous polymorphic autonomous drones that provide an equally diverse set of options from surveillance to medical support.

Roll Call’s Deck:

Character Card
HP: 30
Title: Law Enforcer
Innate Power: Call for Back Up
Search your deck for an Equipment card and put into your hand.
Draw a card. You may put that card into play.
Original version was probably too OP. This one fits the power's intent... Roll Call needs help, calls for 'back up', which is represented by the cards in his deck. He's able to get an extra one and put it into play if it's useful.

Incapacitated Powers:
•Destroy a non-target environment card.
•A player can play a card from their trash may exchange a card in their hand for one in their trash.
•A player can draw a card.
First power is more in line with Roll Call's nonlethal nature, so he doesn't destroy target cards. The second power is reduced in power and requires a trade of a card in hand.

Promo Card
HP: 29
Title: The Adjudicator
Innate Power: Protect and Serve
You may use both the nonlethal and lethal text from a card as a single action.Until the end of your next turn, when you would activate either the nonlethal or lethal text of a card, you may activate both instead.

Incapacitated Powers:
Reduce the next villain damage by 1.Reduce the next damage dealt by the villain character by 1.
•A hero target regains 1 HP.
Increase a hero's next attack by 1. Choose a hero. Increase the next damage dealt by that hero by 1.
Clarifying language of powers 1 and 3.

Hero Deck (40 cards)
Title
Keyword
Description
Count


*All Lethal text was clarified to identify Roll Call as the source of the damage ('Deal X target Y damage...'). Multiple cards so I didn't bother retyping here, but the pdf deck files will contain the correct language.

Taser Shotgun
One-shot
Nonlethal: Choose a card in play. That card has no text until the start of your next turn.
Choose a non-indestructible card. If that card is a character, prevent its next damage. If that card is a non-character, it has no text until the start of your next turn.
Lethal: One target takes 2 lightning damage.
3
Original non-lethal ability could have been game-breaking in certain circumstances. This version cannot affect indestructible cards and it cannot blank a character card's text.

PHaSR
One-shot
Nonlethal: redirect the next damage from 1 target to any other target. Nonlethal: Select a target. The next time that target would deal damage, you may redirect that damage to a different target of your choice.
Lethal: one target takes 1 radiant damage.
2
Clarifies target selection and timing. The intent is that the target cannot shoot itself, but a different target because it's been blinded.

MEDUSA
Equipment, limited
Power Nonlethal: Choose a deck. That deck is immune to damage and effects not originating from itself. At the start of your turn destroy this card or take 3 sonic damage. Choose a hero target other than yourself. That target is immune to non-hero damage and effects until the start of your turn. At the start of your turn, destroy this card.
Power Lethal: 3 targets take 1 sonic damage each.
2
Card is destroyed at start of next turn to reduce its chances of abuse by repetitive uses. Removed damage penalty as it's no longer needed as a trade-off to keep the card in play. Immunity applies to all damage and effects from non-hero decks, so the target can still be aided / buffed by allies, but cannot be harmed by enemies.

Stingers
Equipment
During any turn, you may destroy a non-character target as it is revealed, but before it enters play. When this happens, destroy this card.
When a non-character target would enter play, you may discard it instead and destroy this card.
2
Simplification and standardization of card text.

Lethal force authorized
Ongoing, limited
While this card is in play, you may use either the nonlethal or lethal text of all cards from this deck. Power: increase the next damage taken by a target by 1.Select a target. Increase all damage dealt to that target by 1 until the start of your next turn.
3
Slight buff to power so card is more 'lethal'.

Not on my watch
Ongoing, limited
Whenever a villain card enters play, you may play a card. Power: draw a card.
Draw 2 cards.
Whenever a villain card enters play, you may play a card.
At the start of your turn, destroy this card.

2
Card is powerful under certain circumstances (multiple card plays), but only one can be in play, only 2 in his deck, and the card destroys itself at the start of his next turn. He does get to draw 2 cards when first played now, but there's no guarantee he'll be able to use them unless he knows for a fact the villain will play more than one card on its turn.

Dangerous Overload
One-shot
Destroy X of your own equipment cards. All villain non-hero targets take 2X energy damage. All hero targets take X damage.
1
Increases the difference between villain and hero target damage to make the self-destruction more worthwhile. Damage now applies to environment targets as well.

Reactive Body Armor
Equipment, limited
Reduce damage dealt to Roll Call by 1. Power: Choose 2 Equipment cards. Those cards are indestructible, until the start of your next turn.
2
Standardizes text. Intent is Roll Call may protect any hero's equipment. He may spend one immunity on his own reactive body armor, and thus protect any other one equipment... his or ally's. Or he can leave his armor vulnerable and protect any other 2 pieces of equipment.


VDI Induction Beam
One-shot
Nonlethal: reduce the nextdamage dealt by up to 3 targets by 1 each. Lethal: Roll Call deals up to 3 targets 1 irreducible psychic damage each.
3
Clarification of targets and limitation to next attack.

Tear Gas Mortar (4 HP)
Equipment, limited
When this card enters play,Each player may either draw a card or regain 1 HP. Power: Decrease the next damage from up to X targets by 2 each, where X = this card's current HP. For each affected target, this card takes 1 irreducible toxicdamage.Power: Select up to X targets where X = this card’s HP. Decrease the next damage from those targets by 2 each. This card deals itself 1 irreducible toxic damage per affected target.
2
Clarification of timing and damage type. Simplification of power usage text.

Flash Blind
One-shot
Return the most recently played card from a deck to the top of that deck. You may use a power now.
3

Goo Grenade
One-shot
Choose a target. Prevent its next damage dealt. Each player may search their trash for a card other than 'Good Grenade' and put it on top of their deck.
3
Clarifies damage dealt is prevented. Reduces power's scope to limit potential abuse.

Surveillance Drones
Equipment, limited
Power Nonlethal: Reveal the top 3 cards of a deck. Return them in any order. Power Lethal: Increase the damage taken by a target by 1 until the start of your next turn.
2

Portable EMT (10 HP)
Equipment
At the start of each hero's turn, they may transfer up to 3 HP from this card to any targets from their own deck. Destroy this card when its HP reach zero.
2

Mob Isolator
Equipment, limited
Nonlethal power: reveal the top card of each deck. If it is a target, you may either discard it or put it into play. If it is a non-target, return it to the top of the deck.
Lethal power: Roll Call deals one target 2 lightning damage.
2
Intent is to allow Roll Call to look for potential threats in the villain and environment deck and eliminate them before they do harm. But can also be used to identify hero 'friendlies' and get them into the field.

Kinetic Rounds
One-shot
Nonlethal: dealone target takes 1 projectile damage. You may use an additional power now. Lethal: all non-hero targets take 1 projectile damage each. You may play another card.
3
Wording more consistent.


Plasma Bolt
One-shot
Nonlethal: Convert any Select a non-target, non-character card in play. That card is now a target with a maximum HP of 5. card into a 5 HP target from same that same deck. Lethal: deal one target 2 irreducible energy damage.
3
Card is designed to provide an alternative means of destruction for ongoing / environment cards, or those rarer cards lacking those key words. It's limited to non-HP cards and cannot turn indestructible cards destructible. Current version is streamlined for simplicity. Left the redundancy of 'target' and 5 HP to ensure players realize the card can be destroyed by reducing it to zero HP
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Dennison Milenkaya
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Hey Dark Current, there are some serious issues with this deck, as proposed. Let's see if I can help a bit, 'eh?

dsmail wrote:
Character Card
HP: 30
Title: Law Enforcer
Innate Power: Call for Back Up
Search your deck for an Equipment card and put into your hand.

First, I'd warn against easy searching. As an innate power, you always have access to this ability, and that means you always have access to any Equipment card in your deck. Roll Call then runs the risk of always being played the most optimal way, every game. That's kinda dull. Plus, after searching your deck, there's no order to shuffle or anything, so you'd know the order of everything from then on. If you insist on keeping the search for effect as a main power, do add a shuffle command. But I highly recommend against this.

dsmail wrote:

Incapacitated Powers:
• Destroy an environment card.
• A player can play a card from their trash.
• A player can draw a card.

The second ability here is strictly superior to Tachyon's incapacitated ability, which is already extremely strong. It easily homogenizes play by allowing a player to play his or her most powerful card, turn after turn. Legacy, for example, can play Take Down every round without even giving up his normal card play, and the villain deck never plays a card again.

Always be wary of letting players play cards from their trash. It's almost impossible for the environment or villain decks to do anything to stop a really powerful combo that has the potential to repeat round after round after round. It becomes a really boring way to just eventually win. Even worse than Tempest playing Reclaim From The Deep to retrieve another Reclaim From The Deep, there's no need to draw or play afterwards and nothing ever stops a hero from using their incapacitated abilities, once they go down.

dsmail wrote:

Promo Card
HP: 29
Title: The Adjudicator
Innate Power: Protect and Serve
You may use both the nonlethal and lethal text from a card as a single action.

Incapacitated Powers:
• Reduce the next villain damage by 1.
• A hero target regains 1 HP.
• Increase a hero's next attack by 1.

I'm pretty sure all of this is okay. Proper phrasing would be "next damage dealt by the villain by 1" and "next damage dealt by a hero [target] by 1" but there's nothing over-whelming here.

dsmail wrote:

Taser Shotgun
One-shot
Nonlethal: Choose a card in play. That card has no text until the start of your next turn.
Lethal: One target takes 2 lightning damage.
3

You really ought to add "non-indestructible" to the first line. Blanking an indestructible card removes its indestructible status, which allows it to leave play. While that might sound like a cool effect, it can ruin things like Kaarga's arena and the Ennead's shrine. Other indestructible cards are meant to be an inherent part of the villain's challenge. One should never try to get around it.

I'd also recommend you add "non-character" to the first line. If you can blank the villain card itself, many villain decks fall apart. For example, you can blank The Dreamer and win with a 6 damage strike.

dsmail wrote:

PHaSR
One-shot
Nonlethal: redirect the next damage from 1 target to any other target. Lethal: one target takes 1 radiant damage.
2

This would cause the very next attempted damage dealt to be redirected. This is great if Roll Call acts just before the environment turn. If seated before K.N.Y.F.E, it doesn't really help much, since that player already chooses who she attacks. I recommend: "Select a target. The next time that target would deal damage, you may redirect that damage to the target of your choice." This becomes more interesting if you also don't let it hit itself, but that's really a call you'll need to make for how strong you want the effect to be.

dsmail wrote:

MEDUSA
Equipment, limited
Power Nonlethal: Choose a deck. That deck is immune to damage and effects not originating from itself. At the start of your turn destroy this card or take 3 sonic damage. Power Lethal: 3 targets take 1 sonic damage each.
2

I honestly think the nonlethal power should destroy without option to take damage and maintain the card. It isn't too hard for Greatest Legacy, Captain Crunch, and Argent Adept to proc several instances of this power and only ever have one hero target take 3 damage each round forever. Also, assuming Roll Call is the last hero standing, he can take only 3 damage every round for the rest of the game and be healed pretty easy by incapacitated abilities, or whatever, and never worry about how fierce the opposition is again. It isn't the most abusive ability to rig, but it is pretty strong. And I mean better-than-Legacy-strong.

At the very best, I recommend: "Non-lethal Power: Roll Call deals himself 3 sonic damage. If he takes damage this way, one target is immune to damage, until the start of your next turn. At the start of your next turn, destroy this card." This means that if you do proc this ability several times, you pay for it several times and you can't cover Roll Call with it before protecting other targets. This should make him more of a "to protect & serve" character instead of a covers-his-own-ass character.

dsmail wrote:

Stingers
Equipment
During any turn, you may destroy a non-character target as it is revealed, but before it enters play. When this happens, destroy this card.
2

Most cards aren't "revealed" before they enter play. You could just say "When a target is played" since that necessarily does precede entering play. But that won't stop effects like Primeval Erruption [Akash'Bhuta] or Violent Nightmares [The Dreamer], which actually do cause the targets to be revealed first. Parse's Buffer Overflow may have the wording you want: "When a non-character target would enter play, you may discard it instead and destroy this card." Parse's card goes on to say: "When this card is destroyed, draw a card and play the top card of the villain deck," which does, effectively, replace the would-be target with another play, but since some card effects stop villain cards from being played at all, this isn't entirely necessary to remain balanced.

dsmail wrote:

Lethal force authorized
Ongoing, limited
While this card is in play, you may use either the nonlethal or lethal text of all cards from this deck. Power: increase the next damage taken by a target by 1.
3

This power is pathetically weak. It only adds 1 damage to an attack. Even if it is written so as to let you decide which target it affects, instead of merely affecting the very next target to take damage, it is still worse than just dealing 1 damage, which can be increased to a noticeable amount. Granted, there's merit to improving an attack than instigating one that can be ignored. But I'd recommend no less than: "Power: Select a target. Increase all damage dealt to that target, until the start of your next turn." This is still weaker than Galvanize, but at least it doesn't make heroes hurt themselves more when inflicting damage to self.

dsmail wrote:

Not on my watch
Ongoing, limited
Whenever a villain card enters play, you may play a card. Power: draw a card.
2

This actually isn't bad. Considering how few of his cards actually deal damage, though, I wonder if it isn't better to just allow him to play an additional card on his turn, like Jim's Hat [Chrono Ranger] or HUD Goggles [Tachyon]. Still, playing cards out-of-turn is pretty neat, sometimes.

dsmail wrote:

Dangerous Overload
One-shot
Destroy X of your own equipment cards. All villain targets take 3 + X energy damage. All hero targets take 1 + X damage.
1

Hitting all villain targets puts this above Wraith's Inventory Barrage, so paying for it with friendly fire isn't a bad idea. But the villain targets only take 2 more damage than the hero targets, which is a pretty bad exchange rate, considering Haka's Rampage (a difference of 3, with no self-destruction required). Might I recommend: "Destroy any number of your Equipment cards. Roll Call deals each villain target twice X energy damage and all hero targets X energy damage, where X = the number of cards destroyed this way."

dsmail wrote:

Reactive Body Armor
Equipment, limited
Reduce your damage taken by 1. Power: choose two Equipment cards. Both are immune to destruction until the start of your next turn.
2

No problems here but phrasing. "Reduce damage dealt to Roll Call by 1. Power: Choose 2 Equipment cards. Those cards are indestructible, until the start of your next turn."

Also, is this meant to make "your" Equipment cards indestructible? If it works on any Equipment, Mr. Fixer could end up with 3 Tools in play at once pretty easily. More, if you can proc a power use out-of-turn.

dsmail wrote:

VDI Induction Beam
One-shot
Nonlethal: reduce the damage of up to 3 targets by 1 each. Lethal: up to 3 targets take 1 irreducible psychic damage each.
3

I'm not sure if the Non-lethal effect applies to the damage they deal or the damage they're dealt. For the Lethal effect, you need to specify that Roll Call deals the damage.

dsmail wrote:

Tear Gas Mortar (4 HP)
Equipment, limited
Each player may either draw a card or regain 1 HP. Power: Decrease the next damage from up to X targets by 2 each, where X = this card's current HP. For each affected target, this card takes 1 irreducible damage.
2

Does the first part apply when the card is played or at the start of each of Roll Call's turns or when? It might not seem to matter much, but the self-inflicted damage of the last line should have a damage type.

dsmail wrote:

Flash Blind
One-shot
Return the most recently played card from a deck to the top of that deck. You may use a power now.
3

All's well.

dsmail wrote:

Goo Grenade
One-shot
Choose a target. Prevent its next damage. Each player may search their trash for a card and put it into their hand.
3

Again, is this the damage it is dealt or the damage it deals? Highly recommend going the Vernal Sonata [Argent Adept] route and stating that Roll Call cannot return Goo Grenade to his hand this way, or he can just keep cycling two of these for the rest of the game, shutting down one target and his friends forevermore play their single best card. Consider putting the card from the trash onto the deck, so everyone else at least needs to draw again before repeating their best play and there's a chance the combo is broken up.

dsmail wrote:

Surveillance Drones
Equipment, limited
Power Nonlethal: Reveal the top 3 cards of a deck. Return them in any order. Power Lethal: Increase the damage taken by a target by 1 until the start of your next turn.
2

Very good and pretty darn effective.

dsmail wrote:

Portable EMT (10 HP)
Equipment
At the start of each hero's turn, they may transfer up to 3 HP from this card to any targets from their own deck. Destroy this card when its HP reach zero.
2

I have a feeling that with the innate power, this is quite good, particularly since 2 can be in play at once, allowing up to 6 HP to be recovered per hero turn. It might be awesome and balanced with published hero decks' effectiveness, but I don't know by looking at it in a void. I'd run with it as-is until play-tests suggest revision. It is too unique of an effect to guess at. Pretty interesting, actually. Nice job.

dsmail wrote:

Mob Isolator
Equipment, limited
Power Nonlethal: Reveal the top card of each deck. You may discard or put into play any targets revealed. Power Lethal: one target takes 2 lightning damage.
2

I don't know. Doesn't this just beg for being paired up with Unity and Captain Crunch? Virtually no other (published) hero deck is going to make use of it. I don't think it is specifically necessary, but you may wish to mention that all other cards are returned to the tops of their decks. Also, you might make it clearer that a target can be returned to the top of its deck (if that's your intent).

Again, Roll Call should be stated to deal the damage on the Lethal portion.

dsmail wrote:

Kinetic Rounds
One-shot
Nonlethal: one target takes 1 projectile damage. You may use an additional power now. Lethal: all non-hero targets take 1 projectile damage each. You may play another card.
3

I'm pretty sure this is fine.

dsmail wrote:

Plasma Bolt
One-shot
Nonlethal: Convert any non-target card into a 5 HP target from same that deck. Lethal: one target takes 2 irreducible energy damage.
3

The Non-lethal portion of this card is a bad idea, as written. You could turn pre-flip Miss Information into a 5 HP target and win immediately or you could turn one of Spite's Drugs into a target and let a Velociraptor Pack chew away at it for the rest of the game, never worrying about being the lowest target. At the very least, don't let it affect character cards and indestructible cards. It is still an easy way to take out Miss Information's Distractions, but since this is a One-Shot, you (hopefully) won't be able to repeat the process often enough to make this abusive.


All-in-all, good work. There's plenty of vernacular to modify so that it fits with Sentinels verbiage. I feel that the Lethal effects are all very under-whelming, considering the extra difficulty to activate them ... and that they are called "lethal" without being very damaging. I hope you find this critique helpful.
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Dark Current
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A lot of information for me to digest here, so it'll be a day before I can respond to each suggestion.

But you're making a lot of good points and I think many of your concerns will be addressed with some text clarification on my part.

Let me look over the cards with your questions and my intents in mind and I'll get back to you.

Thanks for the feedback!
 
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Dark Current
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Okay, I edited the original post with changes and explanations based on and in response to Flat's post.

Let me know if you have additional questions / concerns.
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Ben MacFarlane
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VDI Induction Beam - I'm assuming the intent here is not to permanently decrease damage from the chosen targets?

Portable EMT - You don't need to mention that it gets destroyed when its HP is zero - that's true of all targets. I see why it's there but I don't think it's necessary.

Kinetic Rounds - I would reword this to "deal 1 target 1 projectile damage..." to be more consistent with existing cards.

Plasma Bolt - When you say "from that same deck", I think you mean to say that a villain card becomes a "villain target" and not just a target. However, when I first read it, it made me think I'm supposed to go looking for a target card in that deck. The card is already a card from its own deck, so you don't need to say "from that same deck".

For example, the card Imbued Vitality:

Quote:
When this card enters play, destroy all other Distortion cards.
Each Ongoing and Equipment card now has a maximum HP of 6.


Since a target is just a thing with HP, and a card is always a card from its own deck, it would be enough for plasma bolt to just give a non-character, non-target card a maximum HP.

And you don't need to bother specifying non-indestructible, either. It wouldn't lose its indestructibility just because it gains HP.

Edit:

It's also not clear to me what the promo power ("You may use both the nonlethal and lethal text from a card as a single action.") means.

There is no such thing as an "action" in Sentinels, so "as a single action" doesn't actually mean anything.

Does this power work on cards already in play? If so, maybe it should read, "Activate the nonlethal and lethal text of a card in play." Since you've already played a card for the turn, it seems unlikely that it means play a card and activate both nonlethal and lethal, but maybe that's the intention?
 
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Dark Current
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bmacfarlane wrote:
VDI Induction Beam - I'm assuming the intent here is not to permanently decrease damage from the chosen targets?


Yes, it should say reduce the NEXT damage not imply it's a perma-reduction. Good catch.

Quote:
Portable EMT - You don't need to mention that it gets destroyed when its HP is zero - that's true of all targets. I see why it's there but I don't think it's necessary.


I guess I was worried that because it can be 'healed' to keep it in play (recharge it so to speak) that some might think that as equipment, even at zero HP, it would stay in play and get recharged later. The intent is that like a target, at 0 HP it leaves play. Not sure that's how most would interpret the card or not.

Quote:
Kinetic Rounds - I would reword this to "deal 1 target 1 projectile damage..." to be more consistent with existing cards.


Easy enough.

Quote:
Plasma Bolt - When you say "from that same deck", I think you mean to say that a villain card becomes a "villain target" and not just a target. However, when I first read it, it made me think I'm supposed to go looking for a target card in that deck. The card is already a card from its own deck, so you don't need to say "from that same deck".

For example, the card Imbued Vitality:

Quote:
When this card enters play, destroy all other Distortion cards.
Each Ongoing and Equipment card now has a maximum HP of 6.


Since a target is just a thing with HP, and a card is always a card from its own deck, it would be enough for plasma bolt to just give a non-character, non-target card a maximum HP.

And you don't need to bother specifying non-indestructible, either. It wouldn't lose its indestructibility just because it gains HP.


Yeah, that card was getting a little wordy, so I like the simplicity of the implicity.

Quote:
Edit:

It's also not clear to me what the promo power ("You may use both the nonlethal and lethal text from a card as a single action.") means.

There is no such thing as an "action" in Sentinels, so "as a single action" doesn't actually mean anything.

Does this power work on cards already in play? If so, maybe it should read, "Activate the nonlethal and lethal text of a card in play." Since you've already played a card for the turn, it seems unlikely that it means play a card and activate both nonlethal and lethal, but maybe that's the intention?


The intention is sort of the latter... as the innate power, Roll Call is able to access both text versions of a card simultaneously. I've recognized the timing issue subsequent to this original thread, so you're on to the problem I'm having with the card's wording. I think I might just have it say, 'During your next play phase you may use both the lethal and nonlethal text of a single card'. This way he could either use a card that's already in play, or apply it to a card he plays that turn. Not sure that's clear enough, but I'd be open to some wording help if you can think of a better way to say what I mean.
 
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Ben MacFarlane
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dsmail wrote:
The intention is sort of the latter... as the innate power, Roll Call is able to access both text versions of a card simultaneously. I've recognized the timing issue subsequent to this original thread, so you're on to the problem I'm having with the card's wording. I think I might just have it say, 'During your next play phase you may use both the lethal and nonlethal text of a single card'. This way he could either use a card that's already in play, or apply it to a card he plays that turn. Not sure that's clear enough, but I'd be open to some wording help if you can think of a better way to say what I mean.
In that case, I think something like this works best:

"Until the end of your next turn, when you would activate either the nonlethal or lethal text of a card, you may activate both instead."

Alternately you could limit it to one-shots, and do something like this: "Play a one-shot. You may activate both its nonlethal and lethal text."
 
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I like that first wording as a lot of his ongoings / equipments were designed with the ability to have both available texts. It also prevents any sort of double use abuse of the innate.
 
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Thanks for the additional feedback. I've updated the cards with the revised text in the original post. I'll be posting the individual card files and updated pdfs later this week.

My 5th and final hero of Night Shield should follow this upcoming weekend once I've completed the artwork.

Then it'll be on to their villain nemeses!
 
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Ben MacFarlane
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By the way, the wording on Plasma Bolt is still somewhat confusing. "Convert" as a game concept isn't used that way. Here's my suggestion:

"Nonlethal: Select a non-target, non-character card in play. That card now has a maximum HP of 5."

I included non-character so you can't play this on Miss Information or Kaargra Warfang when they're not characters.
 
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Good catch there. Wasn't considering the characters that aren't characters villains. Turning them into 5 HP targets would make for a really fast game.

I left the word target in there even though the HP make that implicit. I just want to make sure there's no confusion that you can now attack this thing and destroy it like any other target with HP out there.
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Seamus Butler
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Quote:
Not on my watch
Ongoing, limited
Whenever a villain card enters play, you may play a card. Power: draw a card.
2
No changes planned. Reactive nature of card fits intent: villain plays, Roll Call reacts with his own play.



I would suggest adding a "once per turn" to this card as other wise when villain cards get played multiple times per turn Roll Call could easily empty his hand e.g. when the Matriarch plays multiple crows.
 
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Faceontoast wrote:
Quote:
Not on my watch
Ongoing, limited
Whenever a villain card enters play, you may play a card. Power: draw a card.
2
No changes planned. Reactive nature of card fits intent: villain plays, Roll Call reacts with his own play.



I would suggest adding a "once per turn" to this card as other wise when villain cards get played multiple times per turn Roll Call could easily empty his hand e.g. when the Matriarch plays multiple crows.


Let me give that some thought. I was intending on Roll Call being able to match a villain's actions card-for-card as he's on heightened alert.

However, I can see that it might make him a little OP if he could toss out several of his cards for free.

Perhaps I could keep that intent, but put a self-destruct on the card so that once it activates, it is destroyed. That would reduce its potential for abuse when combined with its limited nature.
 
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Faceontoast wrote:
Quote:
Not on my watch
Ongoing, limited
Whenever a villain card enters play, you may play a card. Power: draw a card.
2
No changes planned. Reactive nature of card fits intent: villain plays, Roll Call reacts with his own play.



I would suggest adding a "once per turn" to this card as other wise when villain cards get played multiple times per turn Roll Call could easily empty his hand e.g. when the Matriarch plays multiple crows.


Here's what I settled on:

I took your concern into consideration and turned this card into a single turn, self-destructing version that has the same potential as my original (he can play as many cards as he has in hand) but limits it to the round in which it's put into play.

I updated the original post with the new text.
 
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Karl
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Mechanically the character card is missing some text that explains that Roll Call can do non lethal power from the start. As is he could not use either. Lethal or non lethal as neither are valid keywords in Sentinels.
 
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kilrah wrote:
Mechanically the character card is missing some text that explains that Roll Call can do non lethal power from the start. As is he could not use either. Lethal or non lethal as neither are valid keywords in Sentinels.


Thank you for reminding me. I meant to include a setup card like The Sentinels have to explain that condition.

That is how he's intended to play: nonlethal is always available (default). Lethal is temporarily available when activated by card or power.

I'll put together something this weekend I hope and upload.
 
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