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Experienced - Recruit this character only if you replace a character with the same name or identity.
A new drawback besides loyalty. Lets a character be stronger because you have to replace a character. Also good for representing characters that either have gotten stronger, or who can grow stronger during the fight. And I included identity for new people taking on old mantles. Like all the Robins, and Supergirls.
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Magic - Characters attacking or attacked by this character do not have and cannot gain invulnerability or reinforcement for that attack.
Magic always seems able to bypass defenses. And this keyword would have a bunch of Plot Twist that require it.
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Pierce X - If this character attacks but does not cause breakthrough damage, he does X damage directly to your opponent's endurance.
Bypass reinforcement, and help team attacks. Also handy if you attack a character with DEF equal to your ATK.
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Guardian - Characters protected by this character cannot be attacked.
Ubu's power could fit a number of characters, not to mention it would be useful to protect your special ability characters.
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I'm not so sure about the names of Pierce and Guardian; anybody have a better suggestion?
Experienced: I really like this one. Nice drawback that would allow for stronger characters, and it makes sense in terms of story. I could actually see this one be included in a future expansion.
Magic and Pierce I'm not too excited about... although they are cool effects, I don't see either of them being used enough to warrant a keyword.
Guardian is another cool one. The term fits, I think, it's just too bad they didn't come up with it for Man of Steel, where it would have fit most.
I like those, although I agree that Magic and Pierce don't need to be keywords.
I'll throw in a few ideas: Rage (Whenever this character is attacked, put a +1 ATK/+1 DEF counter on him)
-This one may not need a keyword, but it would certainly work with the Hulk, maybe Abomination and Wendigo.
Command(<Insert Cost> Ready target <insert team> army characters with a combined cost equal to this character's cost)
-I made a plot twist like this in another thread. Basically, it's the bigger guys telling the little guys what to do. Nick Fury, Red Skull, MODOK...all could use this ability.
Instead of Rage putting counters on a character, I'd say something more along the lines of that character getting +1 ATK +1 DEF for the rest of the turn.
Originally posted by Death Shadow I like the guardian and experienced I don't think I understand it clearly. But good job.
Experienced, in depth.
Lets say I have this character.
Name: Linda Danvers <> Supergirl
Version: Earth Angel
Cost: 6
Team: Team Superman
Icons: Flight, Range
ATK: 13
DEF: 14
Effect: Experienced(Recruit only if you replace a character with the same name or identity)
Activate -> Linda Danver's backstory confuses target opponent, who must discard her hand and draw 1 card.
In order to play this Linda, you must have a card in play with the name Linda Danvers OR with the identity Supergirl. If you do, you get rid of that character, and play this Linda in her place.
So if I had both [Linda Danvers <> Supergirl, Matrix] and [Kara Zor-El <> Supergirl, Last Daughter], I could replace either one with [Linda Danvers <> Supergirl, Earth Angel]. But if I was stupid enough to replace Kara, the other Linda would still go away for uniqueness.
But if I only had [Cir-el <>Supergirl], I could replace her with
[Linda Danvers <> Supergirl, Earth Angel] with no worries.
However, if I have a way to get multiple uniques (Superman, Blue), I still have to replace one.
The drwback therefore is that you have to get rid of a character, in order to play the Experienced character.
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For magic, I want it more so that magical characters (Dr. Strange, Dr. Fate, Scarlet Witch, Zatanna) can have special magic spell type plot twist that no one else can use (at least, no wthout special training/equipment).
And like I said, I gave it that effect because there needs be a more consistant way to bypass defense abilities, and magic seems to often fit that bill in the comics.
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Command is interesting, but could be too powerful. Imagine giving that to the seven drop Batman when you have 7 GCPD in play. Draw seven cards, use command to ready them, repeat. And it would definitely bring back Wild Vomit.
Rage is like a one directional Beast Boy, but it could be a beast of a power. Especially with say, Stiltman. Or all those Crime Lords that let you shift attacks. I like it, but it would have to be costly. Like almost a resource worth.
Well, it does seem logical that the characters with Rage would have lower ATK than the average of their drop as a drawback. But Crimelord decks would want to still keep a couple around
Command can either have a built-in drawback (I was considering giving it 'Return this character to your hand') or as suggested, each character with command would have their own unique drawback. For example:
Nick Fury, Leader of SHIELD
Cost: X
SHIELD
X ATK/X DEF Command-Exahust Nick Fury, Discard three cards from your hand.
Experienced can definitely be used if they were ever to make a 7-drop Grayson. Like this:
Dick Grayson*Nightwing, Prodigal Son
Character, Gotham Knights, Recruit 7
Atk-16
Def-16
Experienced.
Other GK characters you control get +2 Atk and gain, "while protected, this character has reinforcement."
Plus, GK needs another 7-drop.
I can definitely see magic on guys like Zatanna or Dr. Fate.
I'm working on a fantasy set and I also had a keyword Rage , but for lack of confusion I'll call it Feral.
Characters with Feral cannot team-attack, reinforce characters, or cause breakthrough.
And I was going to have one of the follow:
At the beginning of the combat step, if you don't have the iniative you are allowed to attack with your feral characters before your opponent attacks.
or
Whenever a Feral attacker stuns an opponents character, it deals it's damage first, stunning the opponents character and not your own.
Ideas were
Name: Wolfsbahne
Version: Furry Fury
Cost: 3
Team: X-Men
Flight: No
Range: No
A/D: 6/2
Text: Feral.
I also had ideas for something like,
Plotting.
If you opponent controls any on-going plot twists these characters may attack that opponent as if he or she controled no non-stuned characters, dealing damage equal to their cost.
I like the idea behind expierance, but I dont understand the different version. I'd rather it be you can replace characters, just like, if you play a Cyclops after you have one on the field the older one gets KO'd. It's just a really tight restriction. But I mean, why would having a different Cyclops, (there was a morlock type mutant in england with the same codename), in play allow you to play a stronger version of Scott Summers?
I like the idea behind expierance, but I dont understand the different version. I'd rather it be you can replace characters, just like, if you play a Cyclops after you have one on the field the older one gets KO'd. It's just a really tight restriction. But I mean, why would having a different Cyclops, (there was a morlock type mutant in england with the same codename), in play allow you to play a stronger version of Scott Summers?
That's what replace means. The one you have in play goes away. And in order to replace something, you have to have it.
Yeah but the way it was explained it made it seem as if you could count a version of Super-girl (who is not in actuality the same person) as the lesser version of the expieranced card. Thats what I didn't like. I mean there was more than one person with the code name Magik, why would you be allowed to play a strong version of Magik I by KOing a weaker Magik II?
Yes. Because it's too hard to make it unidirectional (so you can only replace Magik I with Magik II, and not verse vica). Also, there are plenty of comic book examples of an old character temporarily resuming an old ID because the current person is injured, or just to freak an enemy.
Like Kara Zor-El, who both preceded and succeeded Linda Danvers and Cir-el as Supergirl.