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BattleCON: War of Indines» Forums » Variants

Subject: Custom: Jason, Errant Technomancer rss

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Lorenzo Batallones
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This character is probably not balanced. I came up with most of the numbers at 5AM, so take it apart!...
But try to be nice? :3

Jason Redford Drifter-Trenner
Errant Technomancer
[Developer]

Jason is a mysterious creature who arrived
in Indines with no explanation or fanfare.
He claims to be a technomancer from a distant
star, one who came to this world to study its
beings and their power. Of course, the best
way to study someone's strength is to witness
it yourself...

Innate:
Research and Development
Jason can gain up to five RnD tokens by utilizing
his Analysis style. They may then be used by the
Construct base to turn them into any permanent benefits.

Styles and Base:

Analysis:
Range: 0 ~ 2
Power: -1
Priority: +2

End of Beat:
Gain an RnD token for each point damage you dealt this beat.

Notes: The linchpin of Jason's strategy. Relatively weak but is fast
and has good range.

Studied:
Range: 0
Power: +1
Priority: -2

Spend any number of RnD tokens. This attack has +1
power for each.

Notes: Powerful after using Analysis, but wasteful,
and is Jason's only melee attack, making it situational.

Emergency:
Range: 1 ~ 2
Power: -2
Priority: +0

Stun Guard 3
Reveal: Jason may return an Upgrade token to the
bank to gain 1 RnD token.
After Activating: You may retreat one space.

Notes: A contingency plan when things aren't going your way.
Allows Jason to take a breather and change tactics.


Experimental:
Range: 0 ~ 1
Power: +1
Priority: +1

Jason may spend an Upgrade token. This style has twice the effects
of the token spent.
Notes: Jason's most powerful style and versatile style.
Costly but can adapt to any situation necessary.

Theoretical:
Range: 0 ~ 2
Power: -1
Priority: -1

This attack gains +1 power for each Upgrade token in the bank.

Notes: An attack that grows in power as Jason claims upgrades.
Hardly usable in the early game.

Construct:
Range: N/A
Power: N/A
Priority: 0
This attack does not deal damage.
End of Beat: Jason may spend two RnD tokens to gain
any of these Upgrade tokens. He may only gain one
of each.

Pierce Laser: Stun Pierce 2 (Decreases target opponent's
stun guard by 2.)
Reach Lance: Range +0 ~ +1
Shock Gear: Soak 2
Alloy Armature: Power +2
Reflex Lens: Priority +1
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Nate K
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Akvo wrote:

Innate:
Research and Development
Jason can gain up to five RnD tokens by utilizing
his Analysis style. They may then be used by the
Construct base to turn them into any permanent benefits.


Personally, I think 10 tokens is a little much for a single character, but that's just me.

Quote:
Styles and Base:

Analysis:
Range: 0 ~ 2
Power: -1
Priority: +2

End of Beat:
Gain an RnD token for each point damage you dealt this beat.

Notes: The linchpin of Jason's strategy. Relatively weak but is fast
and has good range.


Relatively weak? It's got a fabulous Range boost and is exceptionally fast. The Power decrease is negligible. An Analysis Grasp can hit from 3 spaces away at Priority 7 and move the opponent out of range of any attack except Shot. An Analysis Shot can hit any space on the board at a solid Priority 4, with Stun Guard 2. An Analysis Drive is nearly unstoppable for many characters, with Priority 6 that can hit no matter where you are at Start of Beat. I would use this style all the time, even if it didn't gain me R&D tokens!

Quote:
Studied:
Range: 0
Power: +1
Priority: -2

Spend any number of RnD tokens. This attack has +1
power for each.

Notes: Powerful after using Analysis, but wasteful,
and is Jason's only melee attack, making it situational.


Does he need a melee attack? I mean, Studied Strike could be pretty brutal, with the potential for Power 10 (!), but Jason has a lot of distance attacks. You may want to change this to something that allows him to move around the board to get the distance he wants, or a way to push the opponent into his ideal range.

Quote:
Emergency:
Range: 1 ~ 2
Power: -2
Priority: +0

Stun Guard 3
Reveal: Jason may return an Upgrade token to the
bank to gain 1 RnD token.
After Activating: You may retreat one space.

Notes: A contingency plan when things aren't going your way.
Allows Jason to take a breather and change tactics.


Acceptable. The +1~2 bonus on Range means that an opponent who can close the distance will finally get some relief from your ranged attacks. Stun Guard 3 is nice, and I like that you gave him a way to move around a bit.


Quote:
Experimental:
Range: 0 ~ 1
Power: +1
Priority: +1

Jason may spend an Upgrade token. This style has twice the effects
of the token spent.

Notes: Jason's most powerful style and versatile style.
Costly but can adapt to any situation necessary.


Sorry, but what exactly is "costly" about this? It boosts everything--Range, Power, and Priority, and I can boost my Priority or Soak bonus! (Those would obviously be the first two upgrades I went for, accept against certain opponents like Rukyuk, where I would want the Range boost.) I would use this style whenever I could, even if I didn't have any Upgrades, yet!

Quote:
Theoretical:
Range: 0 ~ 2
Power: -1
Priority: -1

This attack gains +1 power for each Upgrade token in the bank.

Notes: An attack that grows in power as Jason claims upgrades.
Hardly usable in the early game.


You're going to have to explain "the bank" to me. The Emergency style returns Upgrades to "the bank" to get a new R&D token, which would imply that "the bank" is where you store the Upgrades that I do not yet possess. Yet your notes here imply that "the bank" grows as the match progresses. Which is it?

Quote:
Construct:
Range: N/A
Power: N/A
Priority: 0
This attack does not deal damage.
End of Beat: Jason may spend two RnD tokens to gain
any of these Upgrade tokens. He may only gain one
of each.


Unless you predict a Dash, you're always going to take damage when you use this. I'm not sure I like that.

Quote:
Pierce Laser: Stun Pierce 2 (Decreases target opponent's
stun guard by 2.)
Reach Lance: Range +0 ~ +1
Shock Gear: Soak 2
Alloy Armature: Power +2
Reflex Lens: Priority +1


Stun Pierce is a neat idea, but will rarely be useful. I would always go for Reflex Lens first, Soak 2 second, unless I was up against a character that could only get in for incremental damage, in which case, I would reverse that order. A permanent Soak 2 is extremely powerful; it actually shuts down certain opponents, and makes life very difficult for any character, even the ones who are capable of hitting really hard.



As of right now, I'd say Jason is a little overpowered and a little unfocused. He has plenty of range, but not a lot of ways to maneuver to take advantage of that range. He has some good Power boosts, but it takes effort to get the Priority or Stun Guard/Soak necessary to use those boosts. And his Priority is all over the place.
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Lorenzo Batallones
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Hello, and thanks for the criticism! You'll have to excuse me, I was less than lucid when I wrote this up, but I'm feeling much better now. I've tweaked the character a bit thanks to your advice; here are the changed styles and base (changes highlighted in bold).

Analysis:
Range: 0 ~ 2
Power: -1
Priority: +0

End of Beat:
Gain an RnD token for each point damage you dealt this beat.


Tech:
Range: 0 ~ 1
Power: -1
Priority: +0

Before or After Activating: Spend any number of RnD tokens.
You may move that many spaces. [Or perhaps move your opponent? Or even both?]
(You may only use this ability once per beat.)


Emergency:
Range: 1 ~ 2
Power: -2
Priority: +0

Stun Guard 3
Reveal: Jason may return an Upgrade token to the
bank to gain 1 RnD token.
After Activating: You may retreat one space.


Experimental:
Range: 0
Power: +1
Priority: +0

Before Activating:
Jason may spend one Upgrade token. This style has twice the effects
of the token spent and the spent token returns to the bank.


Theoretical:
Range: 0 ~ 2
Power: -1
Priority: -1

This attack gains +1 power for each Upgrade token that Jason has constructed.


Construct:
Range: N/A
Power: N/A
Priority: 3
This attack does not deal damage.

Before Activating: Move one or two spaces.
End of Beat: Jason may spend two RnD tokens to gain
any of these Upgrade tokens. He may only gain one
of each.


Pierce Laser: Stun Pierce 2 (Decreases target opponent's
stun guard by 2.)
Reach Lance: Range +0 ~ +1
Shock Gear: Stun Guard 3
Alloy Armature: Power +2
Reflex Lens: Priority +1
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Nate K
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Much better thumbsup
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