Boy, I hope no one's used that hero name yet. Welcome to the final installment of the currently-unnamed team (suggestions welcome!) that consists of Lily Black and Princess Sparklemuffin. Where Lily is calm to the point of being comatose and Jenny an irascible ball of glittery energy, Packrat is the sensible one. It helps that she's a little older than her teammates. It also helps that she's been living on her own for a while.
Katelyn Wang was, once again, in trouble at home. "Why can't you listen?" her mother demanded. "What will you amount to when you grow up?" her father bellowed. At her wits' end, Katelyn's grandmother warned, "If you don't behave, the Boogeyman will come and take you away to his home for naughty children!"
Katelyn looked her family members in the eyes and boldly declared, "I wish he would! I'd rather be taken away than live with you!"
That night, her wish came true. Katelyn was indeed spirited away by one of Babaroga's minions to the dimension known as Nowhere. Unable to escape on her own but unwilling to curl up and die, she joined up with the few other lost children who had carved out a life in Nowhere. Scrounging on scraps of forgotten meals and defending themselves with the crudest of mocked-up weapons, they did their best to ward off the hobgoblins that haunted the trash piles, while keeping their own spirits up. It would take the combined effort of a fairy princess and a little necromancer to find and free her, but she would be forever grateful to them.
Packrat deals X targets 1 projectile damage each, where X = the number of cards you control.
Packrat gets more versatile the more cards she has in play, and her base power moves from Quick Shot to essentially Squall or even Grievous Hail Storm over time. And thanks to word from above via the digital game, she always hits at least one target because the character card is a card you control.
- One player may take an Equipment card from their trash and put it into their hand.
- One player may draw a card.
- Reduce the next damage dealt to a hero by 2.
(4) Tough as Nails (Ongoing, Limited): Whenever Packrat would be dealt 3 or more damage, you may prevent that damage. If you do, destroy this card.
Flak Jacket. A familiar card, but it sets up Packrat's main mechanic: all of her cards like going poof, requiring continual buildup.
(2) Stone Soup (One-Shot): You may destroy 1 villain ongoing card and any number of hero ongoing or equipment cards. For each card destroyed this way, Packrat regains 2 HP.
She's gotten resourceful over the years. This should always be a guaranteed 2 HP, unless you're up against a villain without ongoings. Eating other heroes' cards is, of course, at the players' discretion. The title is an homage to one of my favorite Werewolf: The Apocalypse abilities.
(3) Scrounging (Ongoing, Limited): Whenever another hero's equipment card is destroyed by a hero card effect, you may place it under this card. If you treat any cards under this card as controlled by you, destroy this card.
Worth noting that this only works when heroes destroy their own cards; no gobbling things up that the villain has trashed. The idea is that you build and build by scavenging ammo or bounties or what have you, then blow it all for a big-target turn. Wording made more efficient thanks to phantaskippy!
(2) Ketchup Gun (Equipment, Limited): When Packrat deals damage to any number of targets, you may prevent those targets from dealing damage until the start of your turn. If you do, destroy this card.
This is what most of her cards do: you use it, you use lose it, but along with an extra target to attack that round, you get a neat effect on top of that.
(2) Trusty Slingshot (Equipment, Limited): Increase projectile damage dealt by Packrat by 1. Power: Packrat deals one target 3 projectile damage. Destroy this card.
One of her few cards that sticks around, but even it has a destruction trigger. Do you hit multiple things for 2, or go the full Staff of Ra?
(4) Gotcha! (Ongoing, Limited): When Packrat deals damage to a target, she may also deal that target 3 fire damage. If damage is dealt this way, destroy this card.
It's basically an improvised mine of some sort, and one of the few cards that deals something other than projectile.
(4) Improvise (One-Shot): Reveal the top card of your deck. Either put it into play or discard it. If you discard the card, you may play a card.
This guarantees a card play, it's just a question of known or unknown.
(3) Trusty Rucksack (Equipment, Limited): You may play an extra card during your play phase. Power: Draw three cards. Destroy this card.
Originally, I had this give extra card draw, but given how much setup Packrat needs to shine, extra play is essential. It even has a destruction trigger to fill your hand back in once you've emptied it.
(4) Aim for the Knees (Ongoing, Limited): When damage dealt by Packrat would reduce a target to 2 or fewer HP, you may destroy that target. If you do, destroy this card.
Anyone ever play the old NES Terminator 2 game? Anyone? I dunno, I was thinking of that. This is basically Tire Iron, but it doesn't necessarily have to be used with her power.
(3) Picking Locks (One-Shot): Reveal the top two cards of the villain deck. Discard one and replace the other.
A little deck control never hurt anyone.
(3) Cleaning Clocks (One-Shot): Packrat deals one target 3 melee damage.
She's a tough cookie, though she tends to prefer ranged combat.
(2) Tin Cans and String (One-Shot): Each player may either search their trash for a card and put it on top of their deck or search their deck for a card and put it in their hand, then shuffle their deck. You may draw a card.
Reclaim from the Deep is my default template for team support. This version gives a little versatility.
(4) Blind Corner Ambush (Ongoing, Limited): When Packrat would deal damage to a target, you may make that damage irreducible. If you do, destroy this card.
And the requisite irreducible damage card.
I decided to post this because I came up with the perfect card to add to this deck and then completely forgot what it was. So she got some number boosts instead. Next up is the team's nemesis: Babaroga, the Boogeyman! Once I figure out how to make his deck work, anyway... (Also, Nowhere.)
- Last edited Wed Jul 13, 2016 3:02 am (Total Number of Edits: 3)
- Posted Tue Jul 12, 2016 4:04 am
Just to make the standard comment I always make at that "equipment from trash to play" incap: it breaks with Fixer's Grease Gun. Official heroes can already do this (design flaw there too, IMO).
Yours is even more flexible than the version that Fixer/RC Wraith have, too, since theirs don't give a draw option.
- Last edited Tue Jul 12, 2016 3:26 pm (Total Number of Edits: 1)
- Posted Tue Jul 12, 2016 5:38 am
Oh yeah, good point! Never feel bad about repeating yourself for that one. Incap powers are always an afterthought for me.
I believe that is the first using that name here. I remembered a similar themed hero and had to dig until I found it.
The Gremlin is significantly different mechanically, but it is interesting to see how two similarly themed heroes come out differently.
Scrounging is a difficult effect to word properly.
If you make it a hero card effect destroying the cards, then you could feed Scrounge with Stone Soup, bitter strike, stuff like that.
If you make it a hero destroying their own cards you could end up taking cards when destruction is optional, worded like Matriarch's effect when fowl are destroyed (. . .hero must either destroy one of their ongoing or equipment cards. . .) Which makes it the Hero destroying their own card.
It is also a really long wording. Cutting it down shouldn't be too hard, this version changes it a bit but cuts it down just under 250 characters (usually a safe spot) and has more official wording. Not saying you should change to this, just giving an idea for better wording and length.
Whenever a hero Equipment card is destroyed by a Hero card effect you may place it next to this card.
Treat any hero name on a card next to this card as Packrat. When Packrat benefits from an effect on a card next to this card, destroy that card.
The trash clarification isn't needed, cards return to the trash associated with their deck.
I like the base power and how all of the cards interact with it. Really cool deck and mechanics.
- Last edited Tue Jul 12, 2016 3:38 pm (Total Number of Edits: 2)
- Posted Tue Jul 12, 2016 3:35 pm
EDIT: posted before seeing Phantaskippy's above post.
Incap powers are always an afterthought for me.Same, generally. Some other comments regarding balance/fun based on a quick readthrough.
- Tin Cans and String: I'm pretty sure there have been some insightful forum discussions about search cards (probably involving Phantaskippy), but basically I think this card is a bad idea. Not only is it hugely flexible, but letting even 1 other player search their deck for a card of their choice is a big deal. You completely override the statistics that deck is built around and just say "here's your best card" every game. Not a fun way to play. Support heroes are intended to mess with other decks (which is why I like them so much) but they should also respect them.
- There's a decent amount of Fixer-overlap in her effects. They're resolving differently, but at the moment it seems a bit redundant to play them together.
- Balance-wise, it's hard to tell where she's at. There are an awful lot of sorta-weak One-shot-equivalent cards, but almost no card draw or setup to let you expand. If the Rucksack is integral, 2 copies seems low.
- Scrounging is very unclear, although I think you were going for a simple end result. But without any text saying how to treat those moved cards, they'll keep affecting their owners normally. Also, how she interacts with other people's cards when she controls them is ambiguous.
- Is "cards you control" defined in the rulebook or used in another deck? I can't recall seeing it. I don't have the video game and probably would have missed the fact that your character card counts for this. I think there might be better ways to word all of these effects.
- Last edited Tue Jul 12, 2016 3:51 pm (Total Number of Edits: 1)
- Posted Tue Jul 12, 2016 3:50 pm
I think what Scrounging is missing is "put that card under this card". The point isn't that she can steal other heroes' effects, but that she can potentially build up a whole bunch of essentially blank cards to use in hitting a lot of targets at once. So I'm going to combine that with Skippy's wording, because that's really neatly concise.
Tin Cans and String is a bad idea
Hm. I'll admit I came up with an effect to fit a thematic name rather than the other way around. What about something like an ongoing, where Packrat can pull a card out of her trash with a keyword matching that of a card that just went into another hero's trash? Digging through her trash is kind of a big part of her deck, thematically, but it doesn't necessarily have to extend to others.
Didn't even think of it. This deck is a good bit more thrown-together than I usually go for.
"cards you control"
It might actually be cards in play. I don't have a rulebook to check this against, sadly! But yeah, the video game always shows a "cards in play" count for each hero, and it never goes below 1, which was news to me (not that it generally matters; only the Sentinels start off with more than 1 card in play at the start of the game, after all).
EDIT: Also, you're right, tosx; I've traded one Trusty Slingshot for a Trusty Rucksack. Given that those are her two cards you're likely to keep in play for a while, I think that balances them a little better.
- Last edited Wed Jul 13, 2016 3:03 am (Total Number of Edits: 1)
- Posted Wed Jul 13, 2016 2:20 am
Rules issues aside, Scrounging looks like it'd be very very situational - heroes destroying hero equipment is very rare. Take the core game's ten heroes, with 400 cards between them the ones that might result in hero equipment going to trash are...
2 x Cryo Chamber
3 x Auxiliary Power Source
2 x Gatling Gun
2 x Aegis of Resurrection
4 x Staff of Ra
23 x Various Wraith gear (via Inventory Barrage)
Being generous and including all of Wraith's stuff (which can only be destroyed by a 2x and rarely used one-shot), that's still 36/400 cards. It does get better when you include, say, Expat or Dark Watch Fixer, but still, there are a LOT of teams where Scrounging will be very lucky to pick up one card in the entire game. It's a cool idea thematically, but I just don't think the gameplay quite works for it.