Freedom Reborn

Community Forums => Posting Games => Topic started by: catwhowalksbyhimself on August 20, 2015, 01:48:35 AM

Title: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on August 20, 2015, 01:48:35 AM
Most of you know the drill.  If you haven't played before, this is a great superhero-based cardgame(and there's a great app version for Android, Steam, and IoS) which translates well to the forums.  Just pick a hero that looks interesting and I'll explain what few rules needs explaining.

The current lineup:

Spade as Tempest
Glitch Girl as Wraith
Death's Jester as Guise
Reepicheep as Chrono Ranger
Outcast as Setback

A couple are being used elsewhere, but feel free to pick any of the following.

(http://www.sotm.freedomforceforever.com/banners/bunker.png)
Team: Freedom Five
Nemesis: Unknown, Vengeance Five (Fright Train), Iron Legacy
A soldier with a suit of military designed power armor, Bunker is a bit like Iron Man, only he can't fly and has a lot more guns.  Switches between different modes to gain different abilities.

(http://www.sotm.freedomforceforever.com/banners/fanatic.png)
Team: Prime Wardens
Nemesis: Apostate
Mistreated for the pair of wings she is gifted with, Fanatic has chosen to side with the angels--literally--in the fight against evil.  Holy warrior type powered by holy relics.

(http://www.sotm.freedomforceforever.com/banners/Haka.png)
Team: Prime Wardens
Nemesis: Ambuscade
A gentile soul gifted with super strength, ancient warrior traditions, and immortality.  He's like the Hulk if the Hulk looked more like a normal person, was highly educated, and was an elementary school teacher for his day job.  Okay, he's nothing like Hulk, but he does like to smash.

(http://www.sotm.freedomforceforever.com/banners/Legacy.png)
Team: Freedom Five (Leader)
Nemesis: Baron Blade, Vengeance Five (Baron Blade)
From a long line of Legacies starting with the Revolutionary War, each generation of Persons have developed a new power and passing it and all previous ones on to the next.  The current Legacy possesses flight, super strength, durability, and danger sense.  His daughter has laser vision.  Yeah, he's like a hybrid of Captain America and Superman, but plays most like the former, inspiring his team mates to greatness.

(http://www.sotm.freedomforceforever.com/banners/ra.png)
Team: None
Nemsis: The Ennead
Finding the staff of the Egyptian sun god Ra, a humble archeaologist uses it to transform into Ra, god of the sun!  Yeah, he's Thor with fire powers, basically.

(http://www.sotm.freedomforceforever.com/banners/tachyon.png)
Team: Freedom Five
Nemesis: Matriarch, Vengeance Five(Friction), Iron Legacy
A scientist with the power of super speed.  Not much else to say.  Plays a lot of cards and builds up momentum for spectacular stuff later on.

(http://www.sotm.freedomforceforever.com/banners/Wrath.png)
Team: Freedom Five
Nemesis: Spite, Vengeance Five (Ermine), Iron Legacy
Billionaire heiress by day, stalker of criminals by night.  Female Batman, essentially.

(http://www.sotm.freedomforceforever.com/banners/absolutezero.png)
Team: Freedom Five
Nemesis: Unknown, Vengeance Five (Proletariate), Iron Legacy
A lab accident has turned him into a creature of frost and cold.  As his cryo suit and chamber is quite expensive, he is forced by the government to join the Freedom Five in exchange for being allowed to live.  He isn't terribly thrilled about it.  The most complex hero in the game, he relies on hurting himself to damage his enemies.

(http://www.sotm.freedomforceforever.com/banners/visionary.png)
Team: None
Nemesis: The Dreamer
A powerful psychic from the future who has come to the past to save her younger self from the life of a lab rat that she suffered through.  Manipulates decks and offers buffs and debuffs rather that direct attacks.

(http://www.sotm.freedomforceforever.com/banners/scholar.png)
Team: None
Nemesis: Biomancer
As old man who spends most of his time relaxing in his houseboat. Also he possesses the philosopher's stone and sometimes goes off to fight supervillains. The games most tanky tank who can depending on which form he is using can ignore most damage, or heal it back and hurt the enemy in response.

(http://www.sotm.freedomforceforever.com/banners/mrfixer.png)
Team: Dark Watch
Nemesis: The Chairman
An elderly blind mechanic who happens to be a master martial artist. Fixer gets only one power, but can modify it with various tool and style cards.

(http://www.sotm.freedomforceforever.com/banners/Expatriette.png)
Team: Dark Watch
Nemesis: Citizen Dawn
Rejected by her supervillain mother for having no powers, Expat proves that you don't need powers to fight supervillains, just lots and lots of guns. She plays lots and lots of guns with their own attack power and modifies them with bullet cards.

(http://www.sotm.freedomforceforever.com/banners/argentadept.png)
Team: Prime Wardens (Leader)
Nemesis: Akash'Bhuta
With the power of ancient magical instruments, he puts the power of music to use.  A total support hero who make his team mates a little more awesome.

(http://www.sotm.freedomforceforever.com/banners/nightmist.png)
Team: Dark Watch (Leader)
Nemesis: Gloomweaver
Cursed into a form of mist and magic, this private eye uses powerful spells and ancient artifacts to take down the forces of darkness.  Another self damaging hero who can actually tank pretty well too.

(http://www.sotm.freedomforceforever.com/banners/omnitron-x.png)
Team: None
Nemesis: Omnitron
Far into the future, Omnitron-IX, having been destroyed and rebuilt countless times over the centuries decides to solve the problem of always beeing defeated by weak heroes by giving his next incarnation the one thing the heroes have that he doesn't--compassion.  The new Omnitron-X prompty repented of everything he'd done in his past models and went back in time to destroy himself.  Upgrades himself to grant new, usually automatic, abilities.

(http://www.sotm.freedomforceforever.com/banners/Parse.png)
Team: None
Nemesis: Miss Information
An analyst whose exposure to Omnitron's code has upgrades her mind, Parse can analyse any situation and discover every possible outcode, an ability which also makes her an uncanny archer.  A deck manipulator who can also deal damage.

(http://www.sotm.freedomforceforever.com/banners/Setback.png)
Team: Dark Watch
Nemesis: Kismet
Setback has always had wild swings of luck.  Really bad things happen to him out of nowhere, but then really lucky things always happen to.  Like when he was randomly kidnapped by Baron Blade to be the subject of deadly experiment, then was the only one to survive them and gain superpowers.  Lucky!  He has his own resource, Unlucky points.  By player cards that represent unlucky things happening, he can trade the points for really lucky things later.

(http://www.sotm.freedomforceforever.com/banners/Naturalist.png)
Team: None
Nemesis: Deadline
Cursed by the evil earth spirit Akashbhuta to live as an animal, he was freed from his curse by the Argent Adept and now uses his ability to transform into animals to protect nature from those who would destroy it.  A shapeshifter whose abilities and card effects vary according to what shape he's in.  Can fulfil multiple team roles.

(http://www.sotm.freedomforceforever.com/banners/sentinels.png)
Team: N/A
Nemesis: La Capitan
A team of 4 heroes that play off a single deck they are Dr. Medico, M.D. with light powers, his best friend with super strength and endurance Mainstay, his adoptive daughter with psychic powers The Idealist, and reformed criminal and living shadow Writhe.

(http://www.sotm.freedomforceforever.com/banners/knyfe.png)
Team: None
Nemesis: Progeny
A former member of FILTER who went rogue, she is a trained soldier and spy with energy focusing powers.  A damage dealer with some interesting combos.

(http://www.sotm.freedomforceforever.com/banners/skyscraper.png)
Team: None
Nemesis: Kargura Warfang
A member of the Thorathian resistance that fought against the tyranny of Grand Warlord Voss using her size changing powers, she was captured by Kargura Warfang and forced to fight in her arena, until freed by Earth's heroes.
Title: Re: Sentinels of the Multiverse Game 8
Post by: HarryTrotter on August 20, 2015, 05:41:33 AM
Im going with Tempest this time.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Glitch Girl on August 20, 2015, 05:00:06 PM
Can you squeeze me back in?  I'll be MIA from Sept 3-10ish but otherwise I can play. 
Title: Re: Sentinels of the Multiverse Game 8
Post by: Deaths Jester on August 20, 2015, 07:30:34 PM
I'll take Guise one last time...whose are villains this time around?
Title: Re: Sentinels of the Multiverse Game 8
Post by: Reepicheep on August 20, 2015, 08:15:22 PM
I'll take a stab at Chrono Ranger this time.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on August 20, 2015, 09:04:05 PM
Quote from: Glitch Girl on August 20, 2015, 05:00:06 PM
Can you squeeze me back in?  I'll be MIA from Sept 3-10ish but otherwise I can play.

There are no reservations here, so jump right in.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on August 20, 2015, 09:05:37 PM
Quote from: Deaths Jester on August 20, 2015, 07:30:34 PM
I'll take Guise one last time...whose are villains this time around?

Since you asked, here are the possibilities.  Note that there's an alternate version of Baron Blade that uses the same deck, but is harder and plays differently than the first version we did.

(http://www.sotm.freedomforceforever.com/banners/Voss.png)
Nemsis: Tempest
Difficulty: Moderate
Having conquered countless planets, enslaving their inhabitant and adding their power to his gene-bound armies, Grand Warlord Voss has come to Earth!

(http://www.sotm.freedomforceforever.com/banners/Omnitron.png)
Nemesis: Omnitron-X
Difficulty: Easy
Once just a power automated robot factor, an error in the latest software upgrade gave Omnitron the gift of sapience.  Too bad it considers itself superior to those squishy organic things.

(http://www.sotm.freedomforceforever.com/banners/citizendawn.png)
Leader of a cult of superpowered people who believe themselves to be better than ordinary folks and deserving of their worship.  He attempt to create a superpowered dynasty lead to her greatest shame, however, the existence of her non-powered daughter, Expatriette.
Nemesis:Expatriette
Difficulty: Hard

(http://www.sotm.freedomforceforever.com/banners/BaronBlade.png)
A mad scientist and son of a Nazi mad scientist who died in battle against the WWII era Legacy.  Would do anything to get revenge on his descendants, including crashing the moon into the earth.
Nemesis: Legacy
Difficulty: Easy

(http://www.sotm.freedomforceforever.com/banners/plaguerat.png)
Legend has it that living in the sewers of Rook City is monstrous beast that used to be a man.  Some say the outbreaks of disease in the poorer parts of the city are more than mere symptoms of squalor.
Nemesis: Chronoranger
Difficulty: Moderate

(http://www.sotm.freedomforceforever.com/banners/Matriarch.png)
A magical mask gave a young girl full of anger and rage the power to control birds and to fully unlease her feelings on the city.
Nemesis: Tachyon
Difficulty: Hard

(http://www.sotm.freedomforceforever.com/banners/spite.png)
When the Wraith caught the city's most prolific serial killer, everyone breathed a collective sigh of relief.  Having been rescued from death row by Pike Industrial to be the subject of chemical experiments, Spite has mutated, become even more monstrous, and has escaped to bring the city to its knees.
Nemesis: Wraith
Difficulty: Moderate

(http://www.sotm.freedomforceforever.com/banners/chairman.png)
Nemesis: Mr. Fixer
Difficulty: Hard
The true ruler of rook city is not its mayor, or it city council of its people.  Controlling everything, above every criminal enterprise, behind every election, and paying off every official is the crime boss known onlyh as The Chairman.  No one knows who he is, but everyone fears the might wielded by his chief enforcer, the Operative.

(http://www.sotm.freedomforceforever.com/banners/apostate.png)
Nemesis: Fanatic
Difficulty: Moderate
Fanatic's evil counterpart, who summons unholy relics and evil demons to destroy all that is good.

(http://www.sotm.freedomforceforever.com/banners/gloomweaver.png)
Nemesis: Nightmist
Difficulty: Moderate
A malevolent entity form a dream dimesion, Gloomweaver has amassed an army of cultist and zombies dedicated to pulling him into the real world

(http://www.sotm.freedomforceforever.com/banners/akash.png)
The Earth spirit of chaos, Akash'buta sows only despair and destruction, but has been opposed by the musical heroes known as the Virtuosos of the Void, the latest of which is the Argent Adept.
Nemesis: Argent Adept
Difficulty: Moderate

(http://www.sotm.freedomforceforever.com/banners/kismet.png)
Possessing a family heirloom with the ability to manipulate luck, Kismet sows destruction and discord wherever she goes.
Nemesis: Setback
Difficulty: Moderate

(http://www.sotm.freedomforceforever.com/banners/lacapitan.png)
Traveling through time with her flying ship and a crew gathered from throughout history, the pirate known as La Capitan strike anywhere and anywhen.
Nemeses: Sentinels
Difficulty: Very Hard

(http://www.sotm.freedomforceforever.com/banners/missinformation.png)
The Sentinels efficient hard working secretary holds a dark secret, she holds the mind of an alternate future self whose only desire is for revenge for the ones she blames for things that have not happened--the Sentinels.  With their trust as her weapon, will the heroes realize their betrayal in time?
Nemesis: Parse
Difficulty: Moderate?

(http://www.sotm.freedomforceforever.com/banners/ironlegacy.png)
In an alternate future, Baron Blade killed Legacy's daughter, Young Legacy, ending the line of Legacy's forever.  Mad with grief, he killed Blade and conquered the world, determined to bring final peace.  Finding the main timeline, he is determined to bring that same peace to this world, whether anyone wants it or not.
Nemeses: The Freedom Six(future versions of Tachyon, Wraith, Bunker, Absolute Zero, Tempest, and Unity)
Difficulty: Very Hard

(http://www.sotm.freedomforceforever.com/banners/deadline.png)
The last survivor of his species, the creature who would come to be known as Deadline was one of many such last survivors taking refuge in the Enclave of the Endlings, until he saw signs of another extinction-level event on a plant called Earth.  Determined to prevent another planet from suffering his planet's fate, Deadline has come to Earth to make sure that there is nothing left on it to be worth destroying.  If billions must die to ensure that humanity lives, then Deadline will see it done!
Nemesis: The Naturalist
Difficulty: Moderate

(http://www.sotm.freedomforceforever.com/banners/progeny.png)
The day that Deadline tried to prevent is fast approaching.  The herald of something unspeakably powerful and evil has arrive.  If the herald is this powerful, how can the heroes of Earth hope to defeat its master?
Nemesis: KNYFE
Difficulty: Very Hard

(http://www.sotm.freedomforceforever.com/banners/infinitor.png)
The same cosmic accident that gave Captain Cosmic his powers destroyed his brother's mind.  With only hatred and rage left of his mind, he wields the power of sickly green light and threatens to destroy all that is sane and good.
Nemesis: Captain Cosmic
Difficulty: Moderate

(http://www.sotm.freedomforceforever.com/banners/warfang.png)
Across many planets, a mysterious arena has appeared, Pitting the greatest warriors of the galaxy together in mortal combat.  Now, the Bloodsworn Colosseum has appeared on Earth and its champions must win the crowd's favor, or die in mortal combat.
Nemesis: Sky-Scraper
Difficulty: Moderate

(http://www.sotm.freedomforceforever.com/banners/Wager%20Master.png)
A creature that existed before the universe itself, Wager Master plays dice with the laws of physics themselves, and woe be to any heroes caught in his mad games.
Nemesis: Guise
Difficulty: N/A

Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on August 21, 2015, 02:22:09 AM
We have room for only 1 more.  First one to claim the spot gets it.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Glitch Girl on August 21, 2015, 02:22:16 PM
Thank you.  I think I'll go with what I know and stick with Wraith. 
Title: Re: Sentinels of the Multiverse Game 8
Post by: Deaths Jester on August 21, 2015, 08:10:35 PM
<- leaning towards Wager Master..mainly b/c his Difficulty is N/A.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on August 22, 2015, 03:42:47 AM
Quote from: Deaths Jester on August 21, 2015, 08:10:35 PM
<- leaning towards Wager Master..mainly b/c his Difficulty is N/A.

He tinkers with the win/lose conditions from moment to moment.  It can be literally impossible to win, or just about impossible not to.  Then change the next moment.  He's my least favorite villain, honestly, but he is different.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Outcast on August 22, 2015, 03:54:46 AM
If there is room for 1 more, i'll try Setback.... :blink: :doh:

:o    :grimreaper

Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on August 22, 2015, 04:04:34 AM
And we are now full.  Feel free to discuss villains.
Title: Re: Sentinels of the Multiverse Game 8
Post by: HarryTrotter on August 22, 2015, 04:36:05 AM
La Capitan maybe?Dont think we played against her?
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on August 22, 2015, 04:39:06 AM
Quote from: Spade on August 22, 2015, 04:36:05 AM
La Capitan maybe?Dont think we played against her?

It was a couple games back.  Nothing wrong in redoing the same villain, although there are plenty we haven't done.
Title: Re: Sentinels of the Multiverse Game 8
Post by: HarryTrotter on August 22, 2015, 04:59:08 AM
Okay then.Im just gonna go with what others choose.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Reepicheep on August 22, 2015, 11:21:20 AM
They all look like fun. I'd either back DJ's suggestion or suggest that we just play villain roulette with whoever we haven't already faced.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on August 22, 2015, 11:52:10 PM
My suggestion would be if you can't come to decision, maybe look at the nemeses of the characters being played that we haven't played yet.

That would be Spite, Wager Master, or Kismet, as we've done the other two before.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Outcast on August 23, 2015, 06:34:09 AM
I'm fine with a random pick between Wage Master and Spite.  :)

Or whoever you think would be easier. :P
Title: Re: Sentinels of the Multiverse Game 8
Post by: Glitch Girl on August 24, 2015, 05:38:15 PM
I'm not all for La Captian since she was the last villain I fought before my hiatus and I'd like to fight someone new to me if possible. 

I could go for Spite though. 
Title: Re: Sentinels of the Multiverse Game 8
Post by: Reepicheep on August 24, 2015, 11:21:56 PM
Spite looks pretty awesome. I'm a little too cautious about that N/A difficulty for Wager Master.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on August 25, 2015, 12:38:45 AM
Drug-Addicted serial killer it is then.

We will start shortly.
Title: Re: Sentinels of the Multiverse Game 8
Post by: spydermann93 on August 25, 2015, 03:36:04 AM
I always had trouble against him.

Blasted hostages...
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on August 25, 2015, 11:59:48 PM
I completely forgot to discuss hero variants.  Pick whichever you want.

Tempest

The Inhuman Tempest, 26 HP, Power--Squall :Tempest deals all non-Hero Targets 1 Projectile Damage.
Freedom Tempest, 25 HP,   Power--Sacrifice: Destroy 1 of your cards. If you do, draw 3 cards.
Prime Wardens Tempest, 27 HP, Power--Arc of Power: Play up to 3 cards. Each time you play a card this way, the environment deals Tempest 3 lightning damage.

Wraith

Normal Wraith, 26 HP, Power--Stealth: Reduce the next Damage that would be dealt to The Wraith by 2.
Rook City Detective, 27 HP, Power--Sleuthr: Reveal the top card of the Environment deck. Discard it or play it.
Price of Freedom Wraith, 25 HP, Power--Last Stand: The Wraith deals up to 2 Targets 1 Melee Damage each.


Chrono-Ranger

Normal Chrono-Ranger, 28 HP, Power--Quick Shot   : Chrono-Ranger deals 1 Target 1 Projectile Damage.
Best of Times Chrono Ranger, 29 HP, Power--True Purpose: Select a non-Hero Target. Until the start of your next turn, all Bounty cards also affect that target and are not destroyed when a target leaves play.

Setback

Normal Setback, 31 HP, Power--Risk: Add 1 Token to your Unlucky Pool. Play the top card of your deck.
Dark Watch SetbackA, 30 HP, Power--Mitigate: Remove 1 Token from your Unlucky Pool. Reduce the next Damage dealt to a Hero Target by 2.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Glitch Girl on August 26, 2015, 01:35:57 AM
Before I decide, which environment is it?
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on August 26, 2015, 01:56:20 AM
Heh, we never decided.  I'll try to put a list up shortly.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Outcast on August 26, 2015, 02:10:02 AM
Normal Setback for me.

As for Environments, anything but Rook City or Pike Industrial. I've heard Setback doesn't like them very much. :wacko:
Title: Re: Sentinels of the Multiverse Game 8
Post by: HarryTrotter on August 26, 2015, 04:08:13 AM
Inhuman Tempest for simplicity.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Reepicheep on August 26, 2015, 04:38:04 PM
Normal Chrono-Ranger please, Cat! :)
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on August 28, 2015, 09:32:59 PM
Here all the available environments.  Haven't made a banner for Omnitron 4 yet, but will if he is picked.

I'd say either Rook City or Silver Gulch would be thematic picks.  Silver Gulch is where Chrono-Ranger comes from, so him stopping a time traveling serial killing from stalking his town folks sounds like fun.

Any of them would be fine though.

(http://www.sotm.freedomforceforever.com/banners/Atlantis.png)
The ruins of the lost city of Atlantis, home to amazing relics and the terrifying Kraken.

(http://www.sotm.freedomforceforever.com/banners/Megalopolis.png)
The home city of Legacy and the Freedom Five.  A shining vast metropolis.

(http://www.sotm.freedomforceforever.com/banners/wagner.png)
Wagner Mars Base, a research and military base located on Mars, it is the first stop for would-be conquerors from the stars.

(http://www.sotm.freedomforceforever.com/banners/insulaprimalis.png)
A land lost in time, where dinosaurs and other ancient creatures still live.

(http://www.sotm.freedomforceforever.com/banners/rookcity.png)
Often known by it's nickname of Crook city, it is full of crime and curruption and is the home of Wraith and Darkwatch.

(http://www.sotm.freedomforceforever.com/banners/pike.png)
More than just strictly legal production and research goes on here.  Beware of dangerious chemicals and mutated vermin.

(http://www.sotm.freedomforceforever.com/banners/discord.png)
A strange magical dimension where the laws of physics are constantly in flux

(http://www.sotm.freedomforceforever.com/banners/anubis.png)
The tomb of Anubis, Egyptian death god, full of traps trails and the occassional reward.

(http://www.sotm.freedomforceforever.com/banners/timecat.png)
Time has gone completely bannannas here.  Creatures and places form throughout time and space are all mixed together, and that can't be good for the space-time continuum.

(http://www.sotm.freedomforceforever.com/banners/block.png)
FILTER's interdimensional prison, where the worst of the worst are held.  The prison is ungoing a riot and the heroes are unfortunately not any more popular with the guards than they are with the prisoners.

(http://www.sotm.freedomforceforever.com/banners/silvergulch.png)
A time Portal has connected the present with Chronoranger's home town, right in the middle of a gunfight with a family of bandits.

(http://www.sotm.freedomforceforever.com/banners/finalwasteland.png)
In the far future that Chrono-Ranger ended up in, strange cryptids have multiplied and destroyed all human life.  Only Chronoranger, lost through a time portal, and the eternal warrior Haka are still alive.

(http://www.sotm.freedomforceforever.com/banners/freedomtower.png)
The headquarters of the Freedom Five and target of villains looking to get ahead.  It was, in fact, designed with that in mind.

(http://www.sotm.freedomforceforever.com/banners/mobiledefenceplatform.png)
Baron Blade's giant craft have been loaned out to villains of many kinds, along with their Blade Batalion crews.

(http://www.sotm.freedomforceforever.com/banners/dok%20thorath.png)
The homeworld of General Voss, Dok'Thorath has been thrown into chaos following his death.  The rebels want his freedom.  The military wants control.  The now leaderless gene-bound creatures want only to feed on both sides.

(http://www.sotm.freedomforceforever.com/banners/enclave.png)
Far out in space lies the Enclave of the Endless, a refuge where the last members of dead species can live out away from the ravages of time and the grasp of death.  The mistress of this place cares nothing for good or evil.  Wonders can be found here, but horrors too.


The fourth incarnation of Omnitron is a barely sentient automated robot factory, trying to piece itself together.  The dangers are extreme, but the promises of Omnitron-based technology are enough to lure many villains here, and draw many heroes to fight them.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Reepicheep on August 28, 2015, 09:57:14 PM
I would say Rook City. I don't know why, but I seem to want to run in the other direction at the first mention of time travel.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on August 28, 2015, 10:02:23 PM
Rook City is his hometown, as well as that of Wraith and Setback, so that would work too.  It's also the hardest envrionment deck in the game, with the possible exception of Omnitron-IV.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Glitch Girl on August 30, 2015, 05:17:26 PM
Ouchers. 

If we're going with Rook City, I think I'll go with Rook City Detective Wraith.  That might help with the Environmental factors a bit.  What do y'all think?
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on August 30, 2015, 06:34:45 PM
I would advise against it.  That version of Wraith is good mostly for bringing Environment stuff out faster.  With 13 out of 15 cards in the deck ranging from bad to very bad, it isn't all that useful.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Deaths Jester on August 30, 2015, 07:16:04 PM
Go with Rook City or The Block, I say.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on September 01, 2015, 02:07:12 AM
Since this is going no where fast, I'll just say Rook City for now since that's the one with at least some support.

I'll be getting things set up then.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Outcast on September 01, 2015, 08:46:36 AM
GG, i'm not quite sure but i think Rook City Detective Wraith is considered to be the weakest among the 3 variants available to Wraith. I believe normal Wraith would be the better choice.

Just my luck (or is it Setback's luck) that Rook City was chosen. Although thematically it does make sense, just like cat said. But i have a feeling i'm gonna die early this time around. :P
Title: Re: Sentinels of the Multiverse Game 8
Post by: HarryTrotter on September 01, 2015, 09:28:36 AM
If you agree,lets go with Rook City.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Outcast on September 01, 2015, 10:17:53 AM
I'm outnumbered really. So i have no choice. :)

While there's a part of me that wants to change my choice of hero, i do think its a little bit too late to back out now. :)
Title: Re: Sentinels of the Multiverse Game 8
Post by: Glitch Girl on September 01, 2015, 02:35:18 PM
Normal Wraith it is then.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Glitch Girl on September 03, 2015, 01:47:47 AM
Quick note: I'm heading out to dragoncon tomorrow and won't be back until Tuesday afternoon.  I'll just catch up when I can.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on September 07, 2015, 02:23:36 PM
Sorry for the delay, guys.  Setting this up now.

One warning to DJ.  The only targets in any of these decks are 2 in Rook City.  These are also the only good cards for the Heroes in the entire deck, so discarding them is not good.  Spite has none at all.  This means that Gimmicky Character will be next to useless.  Just so you are aware.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on September 07, 2015, 03:13:48 PM
Start of game!

Villain Ongoing Effects
When Spite deals damage, he regains that much HP.(Spite)

Hero Ongoing Effects

Environment Ongoing Effects

(http://www.sotm.freedomforceforever.com/banners/spite.png)
Side: Transhuman Serial Killer
Spoiler

Transhuman Serial Killer
At the start of the Villain turn, if there are 5 Drug cards in play, flip Spite's Villain Character card. When Spite deals Damage, he regains that much HP.At the end of the Villain turn, play the top card of the Villain deck. Then, Spite deals the Hero Target with the highest HP (H) minus 1 Energy Damage.

Drug-Wracked Monstrosity
When Spite's Villain Character card is flipped to this side, destroy all Villain cards in play other than Drugs and Spite's Villain Character card.Whenever a Villain card would be played, instead Spite deal each Hero Target other than the Hero Target with the lowest HP 1 Projectile Damage.
HP: 80/80
Deck: 23
Trash: 0
In Play: 2
-Potential Sidekick--Victim
-Safe House
--None

Spoiler

Potential Sidekick: Victim--At the start of each Hero turn, that Player may discard 3 cards. If they do, put this card under the Safe House card. At the start of the Villain turn, each Player draws 2 cards. When this card is destroyed, Spite deals each Hero 2 Psychic Damage, then regains (H) HP.
Safe House: When this card enters play, reveal cards from the top of the Villain deck until a Victim card is revealed. Put it into play. Shuffle the rest of the revealed cards back into the Villain deck. When Spite flips to his "Drug-Wracked Monstrosity" side, he deals himself X Toxic Damage, where X = the number of cards under this card times 5. This card and cards under this card are indestructible. Cards under this card have no text.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 26/26

Available Powers
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.

Deck: 36
Hand: 4
Spoiler

Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.
Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck. Tempest deals the Villain Target with the highest HP 2 Projectile Damage.
Trash: 0
In Play: 0
Spoiler




(http://www.sotm.freedomforceforever.com/banners/guise.png)
HP: 27/27
Available Powers:
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!

Deck: 36
Hand: 4
Spoiler

Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
Look What I Found!: One-shot--Guise deals 1 target 3 melee damage. Is that target still around? You should do more damage next time. If that target is still in play, increase the next damage dealt by Guise by 1.
Gimmicky Character: One-Shot--Discard the top card of every deck. Guise regains HP equal to the number of target cards discarded. You may play a card. What's wrong with shark-jumping, anyway?
Retcon: One-shot--Destroy 1 ongoing or environment card. Awesome! I'm a great hero. You may draw a card or play a card.
Trash: 0
In Play: 0
Spoiler




(http://www.sotm.freedomforceforever.com/banners/chronoranger.png)
HP: 28/28

Available Powers
Quick Shot: Chrono-Ranger deals 1 Target 1 Projectile Damage.

Deck: 36
Hand: 4
Spoiler

Displaced Armory: One-Shot--Search your deck or trash for an Equipment card and put it into play. If you searched your deck, shuffle your deck.Chrono-Ranger may deal 1 Target 1 Projectile Damage.
Eye on the Prize: One-Shot--Chrono-Ranger may deal 1 Target 1 Projectile Damage. You may draw a card. You may play a card.
"Just Doin' My Job": One-Shot--Each Player may discard 1 card. Draw X cards, where X = the number of cards discarded this way. Chrono-Ranger may deal 1 Target 1 Projectile Damage.
Sudden Contract: One-Shot--Search your deck for a Bounty card and put it into play. Shuffle your deck. Chrono-Ranger may deal 1 Target 1 Projectile Damage.
Trash: 0
In Play: 0
Spoiler



All Equipment in your deck
Spoiler

Compounded Bow: Equipment--Power: Chrono-Ranger deals 1 Target 1 Projectile Damage and 1 Damage of a type of your choice.
Danny-Boy: Equipment   Power: Chrono-Ranger deals up to X Targets 2 Fire Damage each, where X = the number of Bounty cards in play.
Jim's Hat: Equipment--You may play an additional card during your play phase.At the start of your turn, you may destroy a Bounty card.
The Masadah: Equipment--Power: Chrono-Ranger deals 1 Target X Irreducible Energy Damage, where X = the number of Bounty cards in play.
Neuro-Toxin Dart Thrower: Equipment--Power: Chrono-Ranger deals 1 Target 1 Toxic Damage. Reduce Damage dealt by that Target by 1 until the start of your next turn.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.

All Bounties in your deck
Spoiler

"By Any Means": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt to that Target by 1. When that Target leaves play, destroy this card.
"Dead or Alive": Ongoing, Bounty--Play this card next to a non-Hero Target. At the start of your turn, Chrono-Ranger regains 1 HP. When that Target leaves play, draw 1 card and destroy this card.
"Kill on Sight": Ongoing, Bounty--Play this card next to a non-Hero Target. When that Target leaves play, draw 3 cards and destroy this card.
"No Executions": Ongoing, Bounty--Play this card next to a non-Character card Target. When that target would be destroyed, put it on the bottom of its deck instead. Then destroy this card.
"The Ultimate Target": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt by Chrono-Ranger to that Target by 1. The first time that Target deals Damage each turn, you may use a Power.
"The Whole Gang": Ongoing, Bounty--Play this card next to a non-Hero Target. When that Target leaves play, you may destroy a Target with 4 or fewer HP. Then, destroy this card.


(http://www.sotm.freedomforceforever.com/banners/setback.png)
HP: 31/31
Unlucky Pool: 0

Available Powers
Risk: Add 1 Token to your Unlucky Pool. Play the top card of your deck.

Deck: 36
Hand: 4
Spoiler

Cause and Effect: One-Shot--You may destroy 1 Ongoing or Environment card. Setback deals 1 Target and himself as much Psychic Damage as there are Tokens in your Unlucky Pool.
Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Uncharmed Life: Ongoing--When a Hero Target would be dealt Damage, you may remove 2 Tokens from your Unlucky Pool to redirect that Damage to Setback. Power: Setback regains 3 HP. Destroy this card.
Reckless Rush: One-Shot--Setback deals 1 Target 2 Melee Damage. Setback deals himself 2 Melee Damage. Add 2 Tokens to your Unlucky Pool
Trash: 0
In Play: 0
Spoiler




(http://www.sotm.freedomforceforever.com/banners/wraith.png)
HP: 26/26

Available Powers
Stealth: Reduce the next Damage that would be dealt to The Wraith by 2.

Deck: 36
Hand: 4
Spoiler

Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Utility Belt: Equipment, Limited--You may use an additional power during your power phase.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Trash: 0
In Play: 0
Spoiler



All Equipment in your deck
Spoiler

Utility Belt: Equipment, Limited--You may use an additional power during your power phase.
Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Throwing Knives:Equipment, Limited--Power: The Wraith deals up to 3 Targets 1 Projectile Damage each.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Micro Targeting Computer:Equipment, Limited--Increase Projectile Damage dealt by The Wraith by 2.

(http://www.sotm.freedomforceforever.com/banners/rookcity.png)

Deck: 15
Trash: 0
In Play: 0

Spoiler


Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on September 07, 2015, 03:43:15 PM
(http://www.sotm.freedomforceforever.com/banners/spite.png)

Start: All Heroes draw 2 cards.

Tempest
Spoiler

Gene-Bound Shackles: Equipment, Limited--Increase Damage dealt by Tempest to the Villain Target with the highest HP by 2.
Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.

Guise
Spoiler

Total Beefcake:Ongoing, Limited--Who would want to hurt such a beauty? The first time Guise would be dealt damage each turn, redirect that damage to the non-hero target with the lowest HP. At the start of your turn, destroy this card.
X-treeeeeeeeme!!!: Ongoing, Limited--It's hard to tell if I'm the most awesome, or the most extreme. Probably both.Damage dealt by Guise is irreducible and cannot be redirected. At the start of your turn, destroy this card.

Chrono-Ranger
Spoiler

Danny-Boy: Equipment--Power: Chrono-Ranger deals up to X Targets 2 Fire Damage each, where X = the number of Bounty cards in play.
Hunter and Hunted: Ongoing, Limited--Increase Damage dealt to and by Chrono-Ranger by the number of Bounty cards in play. Power: Destroy this card.

Setback
Spoiler

Reckless Rush: One-Shot--Setback deals 1 Target 2 Melee Damage. Setback deals himself 2 Melee Damage. Add 2 Tokens to your Unlucky Pool
Plucky Break   : One-Shot--Remove 2 Tokens from your Unlucky Pool. If you do, draw 1 card and Setback deals 1 target 2 Melee Damage. If there are zero Tokens in your Unlucky Pool, Setback regains 3 HP.

Wraith
Spoiler

Trust Fund: One-Shot--Draw 4 cards, then discard 2 cards.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.

Play: Forced Entry: One-Shot--Put all cards under the Safe House card into play. Destroy a Victim card.

There's nothing under the Safehouse, but Spite murders the Potential Sidekick. The guilt of letting a child die causes each hero to be dealt 2 Psychic damage.  Spite can't heal since he's at full HP.

End: Spite plays Innocent Bystander: Victim--At the start of each Hero turn, that Hero's Player may discard (H) minus 2 cards. If they do, put this card under the Safe House card.When this card is destroyed, Spite regains (H) HP.

Spite deals Setback 4 damage.

Every since Spite had been given a reprieve to play guinea pig for Pike Industries, Wraith had been waiting for this to happen.  As soon as she heard the police report, she was out the door. When she arrives, other Heroes were already on the scene--Tempest, Setback, and Guise.  To her horror, they were gathered around the body of a young girl, dressed in a crude Wraith costume.  Moments later, a time portal opened and Chrono-Ranger stepped out.  "I hear ya'all have a pest problem."

Determined not to let Spite claim another victim, the heroes sprang into action.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on September 07, 2015, 03:44:20 PM
It is now Tempest's turn.

Villain Ongoing Effects
When Spite deals damage, he regains that much HP.(Spite)

Hero Ongoing Effects

Environment Ongoing Effects

(http://www.sotm.freedomforceforever.com/banners/spite.png)
Side: Transhuman Serial Killer
Spoiler

Transhuman Serial Killer
At the start of the Villain turn, if there are 5 Drug cards in play, flip Spite's Villain Character card. When Spite deals Damage, he regains that much HP.At the end of the Villain turn, play the top card of the Villain deck. Then, Spite deals the Hero Target with the highest HP (H) minus 1 Energy Damage.

Drug-Wracked Monstrosity
When Spite's Villain Character card is flipped to this side, destroy all Villain cards in play other than Drugs and Spite's Villain Character card.Whenever a Villain card would be played, instead Spite deal each Hero Target other than the Hero Target with the lowest HP 1 Projectile Damage.
HP: 80/80
Deck: 23
Trash: 2
In Play: 2
-Innocent Bystander--Victim
-Safe House
--None

Spoiler

Innocent Bystander: Victim--At the start of each Hero turn, that Hero's Player may discard (H) minus 2 cards. If they do, put this card under the Safe House card.When this card is destroyed, Spite regains (H) HP.
Safe House: When this card enters play, reveal cards from the top of the Villain deck until a Victim card is revealed. Put it into play. Shuffle the rest of the revealed cards back into the Villain deck. When Spite flips to his "Drug-Wracked Monstrosity" side, he deals himself X Toxic Damage, where X = the number of cards under this card times 5. This card and cards under this card are indestructible. Cards under this card have no text.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 24/26

Available Powers
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.

Deck: 34
Hand: 6
Spoiler

Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.
Gene-Bound Shackles: Equipment, Limited--Increase Damage dealt by Tempest to the Villain Target with the highest HP by 2.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.
Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck. Tempest deals the Villain Target with the highest HP 2 Projectile Damage.
Trash: 0
In Play: 0
Spoiler




(http://www.sotm.freedomforceforever.com/banners/guise.png)
HP: 24/27
Available Powers:
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!

Deck: 34
Hand: 6
Spoiler

Total Beefcake:Ongoing, Limited--Who would want to hurt such a beauty? The first time Guise would be dealt damage each turn, redirect that damage to the non-hero target with the lowest HP. At the start of your turn, destroy this card.
X-treeeeeeeeme!!!: Ongoing, Limited--It's hard to tell if I'm the most awesome, or the most extreme. Probably both.Damage dealt by Guise is irreducible and cannot be redirected. At the start of your turn, destroy this card.
Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
Look What I Found!: One-shot--Guise deals 1 target 3 melee damage. Is that target still around? You should do more damage next time. If that target is still in play, increase the next damage dealt by Guise by 1.
Gimmicky Character: One-Shot--Discard the top card of every deck. Guise regains HP equal to the number of target cards discarded. You may play a card. What's wrong with shark-jumping, anyway?
Retcon: One-shot--Destroy 1 ongoing or environment card. Awesome! I'm a great hero. You may draw a card or play a card.
Trash: 0
In Play: 0
Spoiler




(http://www.sotm.freedomforceforever.com/banners/chronoranger.png)
HP: 26/28

Available Powers
Quick Shot: Chrono-Ranger deals 1 Target 1 Projectile Damage.

Deck: 34
Hand: 6
Spoiler

Hunter and Hunted: Ongoing, Limited--Increase Damage dealt to and by Chrono-Ranger by the number of Bounty cards in play. Power: Destroy this card.
Danny-Boy: Equipment--Power: Chrono-Ranger deals up to X Targets 2 Fire Damage each, where X = the number of Bounty cards in play.
Displaced Armory: One-Shot--Search your deck or trash for an Equipment card and put it into play. If you searched your deck, shuffle your deck.Chrono-Ranger may deal 1 Target 1 Projectile Damage.
Eye on the Prize: One-Shot--Chrono-Ranger may deal 1 Target 1 Projectile Damage. You may draw a card. You may play a card.
"Just Doin' My Job": One-Shot--Each Player may discard 1 card. Draw X cards, where X = the number of cards discarded this way. Chrono-Ranger may deal 1 Target 1 Projectile Damage.
Sudden Contract: One-Shot--Search your deck for a Bounty card and put it into play. Shuffle your deck. Chrono-Ranger may deal 1 Target 1 Projectile Damage.
Trash: 0
In Play: 0
Spoiler



All Equipment in your deck
Spoiler

Compounded Bow: Equipment--Power: Chrono-Ranger deals 1 Target 1 Projectile Damage and 1 Damage of a type of your choice.
Jim's Hat: Equipment--You may play an additional card during your play phase.At the start of your turn, you may destroy a Bounty card.
The Masadah: Equipment--Power: Chrono-Ranger deals 1 Target X Irreducible Energy Damage, where X = the number of Bounty cards in play.
Neuro-Toxin Dart Thrower: Equipment--Power: Chrono-Ranger deals 1 Target 1 Toxic Damage. Reduce Damage dealt by that Target by 1 until the start of your next turn.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.

All Bounties in your deck
Spoiler

"By Any Means": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt to that Target by 1. When that Target leaves play, destroy this card.
"Dead or Alive": Ongoing, Bounty--Play this card next to a non-Hero Target. At the start of your turn, Chrono-Ranger regains 1 HP. When that Target leaves play, draw 1 card and destroy this card.
"Kill on Sight": Ongoing, Bounty--Play this card next to a non-Hero Target. When that Target leaves play, draw 3 cards and destroy this card.
"No Executions": Ongoing, Bounty--Play this card next to a non-Character card Target. When that target would be destroyed, put it on the bottom of its deck instead. Then destroy this card.
"The Ultimate Target": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt by Chrono-Ranger to that Target by 1. The first time that Target deals Damage each turn, you may use a Power.
"The Whole Gang": Ongoing, Bounty--Play this card next to a non-Hero Target. When that Target leaves play, you may destroy a Target with 4 or fewer HP. Then, destroy this card.


(http://www.sotm.freedomforceforever.com/banners/setback.png)
HP: 25/31

Available Powers
Risk: Add 1 Token to your Unlucky Pool. Play the top card of your deck.
Unlucky Pool: 0

Deck: 34
Hand: 6
Spoiler

Reckless Rush: One-Shot--Setback deals 1 Target 2 Melee Damage. Setback deals himself 2 Melee Damage. Add 2 Tokens to your Unlucky Pool
Plucky Break   : One-Shot--Remove 2 Tokens from your Unlucky Pool. If you do, draw 1 card and Setback deals 1 target 2 Melee Damage. If there are zero Tokens in your Unlucky Pool, Setback regains 3 HP.
Cause and Effect: One-Shot--You may destroy 1 Ongoing or Environment card. Setback deals 1 Target and himself as much Psychic Damage as there are Tokens in your Unlucky Pool.
Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Uncharmed Life: Ongoing--When a Hero Target would be dealt Damage, you may remove 2 Tokens from your Unlucky Pool to redirect that Damage to Setback. Power: Setback regains 3 HP. Destroy this card.
Reckless Rush: One-Shot--Setback deals 1 Target 2 Melee Damage. Setback deals himself 2 Melee Damage. Add 2 Tokens to your Unlucky Pool
Trash: 0
In Play: 0
Spoiler




(http://www.sotm.freedomforceforever.com/banners/wraith.png)
HP: 24/26

Available Powers
Stealth: Reduce the next Damage that would be dealt to The Wraith by 2.

Deck: 34
Hand: 6
Spoiler

Trust Fund: One-Shot--Draw 4 cards, then discard 2 cards.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Utility Belt: Equipment, Limited--You may use an additional power during your power phase.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Trash: 0
In Play: 0
Spoiler



All Equipment in your deck
Spoiler

Utility Belt: Equipment, Limited--You may use an additional power during your power phase.
Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Throwing Knives:Equipment, Limited--Power: The Wraith deals up to 3 Targets 1 Projectile Damage each.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Micro Targeting Computer:Equipment, Limited--Increase Projectile Damage dealt by The Wraith by 2.

(http://www.sotm.freedomforceforever.com/banners/rookcity.png)

Deck: 15
Trash: 0
In Play: 0

Spoiler


Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on September 07, 2015, 03:54:41 PM
Quote from: catwhowalksbyhimself on September 07, 2015, 02:23:36 PM
One warning to DJ.  The only targets in any of these decks are 2 in Rook City.  These are also the only good cards for the Heroes in the entire deck, so discarding them is not good.  Spite has none at all.  This means that Gimmicky Character will be next to useless.  Just so you are aware.

I was wrong about this.  There is a third Rook City target which is not a good card.  Still not great odds though.
Title: Re: Sentinels of the Multiverse Game 8
Post by: HarryTrotter on September 07, 2015, 04:32:11 PM
I play Gene-Bound Shackles,use my power and draw a card.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on September 07, 2015, 04:56:35 PM
I will assume that anyone who does not say anything does not wish to save the Innocent Bystander (since that choice is made at the start of your turn)

You draw
Spoiler

Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.

It is now Guise's turn

Villain Ongoing Effects
When Spite deals damage, he regains that much HP.(Spite)

Hero Ongoing Effects
Damage dealt by Tempest to the Villain target with the highest HP is increased by 1.

Environment Ongoing Effects

(http://www.sotm.freedomforceforever.com/banners/spite.png)
Side: Transhuman Serial Killer
Spoiler

Transhuman Serial Killer
At the start of the Villain turn, if there are 5 Drug cards in play, flip Spite's Villain Character card. When Spite deals Damage, he regains that much HP.At the end of the Villain turn, play the top card of the Villain deck. Then, Spite deals the Hero Target with the highest HP (H) minus 1 Energy Damage.

Drug-Wracked Monstrosity
When Spite's Villain Character card is flipped to this side, destroy all Villain cards in play other than Drugs and Spite's Villain Character card.Whenever a Villain card would be played, instead Spite deal each Hero Target other than the Hero Target with the lowest HP 1 Projectile Damage.
HP: 77/80
Deck: 23
Trash: 2
In Play: 2
-Innocent Bystander--Victim
-Safe House
--None

Spoiler

Innocent Bystander: Victim--At the start of each Hero turn, that Hero's Player may discard (H) minus 2 cards. If they do, put this card under the Safe House card.When this card is destroyed, Spite regains (H) HP.
Safe House: When this card enters play, reveal cards from the top of the Villain deck until a Victim card is revealed. Put it into play. Shuffle the rest of the revealed cards back into the Villain deck. When Spite flips to his "Drug-Wracked Monstrosity" side, he deals himself X Toxic Damage, where X = the number of cards under this card times 5. This card and cards under this card are indestructible. Cards under this card have no text.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 24/26

Available Powers
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.

Deck: 33
Hand: 6
Spoiler

Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.
Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck. Tempest deals the Villain Target with the highest HP 2 Projectile Damage.
Trash: 0
In Play: 1
-Gene-Bound Shackles--Equipment, Limited
Spoiler

Gene-Bound Shackles: Equipment, Limited--Increase Damage dealt by Tempest to the Villain Target with the highest HP by 2.


(http://www.sotm.freedomforceforever.com/banners/guise.png)
HP: 24/27
Available Powers:
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!

Deck: 34
Hand: 6
Spoiler

Total Beefcake:Ongoing, Limited--Who would want to hurt such a beauty? The first time Guise would be dealt damage each turn, redirect that damage to the non-hero target with the lowest HP. At the start of your turn, destroy this card.
X-treeeeeeeeme!!!: Ongoing, Limited--It's hard to tell if I'm the most awesome, or the most extreme. Probably both.Damage dealt by Guise is irreducible and cannot be redirected. At the start of your turn, destroy this card.
Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
Look What I Found!: One-shot--Guise deals 1 target 3 melee damage. Is that target still around? You should do more damage next time. If that target is still in play, increase the next damage dealt by Guise by 1.
Gimmicky Character: One-Shot--Discard the top card of every deck. Guise regains HP equal to the number of target cards discarded. You may play a card. What's wrong with shark-jumping, anyway?
Retcon: One-shot--Destroy 1 ongoing or environment card. Awesome! I'm a great hero. You may draw a card or play a card.
Trash: 0
In Play: 0
Spoiler




(http://www.sotm.freedomforceforever.com/banners/chronoranger.png)
HP: 26/28

Available Powers
Quick Shot: Chrono-Ranger deals 1 Target 1 Projectile Damage.

Deck: 34
Hand: 6
Spoiler

Hunter and Hunted: Ongoing, Limited--Increase Damage dealt to and by Chrono-Ranger by the number of Bounty cards in play. Power: Destroy this card.
Danny-Boy: Equipment--Power: Chrono-Ranger deals up to X Targets 2 Fire Damage each, where X = the number of Bounty cards in play.
Displaced Armory: One-Shot--Search your deck or trash for an Equipment card and put it into play. If you searched your deck, shuffle your deck.Chrono-Ranger may deal 1 Target 1 Projectile Damage.
Eye on the Prize: One-Shot--Chrono-Ranger may deal 1 Target 1 Projectile Damage. You may draw a card. You may play a card.
"Just Doin' My Job": One-Shot--Each Player may discard 1 card. Draw X cards, where X = the number of cards discarded this way. Chrono-Ranger may deal 1 Target 1 Projectile Damage.
Sudden Contract: One-Shot--Search your deck for a Bounty card and put it into play. Shuffle your deck. Chrono-Ranger may deal 1 Target 1 Projectile Damage.
Trash: 0
In Play: 0
Spoiler



All Equipment in your deck
Spoiler

Compounded Bow: Equipment--Power: Chrono-Ranger deals 1 Target 1 Projectile Damage and 1 Damage of a type of your choice.
Jim's Hat: Equipment--You may play an additional card during your play phase.At the start of your turn, you may destroy a Bounty card.
The Masadah: Equipment--Power: Chrono-Ranger deals 1 Target X Irreducible Energy Damage, where X = the number of Bounty cards in play.
Neuro-Toxin Dart Thrower: Equipment--Power: Chrono-Ranger deals 1 Target 1 Toxic Damage. Reduce Damage dealt by that Target by 1 until the start of your next turn.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.

All Bounties in your deck
Spoiler

"By Any Means": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt to that Target by 1. When that Target leaves play, destroy this card.
"Dead or Alive": Ongoing, Bounty--Play this card next to a non-Hero Target. At the start of your turn, Chrono-Ranger regains 1 HP. When that Target leaves play, draw 1 card and destroy this card.
"Kill on Sight": Ongoing, Bounty--Play this card next to a non-Hero Target. When that Target leaves play, draw 3 cards and destroy this card.
"No Executions": Ongoing, Bounty--Play this card next to a non-Character card Target. When that target would be destroyed, put it on the bottom of its deck instead. Then destroy this card.
"The Ultimate Target": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt by Chrono-Ranger to that Target by 1. The first time that Target deals Damage each turn, you may use a Power.
"The Whole Gang": Ongoing, Bounty--Play this card next to a non-Hero Target. When that Target leaves play, you may destroy a Target with 4 or fewer HP. Then, destroy this card.


(http://www.sotm.freedomforceforever.com/banners/setback.png)
HP: 25/31

Available Powers
Risk: Add 1 Token to your Unlucky Pool. Play the top card of your deck.
Unlucky Pool: 0

Deck: 34
Hand: 6
Spoiler

Reckless Rush: One-Shot--Setback deals 1 Target 2 Melee Damage. Setback deals himself 2 Melee Damage. Add 2 Tokens to your Unlucky Pool
Plucky Break   : One-Shot--Remove 2 Tokens from your Unlucky Pool. If you do, draw 1 card and Setback deals 1 target 2 Melee Damage. If there are zero Tokens in your Unlucky Pool, Setback regains 3 HP.
Cause and Effect: One-Shot--You may destroy 1 Ongoing or Environment card. Setback deals 1 Target and himself as much Psychic Damage as there are Tokens in your Unlucky Pool.
Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Uncharmed Life: Ongoing--When a Hero Target would be dealt Damage, you may remove 2 Tokens from your Unlucky Pool to redirect that Damage to Setback. Power: Setback regains 3 HP. Destroy this card.
Reckless Rush: One-Shot--Setback deals 1 Target 2 Melee Damage. Setback deals himself 2 Melee Damage. Add 2 Tokens to your Unlucky Pool
Trash: 0
In Play: 0
Spoiler




(http://www.sotm.freedomforceforever.com/banners/wraith.png)
HP: 24/26

Available Powers
Stealth: Reduce the next Damage that would be dealt to The Wraith by 2.

Deck: 34
Hand: 6
Spoiler

Trust Fund: One-Shot--Draw 4 cards, then discard 2 cards.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Utility Belt: Equipment, Limited--You may use an additional power during your power phase.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Trash: 0
In Play: 0
Spoiler



All Equipment in your deck
Spoiler

Utility Belt: Equipment, Limited--You may use an additional power during your power phase.
Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Throwing Knives:Equipment, Limited--Power: The Wraith deals up to 3 Targets 1 Projectile Damage each.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Micro Targeting Computer:Equipment, Limited--Increase Projectile Damage dealt by The Wraith by 2.

(http://www.sotm.freedomforceforever.com/banners/rookcity.png)

Deck: 15
Trash: 0
In Play: 0

Spoiler


Title: Re: Sentinels of the Multiverse Game 8
Post by: Outcast on September 07, 2015, 05:20:22 PM
I think there are a total of 9 victim cards in Spite's Deck. We just lost 1 (the potential side-kick) , so that leaves 8 more. If we could save them and put them under the safe house, it would help us deal more damage to Spite when he flips to his Drug Wracked monstrosity side (upon having 5 "drug" cards in play). Saving 8 victims (x 5) would deal him 40 hp damage if i understand it correctly.

I'm willing to volunteer to discard some cards (3 cards? right) to save a victim.

Title: Re: Sentinels of the Multiverse Game 8
Post by: HarryTrotter on September 07, 2015, 05:38:49 PM
Sorry,I forgot about the hostage system.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Deaths Jester on September 08, 2015, 12:56:48 AM
I'll save the innocent by junking Look What I Found, Gimmicky Character, and X-treeeme! Then use power on Spite, draw two cards, and end my turn.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on September 08, 2015, 01:44:05 AM
You draw
Spoiler

Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
I Can Do That, Too!: One-shot--Guise uses a power printed on an active hero character card in play. If that power has the name of a hero in it, treat that name as if it were Guise instead.

It is now Chrono-Ranger's turn.

Villain Ongoing Effects
When Spite deals damage, he regains that much HP.(Spite)

Hero Ongoing Effects
Damage dealt by Tempest to the Villain target with the highest HP is increased by 1.

Environment Ongoing Effects

(http://www.sotm.freedomforceforever.com/banners/spite.png)
Side: Transhuman Serial Killer
Spoiler

Transhuman Serial Killer
At the start of the Villain turn, if there are 5 Drug cards in play, flip Spite's Villain Character card. When Spite deals Damage, he regains that much HP.At the end of the Villain turn, play the top card of the Villain deck. Then, Spite deals the Hero Target with the highest HP (H) minus 1 Energy Damage.

Drug-Wracked Monstrosity
When Spite's Villain Character card is flipped to this side, destroy all Villain cards in play other than Drugs and Spite's Villain Character card.Whenever a Villain card would be played, instead Spite deal each Hero Target other than the Hero Target with the lowest HP 1 Projectile Damage.
HP: 76/80
Deck: 23
Trash: 2
In Play: 1
-Safe House--1 Victim saved

Spoiler

Safe House: When this card enters play, reveal cards from the top of the Villain deck until a Victim card is revealed. Put it into play. Shuffle the rest of the revealed cards back into the Villain deck. When Spite flips to his "Drug-Wracked Monstrosity" side, he deals himself X Toxic Damage, where X = the number of cards under this card times 5. This card and cards under this card are indestructible. Cards under this card have no text.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 24/26

Available Powers
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.

Deck: 33
Hand: 6
Spoiler

Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.
Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck. Tempest deals the Villain Target with the highest HP 2 Projectile Damage.
Trash: 0
In Play: 1
-Gene-Bound Shackles--Equipment, Limited
Spoiler

Gene-Bound Shackles: Equipment, Limited--Increase Damage dealt by Tempest to the Villain Target with the highest HP by 2.


(http://www.sotm.freedomforceforever.com/banners/guise.png)
HP: 24/27
Available Powers:
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!

Deck: 32
Hand: 5
Spoiler

Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
I Can Do That, Too!: One-shot--Guise uses a power printed on an active hero character card in play. If that power has the name of a hero in it, treat that name as if it were Guise instead.
Total Beefcake:Ongoing, Limited--Who would want to hurt such a beauty? The first time Guise would be dealt damage each turn, redirect that damage to the non-hero target with the lowest HP. At the start of your turn, destroy this card.
Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
Retcon: One-shot--Destroy 1 ongoing or environment card. Awesome! I'm a great hero. You may draw a card or play a card.
Trash: 3
In Play: 0
Spoiler




(http://www.sotm.freedomforceforever.com/banners/chronoranger.png)
HP: 26/28

Available Powers
Quick Shot: Chrono-Ranger deals 1 Target 1 Projectile Damage.

Deck: 34
Hand: 6
Spoiler

Hunter and Hunted: Ongoing, Limited--Increase Damage dealt to and by Chrono-Ranger by the number of Bounty cards in play. Power: Destroy this card.
Danny-Boy: Equipment--Power: Chrono-Ranger deals up to X Targets 2 Fire Damage each, where X = the number of Bounty cards in play.
Displaced Armory: One-Shot--Search your deck or trash for an Equipment card and put it into play. If you searched your deck, shuffle your deck.Chrono-Ranger may deal 1 Target 1 Projectile Damage.
Eye on the Prize: One-Shot--Chrono-Ranger may deal 1 Target 1 Projectile Damage. You may draw a card. You may play a card.
"Just Doin' My Job": One-Shot--Each Player may discard 1 card. Draw X cards, where X = the number of cards discarded this way. Chrono-Ranger may deal 1 Target 1 Projectile Damage.
Sudden Contract: One-Shot--Search your deck for a Bounty card and put it into play. Shuffle your deck. Chrono-Ranger may deal 1 Target 1 Projectile Damage.
Trash: 0
In Play: 0
Spoiler



All Equipment in your deck
Spoiler

Compounded Bow: Equipment--Power: Chrono-Ranger deals 1 Target 1 Projectile Damage and 1 Damage of a type of your choice.
Jim's Hat: Equipment--You may play an additional card during your play phase.At the start of your turn, you may destroy a Bounty card.
The Masadah: Equipment--Power: Chrono-Ranger deals 1 Target X Irreducible Energy Damage, where X = the number of Bounty cards in play.
Neuro-Toxin Dart Thrower: Equipment--Power: Chrono-Ranger deals 1 Target 1 Toxic Damage. Reduce Damage dealt by that Target by 1 until the start of your next turn.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.

All Bounties in your deck
Spoiler

"By Any Means": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt to that Target by 1. When that Target leaves play, destroy this card.
"Dead or Alive": Ongoing, Bounty--Play this card next to a non-Hero Target. At the start of your turn, Chrono-Ranger regains 1 HP. When that Target leaves play, draw 1 card and destroy this card.
"Kill on Sight": Ongoing, Bounty--Play this card next to a non-Hero Target. When that Target leaves play, draw 3 cards and destroy this card.
"No Executions": Ongoing, Bounty--Play this card next to a non-Character card Target. When that target would be destroyed, put it on the bottom of its deck instead. Then destroy this card.
"The Ultimate Target": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt by Chrono-Ranger to that Target by 1. The first time that Target deals Damage each turn, you may use a Power.
"The Whole Gang": Ongoing, Bounty--Play this card next to a non-Hero Target. When that Target leaves play, you may destroy a Target with 4 or fewer HP. Then, destroy this card.


(http://www.sotm.freedomforceforever.com/banners/setback.png)
HP: 25/31

Available Powers
Risk: Add 1 Token to your Unlucky Pool. Play the top card of your deck.
Unlucky Pool: 0

Deck: 34
Hand: 6
Spoiler

Reckless Rush: One-Shot--Setback deals 1 Target 2 Melee Damage. Setback deals himself 2 Melee Damage. Add 2 Tokens to your Unlucky Pool
Plucky Break   : One-Shot--Remove 2 Tokens from your Unlucky Pool. If you do, draw 1 card and Setback deals 1 target 2 Melee Damage. If there are zero Tokens in your Unlucky Pool, Setback regains 3 HP.
Cause and Effect: One-Shot--You may destroy 1 Ongoing or Environment card. Setback deals 1 Target and himself as much Psychic Damage as there are Tokens in your Unlucky Pool.
Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Uncharmed Life: Ongoing--When a Hero Target would be dealt Damage, you may remove 2 Tokens from your Unlucky Pool to redirect that Damage to Setback. Power: Setback regains 3 HP. Destroy this card.
Reckless Rush: One-Shot--Setback deals 1 Target 2 Melee Damage. Setback deals himself 2 Melee Damage. Add 2 Tokens to your Unlucky Pool
Trash: 0
In Play: 0
Spoiler




(http://www.sotm.freedomforceforever.com/banners/wraith.png)
HP: 24/26

Available Powers
Stealth: Reduce the next Damage that would be dealt to The Wraith by 2.

Deck: 34
Hand: 6
Spoiler

Trust Fund: One-Shot--Draw 4 cards, then discard 2 cards.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Utility Belt: Equipment, Limited--You may use an additional power during your power phase.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Trash: 0
In Play: 0
Spoiler



All Equipment in your deck
Spoiler

Utility Belt: Equipment, Limited--You may use an additional power during your power phase.
Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Throwing Knives:Equipment, Limited--Power: The Wraith deals up to 3 Targets 1 Projectile Damage each.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Micro Targeting Computer:Equipment, Limited--Increase Projectile Damage dealt by The Wraith by 2.

(http://www.sotm.freedomforceforever.com/banners/rookcity.png)

Deck: 15
Trash: 0
In Play: 0

Spoiler


Title: Re: Sentinels of the Multiverse Game 8
Post by: Reepicheep on September 08, 2015, 11:22:55 AM
Chrono-Ranger just now gets why he's called Spite. It's been bothering him for days.

I'll play Sudden Contract to grab The Ultimate Target and place it next to Spite. I'll then shoot him, then shoot him quickly and then draw a card.

Edit: or, wait, does the bounty have to be the first one I come across, or can I choose?

For future reference and morbid curiosity, can I play "kill on sight" next to a victim, and would it count as no longer in play when we save it?
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on September 08, 2015, 08:04:09 PM
Quote from: Reepicheep on September 08, 2015, 11:22:55 AM
Edit: or, wait, does the bounty have to be the first one I come across, or can I choose?
No, you may pull any Bounty out of your deck that you choose.

QuoteFor future reference and morbid curiosity, can I play "kill on sight" next to a victim, and would it count as no longer in play when we save it?
Victims have no HP, so they are not considered targets and cannot have Bounties placed next to them.  I'm afraid you're going to end up putting most of your Bounties on Spite.  Which isn't bad, because you still get bonuses from other cards for doing so.

Ultimate Target is a really good choice, by the way, because Spite gets a drug that lets him hit back the first time per turn that he is hit.  They lets you fire back at him potentially on every Heroe's turn plus he own and also undoes the healing he does when he attacks.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on September 08, 2015, 08:09:47 PM
You draw
Spoiler

Eye on the Prize: One-Shot--Chrono-Ranger may deal 1 Target 1 Projectile Damage. You may draw a card. You may play a card.

It is now Setback's turn.

Villain Ongoing Effects
When Spite deals damage, he regains that much HP.(Spite)

Hero Ongoing Effects
Damage dealt by Tempest to the Villain target with the highest HP is increased by 1.
Damage dealt to Spite is increased by 1.(The Ultimate Target)

Environment Ongoing Effects

(http://www.sotm.freedomforceforever.com/banners/spite.png)
Side: Transhuman Serial Killer
Spoiler

Transhuman Serial Killer
At the start of the Villain turn, if there are 5 Drug cards in play, flip Spite's Villain Character card. When Spite deals Damage, he regains that much HP.At the end of the Villain turn, play the top card of the Villain deck. Then, Spite deals the Hero Target with the highest HP (H) minus 1 Energy Damage.

Drug-Wracked Monstrosity
When Spite's Villain Character card is flipped to this side, destroy all Villain cards in play other than Drugs and Spite's Villain Character card.Whenever a Villain card would be played, instead Spite deal each Hero Target other than the Hero Target with the lowest HP 1 Projectile Damage.
HP: 72/80
Deck: 23
Trash: 2
In Play: 1
-Safe House--1 Victim saved

Spoiler

Safe House: When this card enters play, reveal cards from the top of the Villain deck until a Victim card is revealed. Put it into play. Shuffle the rest of the revealed cards back into the Villain deck. When Spite flips to his "Drug-Wracked Monstrosity" side, he deals himself X Toxic Damage, where X = the number of cards under this card times 5. This card and cards under this card are indestructible. Cards under this card have no text.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 24/26

Available Powers
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.

Deck: 33
Hand: 6
Spoiler

Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.
Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck. Tempest deals the Villain Target with the highest HP 2 Projectile Damage.
Trash: 0
In Play: 1
-Gene-Bound Shackles--Equipment, Limited
Spoiler

Gene-Bound Shackles: Equipment, Limited--Increase Damage dealt by Tempest to the Villain Target with the highest HP by 2.


(http://www.sotm.freedomforceforever.com/banners/guise.png)
HP: 24/27
Available Powers:
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!

Deck: 32
Hand: 5
Spoiler

Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
I Can Do That, Too!: One-shot--Guise uses a power printed on an active hero character card in play. If that power has the name of a hero in it, treat that name as if it were Guise instead.
Total Beefcake:Ongoing, Limited--Who would want to hurt such a beauty? The first time Guise would be dealt damage each turn, redirect that damage to the non-hero target with the lowest HP. At the start of your turn, destroy this card.
Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
Retcon: One-shot--Destroy 1 ongoing or environment card. Awesome! I'm a great hero. You may draw a card or play a card.
Trash: 3
In Play: 0
Spoiler




(http://www.sotm.freedomforceforever.com/banners/chronoranger.png)
HP: 26/28

Available Powers
Quick Shot: Chrono-Ranger deals 1 Target 1 Projectile Damage.

Deck: 34
Hand: 6
Spoiler

Eye on the Prize: One-Shot--Chrono-Ranger may deal 1 Target 1 Projectile Damage. You may draw a card. You may play a card.
Hunter and Hunted: Ongoing, Limited--Increase Damage dealt to and by Chrono-Ranger by the number of Bounty cards in play. Power: Destroy this card.
Danny-Boy: Equipment--Power: Chrono-Ranger deals up to X Targets 2 Fire Damage each, where X = the number of Bounty cards in play.
Displaced Armory: One-Shot--Search your deck or trash for an Equipment card and put it into play. If you searched your deck, shuffle your deck.Chrono-Ranger may deal 1 Target 1 Projectile Damage.
Eye on the Prize: One-Shot--Chrono-Ranger may deal 1 Target 1 Projectile Damage. You may draw a card. You may play a card.
"Just Doin' My Job": One-Shot--Each Player may discard 1 card. Draw X cards, where X = the number of cards discarded this way. Chrono-Ranger may deal 1 Target 1 Projectile Damage.
Trash: 0
In Play: 1
-The Ultimate Target--Ongoing, Bounty
Spoiler

"The Ultimate Target": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt by Chrono-Ranger to that Target by 1. The first time that Target deals Damage each turn, you may use a Power.

All Equipment in your deck
Spoiler

Compounded Bow: Equipment--Power: Chrono-Ranger deals 1 Target 1 Projectile Damage and 1 Damage of a type of your choice.
Jim's Hat: Equipment--You may play an additional card during your play phase.At the start of your turn, you may destroy a Bounty card.
The Masadah: Equipment--Power: Chrono-Ranger deals 1 Target X Irreducible Energy Damage, where X = the number of Bounty cards in play.
Neuro-Toxin Dart Thrower: Equipment--Power: Chrono-Ranger deals 1 Target 1 Toxic Damage. Reduce Damage dealt by that Target by 1 until the start of your next turn.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.

All Bounties in your deck
Spoiler

"By Any Means": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt to that Target by 1. When that Target leaves play, destroy this card.
"Dead or Alive": Ongoing, Bounty--Play this card next to a non-Hero Target. At the start of your turn, Chrono-Ranger regains 1 HP. When that Target leaves play, draw 1 card and destroy this card.
"Kill on Sight": Ongoing, Bounty--Play this card next to a non-Hero Target. When that Target leaves play, draw 3 cards and destroy this card.
"No Executions": Ongoing, Bounty--Play this card next to a non-Character card Target. When that target would be destroyed, put it on the bottom of its deck instead. Then destroy this card.
"The Whole Gang": Ongoing, Bounty--Play this card next to a non-Hero Target. When that Target leaves play, you may destroy a Target with 4 or fewer HP. Then, destroy this card.


(http://www.sotm.freedomforceforever.com/banners/setback.png)
HP: 25/31

Available Powers
Risk: Add 1 Token to your Unlucky Pool. Play the top card of your deck.
Unlucky Pool: 0

Deck: 34
Hand: 6
Spoiler

Reckless Rush: One-Shot--Setback deals 1 Target 2 Melee Damage. Setback deals himself 2 Melee Damage. Add 2 Tokens to your Unlucky Pool
Plucky Break   : One-Shot--Remove 2 Tokens from your Unlucky Pool. If you do, draw 1 card and Setback deals 1 target 2 Melee Damage. If there are zero Tokens in your Unlucky Pool, Setback regains 3 HP.
Cause and Effect: One-Shot--You may destroy 1 Ongoing or Environment card. Setback deals 1 Target and himself as much Psychic Damage as there are Tokens in your Unlucky Pool.
Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Uncharmed Life: Ongoing--When a Hero Target would be dealt Damage, you may remove 2 Tokens from your Unlucky Pool to redirect that Damage to Setback. Power: Setback regains 3 HP. Destroy this card.
Reckless Rush: One-Shot--Setback deals 1 Target 2 Melee Damage. Setback deals himself 2 Melee Damage. Add 2 Tokens to your Unlucky Pool
Trash: 0
In Play: 0
Spoiler




(http://www.sotm.freedomforceforever.com/banners/wraith.png)
HP: 24/26

Available Powers
Stealth: Reduce the next Damage that would be dealt to The Wraith by 2.

Deck: 34
Hand: 6
Spoiler

Trust Fund: One-Shot--Draw 4 cards, then discard 2 cards.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Utility Belt: Equipment, Limited--You may use an additional power during your power phase.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Trash: 0
In Play: 0
Spoiler



All Equipment in your deck
Spoiler

Utility Belt: Equipment, Limited--You may use an additional power during your power phase.
Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Throwing Knives:Equipment, Limited--Power: The Wraith deals up to 3 Targets 1 Projectile Damage each.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Micro Targeting Computer:Equipment, Limited--Increase Projectile Damage dealt by The Wraith by 2.

(http://www.sotm.freedomforceforever.com/banners/rookcity.png)

Deck: 15
Trash: 0
In Play: 0

Spoiler


Title: Re: Sentinels of the Multiverse Game 8
Post by: Outcast on September 09, 2015, 02:27:54 AM
Although Setback knows how his luck can turn against his teammates, he just can't ignore the fact that Spite just killed "the potential side-kick" dressed like Wraith. He needed to do something. Anything, to avenge her. Setback clenches both his fists tightly and rushes recklessly towards Spite. Plays Reckless Rush. He manages to hit Spite but slips and loses his footing afterwards. He knows this is just how his power works. Sometimes the good comes with the bad, and vice versa.  Uses Risk Power. He knows he needs to take these kind of "Risks" if he wishes to help and be of some use to his teammates.

Draw a card to end my turn.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on September 09, 2015, 02:38:47 AM
Risk Plays Exceeded Expectations: One-Shot--Remove any number of Tokens from your Unlucky Pool. Setback deals that many Targets 3 Melee Damage each.

Since Spite is the only enemy target, may I assume you are removing one token to deal damage to him?
Title: Re: Sentinels of the Multiverse Game 8
Post by: Outcast on September 09, 2015, 02:40:11 AM
Yes if only 1 is really needed. I'll save the rest of my unlucky tokens for later.

*It would seem that Setback's punch had really caught Spite off-guard as he sees Spite get knock backed by the blow. He figures that it must be due to the fact that Spite hasn't used any of his self empowering drugs on himself yet. So far, Setback's luck is good. And he is thankful.*
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on September 09, 2015, 02:42:27 AM
In that case you draw
Spoiler

Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.

It is now Wraith's turn

Villain Ongoing Effects
When Spite deals damage, he regains that much HP.(Spite)

Hero Ongoing Effects
Damage dealt by Tempest to the Villain target with the highest HP is increased by 1.
Damage dealt to Spite is increased by 1.(The Ultimate Target)

Environment Ongoing Effects

(http://www.sotm.freedomforceforever.com/banners/spite.png)
Side: Transhuman Serial Killer
Spoiler

Transhuman Serial Killer
At the start of the Villain turn, if there are 5 Drug cards in play, flip Spite's Villain Character card. When Spite deals Damage, he regains that much HP.At the end of the Villain turn, play the top card of the Villain deck. Then, Spite deals the Hero Target with the highest HP (H) minus 1 Energy Damage.

Drug-Wracked Monstrosity
When Spite's Villain Character card is flipped to this side, destroy all Villain cards in play other than Drugs and Spite's Villain Character card.Whenever a Villain card would be played, instead Spite deal each Hero Target other than the Hero Target with the lowest HP 1 Projectile Damage.
HP: 65/80
Deck: 23
Trash: 2
In Play: 1
-Safe House--1 Victim saved

Spoiler

Safe House: When this card enters play, reveal cards from the top of the Villain deck until a Victim card is revealed. Put it into play. Shuffle the rest of the revealed cards back into the Villain deck. When Spite flips to his "Drug-Wracked Monstrosity" side, he deals himself X Toxic Damage, where X = the number of cards under this card times 5. This card and cards under this card are indestructible. Cards under this card have no text.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 24/26

Available Powers
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.

Deck: 33
Hand: 6
Spoiler

Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.
Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck. Tempest deals the Villain Target with the highest HP 2 Projectile Damage.
Trash: 0
In Play: 1
-Gene-Bound Shackles--Equipment, Limited
Spoiler

Gene-Bound Shackles: Equipment, Limited--Increase Damage dealt by Tempest to the Villain Target with the highest HP by 2.


(http://www.sotm.freedomforceforever.com/banners/guise.png)
HP: 24/27
Available Powers:
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!

Deck: 32
Hand: 5
Spoiler

Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
I Can Do That, Too!: One-shot--Guise uses a power printed on an active hero character card in play. If that power has the name of a hero in it, treat that name as if it were Guise instead.
Total Beefcake:Ongoing, Limited--Who would want to hurt such a beauty? The first time Guise would be dealt damage each turn, redirect that damage to the non-hero target with the lowest HP. At the start of your turn, destroy this card.
Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
Retcon: One-shot--Destroy 1 ongoing or environment card. Awesome! I'm a great hero. You may draw a card or play a card.
Trash: 3
In Play: 0
Spoiler




(http://www.sotm.freedomforceforever.com/banners/chronoranger.png)
HP: 26/28

Available Powers
Quick Shot: Chrono-Ranger deals 1 Target 1 Projectile Damage.

Deck: 33
Hand: 6
Spoiler

Eye on the Prize: One-Shot--Chrono-Ranger may deal 1 Target 1 Projectile Damage. You may draw a card. You may play a card.
Hunter and Hunted: Ongoing, Limited--Increase Damage dealt to and by Chrono-Ranger by the number of Bounty cards in play. Power: Destroy this card.
Danny-Boy: Equipment--Power: Chrono-Ranger deals up to X Targets 2 Fire Damage each, where X = the number of Bounty cards in play.
Displaced Armory: One-Shot--Search your deck or trash for an Equipment card and put it into play. If you searched your deck, shuffle your deck.Chrono-Ranger may deal 1 Target 1 Projectile Damage.
Eye on the Prize: One-Shot--Chrono-Ranger may deal 1 Target 1 Projectile Damage. You may draw a card. You may play a card.
"Just Doin' My Job": One-Shot--Each Player may discard 1 card. Draw X cards, where X = the number of cards discarded this way. Chrono-Ranger may deal 1 Target 1 Projectile Damage.
Trash: 0
In Play: 1
-The Ultimate Target--Ongoing, Bounty
Spoiler

"The Ultimate Target": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt by Chrono-Ranger to that Target by 1. The first time that Target deals Damage each turn, you may use a Power.

All Equipment in your deck
Spoiler

Compounded Bow: Equipment--Power: Chrono-Ranger deals 1 Target 1 Projectile Damage and 1 Damage of a type of your choice.
Jim's Hat: Equipment--You may play an additional card during your play phase.At the start of your turn, you may destroy a Bounty card.
The Masadah: Equipment--Power: Chrono-Ranger deals 1 Target X Irreducible Energy Damage, where X = the number of Bounty cards in play.
Neuro-Toxin Dart Thrower: Equipment--Power: Chrono-Ranger deals 1 Target 1 Toxic Damage. Reduce Damage dealt by that Target by 1 until the start of your next turn.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.

All Bounties in your deck
Spoiler

"By Any Means": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt to that Target by 1. When that Target leaves play, destroy this card.
"Dead or Alive": Ongoing, Bounty--Play this card next to a non-Hero Target. At the start of your turn, Chrono-Ranger regains 1 HP. When that Target leaves play, draw 1 card and destroy this card.
"Kill on Sight": Ongoing, Bounty--Play this card next to a non-Hero Target. When that Target leaves play, draw 3 cards and destroy this card.
"No Executions": Ongoing, Bounty--Play this card next to a non-Character card Target. When that target would be destroyed, put it on the bottom of its deck instead. Then destroy this card.
"The Whole Gang": Ongoing, Bounty--Play this card next to a non-Hero Target. When that Target leaves play, you may destroy a Target with 4 or fewer HP. Then, destroy this card.


(http://www.sotm.freedomforceforever.com/banners/setback.png)
HP: 23/31

Available Powers
Risk: Add 1 Token to your Unlucky Pool. Play the top card of your deck.
Unlucky Pool: 2

Deck: 32
Hand: 6
Spoiler

Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Plucky Break   : One-Shot--Remove 2 Tokens from your Unlucky Pool. If you do, draw 1 card and Setback deals 1 target 2 Melee Damage. If there are zero Tokens in your Unlucky Pool, Setback regains 3 HP.
Cause and Effect: One-Shot--You may destroy 1 Ongoing or Environment card. Setback deals 1 Target and himself as much Psychic Damage as there are Tokens in your Unlucky Pool.
Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Uncharmed Life: Ongoing--When a Hero Target would be dealt Damage, you may remove 2 Tokens from your Unlucky Pool to redirect that Damage to Setback. Power: Setback regains 3 HP. Destroy this card.
Reckless Rush: One-Shot--Setback deals 1 Target 2 Melee Damage. Setback deals himself 2 Melee Damage. Add 2 Tokens to your Unlucky Pool
Trash: 2
In Play: 0
Spoiler




(http://www.sotm.freedomforceforever.com/banners/wraith.png)
HP: 24/26

Available Powers
Stealth: Reduce the next Damage that would be dealt to The Wraith by 2.

Deck: 34
Hand: 6
Spoiler

Trust Fund: One-Shot--Draw 4 cards, then discard 2 cards.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Utility Belt: Equipment, Limited--You may use an additional power during your power phase.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Trash: 0
In Play: 0
Spoiler



All Equipment in your deck
Spoiler

Utility Belt: Equipment, Limited--You may use an additional power during your power phase.
Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Throwing Knives:Equipment, Limited--Power: The Wraith deals up to 3 Targets 1 Projectile Damage each.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Micro Targeting Computer:Equipment, Limited--Increase Projectile Damage dealt by The Wraith by 2.

(http://www.sotm.freedomforceforever.com/banners/rookcity.png)

Deck: 15
Trash: 0
In Play: 0

Spoiler


Title: Re: Sentinels of the Multiverse Game 8
Post by: Glitch Girl on September 10, 2015, 12:25:42 AM
(back from DragonCon - t'was awsome, will detail later)

Spite, back like a dive-bar taco and about as messy.  Better gear up...

I'm going to activate Utility Belt.  I don't think I can activate Stealth as well, but if I can, I do so.

 
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on September 10, 2015, 01:00:35 AM
You get one play, one power, and one draw.

Utility Belt takes up your play slot, and increases your powers to two per turn instead of one.

Stealth is your first power.  You don't have any others you can activate, so you actually lose the second one(but it will come in handy later)

You draw

Spoiler

Impromptu Invention: One-Shot--Draw a card. Search your deck for an Equipment card and either put it into play or your hand. Shuffle your deck. You may play a card.

(http://www.sotm.freedomforceforever.com/banners/rookcity.png)

Start: Nothing

Play: Blighted Streets: Increase Damage dealt to Hero Targets by 1. At the end of each Hero's turn, if that Hero dealt no Damage this turn, their Player may discard 2 cards to destroy this card. When this card is destroyed, play the top card of the Villain deck.

End: Nothing

That makes it Spite's turn.

(http://www.sotm.freedomforceforever.com/banners/spite.png)

Start: Nothing

Play: Collateral Damage: Ongoing--When this card enters play, destroy a Victim card. Whenever Spite deals a Target 4 or more Damage at once, destroy a Victim card.  There are no Victims for him to kill.

End: Spite hits Chrono-Ranger for 5 points of damage and heals himself for 5.  He tries to kill a Victim, but there are none.

Spite plays On the Prowl: One-Shot--Destroy a Victim card. Reveal cards from the top of the Villain deck until a Victim card is revealed. Put it into play. Shuffle the rest of the revealed cards into the Villain deck.

There are no Victims to kill.  Huh, 4 out of 5 drugs just came up before finding Good Samaritan: Victim--At the start of the Environment turn, the Players may choose to play the top card of the Villain deck. If they do, put this card under the Safe House card. When this card is destroyed, Spite regains (H) HP.

Those nasty drugs now get shuffled back into the deck.

And that makes it Tempest's turn.

Don't forget the Heroes have an option to rescue the Victim at the start of the turn, and the option to destroy Blighted Streets at the end of their turn.

Villain Ongoing Effects
When Spite deals damage, he regains that much HP.(Spite)
Whenever Spite deals a target 4 or more damage, destroy a Victim.(Collateral Damage)

Hero Ongoing Effects
Damage dealt by Tempest to the Villain target with the highest HP is increased by 2.
Damage dealt to Spite is increased by 1.(The Ultimate Target)
Wraith may use an additional power on her turn.(Utility Belt)

Environment Ongoing Effects
Damage dealt to Hero targets is increased by 1(Blighted Streets)

(http://www.sotm.freedomforceforever.com/banners/spite.png)
Side: Transhuman Serial Killer
Spoiler

Transhuman Serial Killer
At the start of the Villain turn, if there are 5 Drug cards in play, flip Spite's Villain Character card. When Spite deals Damage, he regains that much HP.At the end of the Villain turn, play the top card of the Villain deck. Then, Spite deals the Hero Target with the highest HP (H) minus 1 Energy Damage.

Drug-Wracked Monstrosity
When Spite's Villain Character card is flipped to this side, destroy all Villain cards in play other than Drugs and Spite's Villain Character card.Whenever a Villain card would be played, instead Spite deal each Hero Target other than the Hero Target with the lowest HP 1 Projectile Damage.
HP: 70/80
Deck: 20
Trash: 3
In Play: 3
-Safe House--1 Victim saved
-Collateral Damage--Ongoing
-Good Samaritan--Victim

Spoiler

Good Samaritan: Victim--At the start of the Environment turn, the Players may choose to play the top card of the Villain deck. If they do, put this card under the Safe House card. When this card is destroyed, Spite regains (H) HP.
Collateral Damage: Ongoing--When this card enters play, destroy a Victim card. Whenever Spite deals a Target 4 or more Damage at once, destroy a Victim card.
Safe House: When this card enters play, reveal cards from the top of the Villain deck until a Victim card is revealed. Put it into play. Shuffle the rest of the revealed cards back into the Villain deck. When Spite flips to his "Drug-Wracked Monstrosity" side, he deals himself X Toxic Damage, where X = the number of cards under this card times 5. This card and cards under this card are indestructible. Cards under this card have no text.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 24/26

Available Powers
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.

Deck: 33
Hand: 6
Spoiler

Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.
Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck. Tempest deals the Villain Target with the highest HP 2 Projectile Damage.
Trash: 0
In Play: 1
-Gene-Bound Shackles--Equipment, Limited
Spoiler

Gene-Bound Shackles: Equipment, Limited--Increase Damage dealt by Tempest to the Villain Target with the highest HP by 2.


(http://www.sotm.freedomforceforever.com/banners/guise.png)
HP: 24/27
Available Powers:
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!

Deck: 32
Hand: 5
Spoiler

Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
I Can Do That, Too!: One-shot--Guise uses a power printed on an active hero character card in play. If that power has the name of a hero in it, treat that name as if it were Guise instead.
Total Beefcake:Ongoing, Limited--Who would want to hurt such a beauty? The first time Guise would be dealt damage each turn, redirect that damage to the non-hero target with the lowest HP. At the start of your turn, destroy this card.
Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
Retcon: One-shot--Destroy 1 ongoing or environment card. Awesome! I'm a great hero. You may draw a card or play a card.
Trash: 3
In Play: 0
Spoiler




(http://www.sotm.freedomforceforever.com/banners/chronoranger.png)
HP: 21/28

Available Powers
Quick Shot: Chrono-Ranger deals 1 Target 1 Projectile Damage.

Deck: 33
Hand: 6
Spoiler

Eye on the Prize: One-Shot--Chrono-Ranger may deal 1 Target 1 Projectile Damage. You may draw a card. You may play a card.
Hunter and Hunted: Ongoing, Limited--Increase Damage dealt to and by Chrono-Ranger by the number of Bounty cards in play. Power: Destroy this card.
Danny-Boy: Equipment--Power: Chrono-Ranger deals up to X Targets 2 Fire Damage each, where X = the number of Bounty cards in play.
Displaced Armory: One-Shot--Search your deck or trash for an Equipment card and put it into play. If you searched your deck, shuffle your deck.Chrono-Ranger may deal 1 Target 1 Projectile Damage.
Eye on the Prize: One-Shot--Chrono-Ranger may deal 1 Target 1 Projectile Damage. You may draw a card. You may play a card.
"Just Doin' My Job": One-Shot--Each Player may discard 1 card. Draw X cards, where X = the number of cards discarded this way. Chrono-Ranger may deal 1 Target 1 Projectile Damage.
Trash: 0
In Play: 1
-The Ultimate Target--Ongoing, Bounty
Spoiler

"The Ultimate Target": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt by Chrono-Ranger to that Target by 1. The first time that Target deals Damage each turn, you may use a Power.

All Equipment in your deck
Spoiler

Compounded Bow: Equipment--Power: Chrono-Ranger deals 1 Target 1 Projectile Damage and 1 Damage of a type of your choice.
Jim's Hat: Equipment--You may play an additional card during your play phase.At the start of your turn, you may destroy a Bounty card.
The Masadah: Equipment--Power: Chrono-Ranger deals 1 Target X Irreducible Energy Damage, where X = the number of Bounty cards in play.
Neuro-Toxin Dart Thrower: Equipment--Power: Chrono-Ranger deals 1 Target 1 Toxic Damage. Reduce Damage dealt by that Target by 1 until the start of your next turn.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.

All Bounties in your deck
Spoiler

"By Any Means": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt to that Target by 1. When that Target leaves play, destroy this card.
"Dead or Alive": Ongoing, Bounty--Play this card next to a non-Hero Target. At the start of your turn, Chrono-Ranger regains 1 HP. When that Target leaves play, draw 1 card and destroy this card.
"Kill on Sight": Ongoing, Bounty--Play this card next to a non-Hero Target. When that Target leaves play, draw 3 cards and destroy this card.
"No Executions": Ongoing, Bounty--Play this card next to a non-Character card Target. When that target would be destroyed, put it on the bottom of its deck instead. Then destroy this card.
"The Whole Gang": Ongoing, Bounty--Play this card next to a non-Hero Target. When that Target leaves play, you may destroy a Target with 4 or fewer HP. Then, destroy this card.


(http://www.sotm.freedomforceforever.com/banners/setback.png)
HP: 23/31

Available Powers
Risk: Add 1 Token to your Unlucky Pool. Play the top card of your deck.
Unlucky Pool: 2

Deck: 32
Hand: 6
Spoiler

Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Plucky Break   : One-Shot--Remove 2 Tokens from your Unlucky Pool. If you do, draw 1 card and Setback deals 1 target 2 Melee Damage. If there are zero Tokens in your Unlucky Pool, Setback regains 3 HP.
Cause and Effect: One-Shot--You may destroy 1 Ongoing or Environment card. Setback deals 1 Target and himself as much Psychic Damage as there are Tokens in your Unlucky Pool.
Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Uncharmed Life: Ongoing--When a Hero Target would be dealt Damage, you may remove 2 Tokens from your Unlucky Pool to redirect that Damage to Setback. Power: Setback regains 3 HP. Destroy this card.
Reckless Rush: One-Shot--Setback deals 1 Target 2 Melee Damage. Setback deals himself 2 Melee Damage. Add 2 Tokens to your Unlucky Pool
Trash: 2
In Play: 0
Spoiler




(http://www.sotm.freedomforceforever.com/banners/wraith.png)
HP: 24/26

Available Powers
Stealth: Reduce the next Damage that would be dealt to The Wraith by 2.

Deck: 34
Hand: 6
Spoiler

Impromptu Invention: One-Shot--Draw a card. Search your deck for an Equipment card and either put it into play or your hand. Shuffle your deck. You may play a card.
Trust Fund: One-Shot--Draw 4 cards, then discard 2 cards.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Trash: 0
In Play: 1
-Utility Belt--Equipment, Limited

Spoiler

Utility Belt: Equipment, Limited--You may use an additional power during your power phase.

All Equipment in your deck
Spoiler

Utility Belt: Equipment, Limited--You may use an additional power during your power phase.
Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Throwing Knives:Equipment, Limited--Power: The Wraith deals up to 3 Targets 1 Projectile Damage each.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Micro Targeting Computer:Equipment, Limited--Increase Projectile Damage dealt by The Wraith by 2.

(http://www.sotm.freedomforceforever.com/banners/rookcity.png)

Deck: 15
Trash: 0
In Play: 1
Blighted Streets


Spoiler

Blighted Streets: Increase Damage dealt to Hero Targets by 1. At the end of each Hero's turn, if that Hero dealt no Damage this turn, their Player may discard 2 cards to destroy this card. When this card is destroyed, play the top card of the Villain deck.
Title: Re: Sentinels of the Multiverse Game 8
Post by: HarryTrotter on September 10, 2015, 05:03:54 AM
Do I have to discard 3 to save a victim or play the top card of villains deck?
Title: Re: Sentinels of the Multiverse Game 8
Post by: Outcast on September 10, 2015, 07:56:37 AM
The actions required to save a victim card is different for each type/kind of victim. In the case of the "Good Samaritan", i think the option to save the victim starts at the Environment turn? Where the players can opt to play the top card of the villain deck.

I think what we have to be careful about is the "Forced Entry" card. Where all the saved victims will be forced into play once again from under the "Safe House". At the same time, killing 1 victim card. It may not be too bad i suppose if there are a few victim cards saved like 1 or 2. But if we have saved many by the time "Forced Entry" is played, we'll have to save most of them all over again.

Right now. There are 2 "Forced Entry" cards in the villain deck. Roughly an 11% chance to draw them.

*About Ultimate Target? Wouldn't Chrono Ranger be able to use a power because of he was damaged earlier?*

Spite would also heal every round as he attacks one of us. So i think it would be better if we can damage him more than he can heal. That way the round/time would not be wasted?

So far, Tempest , Chrono Ranger and Wraith have good attacks. Tempest and Wraith have good defensive cards as well. Wraith also has that limited deck control, so we can see what's coming up next. Guise and Setback have 1 card each to destroy an ongoing or an environment card.

Another good option is to reduce the amount of damage Spite could do. Like what Shielding Winds and Smoke Bombs do. That would also lower the amount of damage he can heal.

As far as i can tell, there is only 1 card that can somewhat stop our ongoing or equipment cards. And its a drug card. But it only returns them to the players hand i think. So building a good amount of ongoings early could help. (But of course i have a few cards like "Whoops Sorry" that can destroy our ongoing/equipment cards too. So i have to be careful using my Risk power.)

Title: Re: Sentinels of the Multiverse Game 8
Post by: HarryTrotter on September 10, 2015, 08:20:24 AM
Ok.
I play Shielding Winds,use my power and draw a card.
(should we play the top card of his deck at the start of Env. turn?)
Title: Re: Sentinels of the Multiverse Game 8
Post by: Outcast on September 10, 2015, 08:57:16 AM
If we want to save the "Good Samaritan" we probably should. Ideally i think it would be best to try and save every victim out there. Because every time Spite destroys a victim card he gains (H)-<number of heroes in play> HP. That's 5 HP if all 5 of us are still standing.

I'm not quite sure about the Safe House though. Once Spite puts all 5 of his drugs in play and flips into his drug wracked monstronsity, i'm not sure how indestructible the Safe House would be. Would it get destroyed? Since it's in play? Will the victims be destroyed too? Thereby healing Spite?
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on September 10, 2015, 09:01:49 AM
Quote from: Outcast on September 10, 2015, 08:57:16 AM
I'm not quite sure about the Safe House though. Once Spite puts all 5 of his drugs in play and flips into his drug wracked monstronsity, i'm not sure how indestructible the Safe House would be. Would it get destroyed? Since it's in play? Will the victims be destroyed too? Thereby healing Spite?
The Safe House and all the cards under it is indistructible.  It can't ever be destroyed period.  When he flips he takes damage based on the number of Victim cards saved and that is it.  He stops playing cards at that point, so no more Victims come up and no more can die.

And yes, I forgot about Chrono-Rangers interupt attack.  Since he only has one power and only 1 target I will assume he shoots Spite for the sake of time.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on September 10, 2015, 09:05:45 AM
Tempest draws
Spoiler

Aquatic Correspondence: One-Shot--Draw 3 cards.

It is now Guise's turn.

Villain Ongoing Effects
When Spite deals damage, he regains that much HP.(Spite)
Whenever Spite deals a target 4 or more damage, destroy a Victim.(Collateral Damage)

Hero Ongoing Effects
Damage dealt by Tempest to the Villain target with the highest HP is increased by 2.
Damage dealt to Spite is increased by 1.(The Ultimate Target)
Wraith may use an additional power on her turn.(Utility Belt)
Whenever a Hero would take 5 or more damage, reduce that damage by 2.(Shielding Winds)

Environment Ongoing Effects
Damage dealt to Hero targets is increased by 1(Blighted Streets)

(http://www.sotm.freedomforceforever.com/banners/spite.png)
Side: Transhuman Serial Killer
Spoiler

Transhuman Serial Killer
At the start of the Villain turn, if there are 5 Drug cards in play, flip Spite's Villain Character card. When Spite deals Damage, he regains that much HP.At the end of the Villain turn, play the top card of the Villain deck. Then, Spite deals the Hero Target with the highest HP (H) minus 1 Energy Damage.

Drug-Wracked Monstrosity
When Spite's Villain Character card is flipped to this side, destroy all Villain cards in play other than Drugs and Spite's Villain Character card.Whenever a Villain card would be played, instead Spite deal each Hero Target other than the Hero Target with the lowest HP 1 Projectile Damage.
HP: 64/80
Deck: 20
Trash: 3
In Play: 3
-Safe House--1 Victim saved
-Collateral Damage--Ongoing
-Good Samaritan--Victim

Spoiler

Good Samaritan: Victim--At the start of the Environment turn, the Players may choose to play the top card of the Villain deck. If they do, put this card under the Safe House card. When this card is destroyed, Spite regains (H) HP.
Collateral Damage: Ongoing--When this card enters play, destroy a Victim card. Whenever Spite deals a Target 4 or more Damage at once, destroy a Victim card.
Safe House: When this card enters play, reveal cards from the top of the Villain deck until a Victim card is revealed. Put it into play. Shuffle the rest of the revealed cards back into the Villain deck. When Spite flips to his "Drug-Wracked Monstrosity" side, he deals himself X Toxic Damage, where X = the number of cards under this card times 5. This card and cards under this card are indestructible. Cards under this card have no text.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 24/26

Available Powers
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.

Deck: 32
Hand: 6
Spoiler

Aquatic Correspondence: One-Shot--Draw 3 cards.
Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.
Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck. Tempest deals the Villain Target with the highest HP 2 Projectile Damage.
Trash: 0
In Play: 2
-Gene-Bound Shackles--Equipment, Limited
-Shielding Winds--Ongoing, Limited
Spoiler

Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Gene-Bound Shackles: Equipment, Limited--Increase Damage dealt by Tempest to the Villain Target with the highest HP by 2.


(http://www.sotm.freedomforceforever.com/banners/guise.png)
HP: 24/27
Available Powers:
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!

Deck: 32
Hand: 5
Spoiler

Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
I Can Do That, Too!: One-shot--Guise uses a power printed on an active hero character card in play. If that power has the name of a hero in it, treat that name as if it were Guise instead.
Total Beefcake:Ongoing, Limited--Who would want to hurt such a beauty? The first time Guise would be dealt damage each turn, redirect that damage to the non-hero target with the lowest HP. At the start of your turn, destroy this card.
Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
Retcon: One-shot--Destroy 1 ongoing or environment card. Awesome! I'm a great hero. You may draw a card or play a card.
Trash: 3
In Play: 0
Spoiler




(http://www.sotm.freedomforceforever.com/banners/chronoranger.png)
HP: 21/28

Available Powers
Quick Shot: Chrono-Ranger deals 1 Target 1 Projectile Damage.

Deck: 33
Hand: 6
Spoiler

Eye on the Prize: One-Shot--Chrono-Ranger may deal 1 Target 1 Projectile Damage. You may draw a card. You may play a card.
Hunter and Hunted: Ongoing, Limited--Increase Damage dealt to and by Chrono-Ranger by the number of Bounty cards in play. Power: Destroy this card.
Danny-Boy: Equipment--Power: Chrono-Ranger deals up to X Targets 2 Fire Damage each, where X = the number of Bounty cards in play.
Displaced Armory: One-Shot--Search your deck or trash for an Equipment card and put it into play. If you searched your deck, shuffle your deck.Chrono-Ranger may deal 1 Target 1 Projectile Damage.
Eye on the Prize: One-Shot--Chrono-Ranger may deal 1 Target 1 Projectile Damage. You may draw a card. You may play a card.
"Just Doin' My Job": One-Shot--Each Player may discard 1 card. Draw X cards, where X = the number of cards discarded this way. Chrono-Ranger may deal 1 Target 1 Projectile Damage.
Trash: 0
In Play: 1
-The Ultimate Target--Ongoing, Bounty
Spoiler

"The Ultimate Target": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt by Chrono-Ranger to that Target by 1. The first time that Target deals Damage each turn, you may use a Power.

All Equipment in your deck
Spoiler

Compounded Bow: Equipment--Power: Chrono-Ranger deals 1 Target 1 Projectile Damage and 1 Damage of a type of your choice.
Jim's Hat: Equipment--You may play an additional card during your play phase.At the start of your turn, you may destroy a Bounty card.
The Masadah: Equipment--Power: Chrono-Ranger deals 1 Target X Irreducible Energy Damage, where X = the number of Bounty cards in play.
Neuro-Toxin Dart Thrower: Equipment--Power: Chrono-Ranger deals 1 Target 1 Toxic Damage. Reduce Damage dealt by that Target by 1 until the start of your next turn.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.

All Bounties in your deck
Spoiler

"By Any Means": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt to that Target by 1. When that Target leaves play, destroy this card.
"Dead or Alive": Ongoing, Bounty--Play this card next to a non-Hero Target. At the start of your turn, Chrono-Ranger regains 1 HP. When that Target leaves play, draw 1 card and destroy this card.
"Kill on Sight": Ongoing, Bounty--Play this card next to a non-Hero Target. When that Target leaves play, draw 3 cards and destroy this card.
"No Executions": Ongoing, Bounty--Play this card next to a non-Character card Target. When that target would be destroyed, put it on the bottom of its deck instead. Then destroy this card.
"The Whole Gang": Ongoing, Bounty--Play this card next to a non-Hero Target. When that Target leaves play, you may destroy a Target with 4 or fewer HP. Then, destroy this card.


(http://www.sotm.freedomforceforever.com/banners/setback.png)
HP: 23/31

Available Powers
Risk: Add 1 Token to your Unlucky Pool. Play the top card of your deck.
Unlucky Pool: 2

Deck: 32
Hand: 6
Spoiler

Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Plucky Break   : One-Shot--Remove 2 Tokens from your Unlucky Pool. If you do, draw 1 card and Setback deals 1 target 2 Melee Damage. If there are zero Tokens in your Unlucky Pool, Setback regains 3 HP.
Cause and Effect: One-Shot--You may destroy 1 Ongoing or Environment card. Setback deals 1 Target and himself as much Psychic Damage as there are Tokens in your Unlucky Pool.
Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Uncharmed Life: Ongoing--When a Hero Target would be dealt Damage, you may remove 2 Tokens from your Unlucky Pool to redirect that Damage to Setback. Power: Setback regains 3 HP. Destroy this card.
Reckless Rush: One-Shot--Setback deals 1 Target 2 Melee Damage. Setback deals himself 2 Melee Damage. Add 2 Tokens to your Unlucky Pool
Trash: 2
In Play: 0
Spoiler




(http://www.sotm.freedomforceforever.com/banners/wraith.png)
HP: 24/26

Available Powers
Stealth: Reduce the next Damage that would be dealt to The Wraith by 2.

Deck: 34
Hand: 6
Spoiler

Impromptu Invention: One-Shot--Draw a card. Search your deck for an Equipment card and either put it into play or your hand. Shuffle your deck. You may play a card.
Trust Fund: One-Shot--Draw 4 cards, then discard 2 cards.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Trash: 0
In Play: 1
-Utility Belt--Equipment, Limited

Spoiler

Utility Belt: Equipment, Limited--You may use an additional power during your power phase.

All Equipment in your deck
Spoiler

Utility Belt: Equipment, Limited--You may use an additional power during your power phase.
Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Throwing Knives:Equipment, Limited--Power: The Wraith deals up to 3 Targets 1 Projectile Damage each.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Micro Targeting Computer:Equipment, Limited--Increase Projectile Damage dealt by The Wraith by 2.

(http://www.sotm.freedomforceforever.com/banners/rookcity.png)

Deck: 15
Trash: 0
In Play: 1
Blighted Streets


Spoiler

Blighted Streets: Increase Damage dealt to Hero Targets by 1. At the end of each Hero's turn, if that Hero dealt no Damage this turn, their Player may discard 2 cards to destroy this card. When this card is destroyed, play the top card of the Villain deck.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Outcast on September 10, 2015, 09:28:55 AM
That's good to know about the Safe House being indestructible from Spite's flip side.

Now that Shielding Winds is in play, Blighted Streets is actually helping us have Spite's damage up by 5 or more thereby reducing his damage to 2. Although Spite does have a few cards that destroys Environment cards too. So i figure it won't last that long anyway.

So when all Spite's cards have been used up from his deck, it won't get reshuffled back? That's kind of unique compared to the other decks. Although there are still one-shots they don't really do much i guess.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on September 10, 2015, 09:39:40 AM
Quote from: Outcast on September 10, 2015, 09:28:55 AM
So when all Spite's cards have been used up from his deck, it won't get reshuffled back? That's kind of unique compared to the other decks. Although there are still one-shots they don't really do much i guess.

Technically, yes, they would get reshuffled back.  Once all 5 drugs are played and he flips, however, he stops playing cards at all.  It's definitely possible for this to happen after the deck has been reshuffled, as there are ways to discard a card without playing it.  It does not happen very often though.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Deaths Jester on September 11, 2015, 12:37:57 AM
Not a lot I can do this round, so I'll play Guise the Barbarian, hit Spite, and draw 2 cards to end my turn.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on September 11, 2015, 02:17:50 AM
You draw
Spoiler

Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.
Selling Out: Ongoing, Limited--Gotta have all the best swag. At the end of the environment turn, you may discard 1 card. You may play up to 3 cards that share a keyword with the discarded card. At the start of your turn, destroy this card.

It is now Chrono-Ranger's turn

Villain Ongoing Effects
When Spite deals damage, he regains that much HP.(Spite)
Whenever Spite deals a target 4 or more damage, destroy a Victim.(Collateral Damage)

Hero Ongoing Effects
Damage dealt by Tempest to the Villain target with the highest HP is increased by 2.
Damage dealt to Spite is increased by 1.(The Ultimate Target)
Wraith may use an additional power on her turn.(Utility Belt)
Whenever a Hero would take 5 or more damage, reduce that damage by 2.(Shielding Winds)

Environment Ongoing Effects
Damage dealt to Hero targets is increased by 1(Blighted Streets)

(http://www.sotm.freedomforceforever.com/banners/spite.png)
Side: Transhuman Serial Killer
Spoiler

Transhuman Serial Killer
At the start of the Villain turn, if there are 5 Drug cards in play, flip Spite's Villain Character card. When Spite deals Damage, he regains that much HP.At the end of the Villain turn, play the top card of the Villain deck. Then, Spite deals the Hero Target with the highest HP (H) minus 1 Energy Damage.

Drug-Wracked Monstrosity
When Spite's Villain Character card is flipped to this side, destroy all Villain cards in play other than Drugs and Spite's Villain Character card.Whenever a Villain card would be played, instead Spite deal each Hero Target other than the Hero Target with the lowest HP 1 Projectile Damage.
HP: 60/80
Deck: 20
Trash: 3
In Play: 3
-Safe House--1 Victim saved
-Collateral Damage--Ongoing
-Good Samaritan--Victim

Spoiler

Good Samaritan: Victim--At the start of the Environment turn, the Players may choose to play the top card of the Villain deck. If they do, put this card under the Safe House card. When this card is destroyed, Spite regains (H) HP.
Collateral Damage: Ongoing--When this card enters play, destroy a Victim card. Whenever Spite deals a Target 4 or more Damage at once, destroy a Victim card.
Safe House: When this card enters play, reveal cards from the top of the Villain deck until a Victim card is revealed. Put it into play. Shuffle the rest of the revealed cards back into the Villain deck. When Spite flips to his "Drug-Wracked Monstrosity" side, he deals himself X Toxic Damage, where X = the number of cards under this card times 5. This card and cards under this card are indestructible. Cards under this card have no text.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 24/26

Available Powers
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.

Deck: 32
Hand: 6
Spoiler

Aquatic Correspondence: One-Shot--Draw 3 cards.
Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.
Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck. Tempest deals the Villain Target with the highest HP 2 Projectile Damage.
Trash: 0
In Play: 2
-Gene-Bound Shackles--Equipment, Limited
-Shielding Winds--Ongoing, Limited
Spoiler

Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Gene-Bound Shackles: Equipment, Limited--Increase Damage dealt by Tempest to the Villain Target with the highest HP by 2.


(http://www.sotm.freedomforceforever.com/banners/guise.png)
HP: 24/27
Available Powers:
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!

Deck: 31
Hand: 5
Spoiler

Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.
Selling Out: Ongoing, Limited--Gotta have all the best swag. At the end of the environment turn, you may discard 1 card. You may play up to 3 cards that share a keyword with the discarded card. At the start of your turn, destroy this card.
I Can Do That, Too!: One-shot--Guise uses a power printed on an active hero character card in play. If that power has the name of a hero in it, treat that name as if it were Guise instead.
Total Beefcake:Ongoing, Limited--Who would want to hurt such a beauty? The first time Guise would be dealt damage each turn, redirect that damage to the non-hero target with the lowest HP. At the start of your turn, destroy this card.
Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
Retcon: One-shot--Destroy 1 ongoing or environment card. Awesome! I'm a great hero. You may draw a card or play a card.
Trash: 3
In Play: 1
-Guise the Barbarian--Ongoing, Limited

Spoiler

Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.


(http://www.sotm.freedomforceforever.com/banners/chronoranger.png)
HP: 21/28

Available Powers
Quick Shot: Chrono-Ranger deals 1 Target 1 Projectile Damage.

Deck: 33
Hand: 6
Spoiler

Eye on the Prize: One-Shot--Chrono-Ranger may deal 1 Target 1 Projectile Damage. You may draw a card. You may play a card.
Hunter and Hunted: Ongoing, Limited--Increase Damage dealt to and by Chrono-Ranger by the number of Bounty cards in play. Power: Destroy this card.
Danny-Boy: Equipment--Power: Chrono-Ranger deals up to X Targets 2 Fire Damage each, where X = the number of Bounty cards in play.
Displaced Armory: One-Shot--Search your deck or trash for an Equipment card and put it into play. If you searched your deck, shuffle your deck.Chrono-Ranger may deal 1 Target 1 Projectile Damage.
Eye on the Prize: One-Shot--Chrono-Ranger may deal 1 Target 1 Projectile Damage. You may draw a card. You may play a card.
"Just Doin' My Job": One-Shot--Each Player may discard 1 card. Draw X cards, where X = the number of cards discarded this way. Chrono-Ranger may deal 1 Target 1 Projectile Damage.
Trash: 0
In Play: 1
-The Ultimate Target--Ongoing, Bounty
Spoiler

"The Ultimate Target": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt by Chrono-Ranger to that Target by 1. The first time that Target deals Damage each turn, you may use a Power.

All Equipment in your deck
Spoiler

Compounded Bow: Equipment--Power: Chrono-Ranger deals 1 Target 1 Projectile Damage and 1 Damage of a type of your choice.
Jim's Hat: Equipment--You may play an additional card during your play phase.At the start of your turn, you may destroy a Bounty card.
The Masadah: Equipment--Power: Chrono-Ranger deals 1 Target X Irreducible Energy Damage, where X = the number of Bounty cards in play.
Neuro-Toxin Dart Thrower: Equipment--Power: Chrono-Ranger deals 1 Target 1 Toxic Damage. Reduce Damage dealt by that Target by 1 until the start of your next turn.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.

All Bounties in your deck
Spoiler

"By Any Means": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt to that Target by 1. When that Target leaves play, destroy this card.
"Dead or Alive": Ongoing, Bounty--Play this card next to a non-Hero Target. At the start of your turn, Chrono-Ranger regains 1 HP. When that Target leaves play, draw 1 card and destroy this card.
"Kill on Sight": Ongoing, Bounty--Play this card next to a non-Hero Target. When that Target leaves play, draw 3 cards and destroy this card.
"No Executions": Ongoing, Bounty--Play this card next to a non-Character card Target. When that target would be destroyed, put it on the bottom of its deck instead. Then destroy this card.
"The Whole Gang": Ongoing, Bounty--Play this card next to a non-Hero Target. When that Target leaves play, you may destroy a Target with 4 or fewer HP. Then, destroy this card.


(http://www.sotm.freedomforceforever.com/banners/setback.png)
HP: 23/31

Available Powers
Risk: Add 1 Token to your Unlucky Pool. Play the top card of your deck.
Unlucky Pool: 2

Deck: 32
Hand: 6
Spoiler

Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Plucky Break   : One-Shot--Remove 2 Tokens from your Unlucky Pool. If you do, draw 1 card and Setback deals 1 target 2 Melee Damage. If there are zero Tokens in your Unlucky Pool, Setback regains 3 HP.
Cause and Effect: One-Shot--You may destroy 1 Ongoing or Environment card. Setback deals 1 Target and himself as much Psychic Damage as there are Tokens in your Unlucky Pool.
Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Uncharmed Life: Ongoing--When a Hero Target would be dealt Damage, you may remove 2 Tokens from your Unlucky Pool to redirect that Damage to Setback. Power: Setback regains 3 HP. Destroy this card.
Reckless Rush: One-Shot--Setback deals 1 Target 2 Melee Damage. Setback deals himself 2 Melee Damage. Add 2 Tokens to your Unlucky Pool
Trash: 2
In Play: 0
Spoiler




(http://www.sotm.freedomforceforever.com/banners/wraith.png)
HP: 24/26

Available Powers
Stealth: Reduce the next Damage that would be dealt to The Wraith by 2.

Deck: 34
Hand: 6
Spoiler

Impromptu Invention: One-Shot--Draw a card. Search your deck for an Equipment card and either put it into play or your hand. Shuffle your deck. You may play a card.
Trust Fund: One-Shot--Draw 4 cards, then discard 2 cards.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Trash: 0
In Play: 1
-Utility Belt--Equipment, Limited

Spoiler

Utility Belt: Equipment, Limited--You may use an additional power during your power phase.

All Equipment in your deck
Spoiler

Utility Belt: Equipment, Limited--You may use an additional power during your power phase.
Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Throwing Knives:Equipment, Limited--Power: The Wraith deals up to 3 Targets 1 Projectile Damage each.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Micro Targeting Computer:Equipment, Limited--Increase Projectile Damage dealt by The Wraith by 2.

(http://www.sotm.freedomforceforever.com/banners/rookcity.png)

Deck: 15
Trash: 0
In Play: 1
Blighted Streets


Spoiler

Blighted Streets: Increase Damage dealt to Hero Targets by 1. At the end of each Hero's turn, if that Hero dealt no Damage this turn, their Player may discard 2 cards to destroy this card. When this card is destroyed, play the top card of the Villain deck.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Outcast on September 11, 2015, 09:11:20 AM
I may regret correcting this later on, seeing it is to our advantage :P but..

The bounty "Ultimate Target" only increases Chrono-Ranger's attacks.

If it were the bounty "By Any Means", then that will increase everyone's attacks.

I'm beginning to have second thoughts about leaving the environment in play. Although it will help us reduce Spite's attack while it's there, there are 3 Lab Raid cards in Spite's deck that destroys environment cards. The more environment cards he destroys, the more drugs he can bring in play.  Still...if we destroy Blighted Streets, it will play the top card of Spite's deck anyway. So i guess there's no avoiding it?

Maybe we should just concentrate on building our equipment and ongoings for attacks and damage reduction as well as healing.

Chrono Ranger has 2 weapons that i think could be helpful. The one with the damage reduction pretty much like Wraith's Stun bolts. The other one deals irreducible damage and gets stronger the more bounty is in play. That can be really useful against the drug that provides Spite a damage reduction of (3) i believe.

Guise's ongoings can be very useful too once Spite's drug that returns ongoings and equipments come into play. They can draw attention away from the other teammate's ongoings/equipments. At the same time, save themselves from getting destroyed so Guise can continue using them a number of times. Spite's drug can return up to 3 ongoings, so we would need more than 3 in play, and 3 ongoings/equipement to act as decoys?

Also saving the Good Samaritan, will give him a chance to play a card from his deck. More deck draws means more chances for him to bring his drugs into play that much quicker/faster.

Not sure if i want Forced Entry to come into the game early, so we won't have to worry about it later.

I guess a good sequence for his deck to play would be, the first 2 "Forced Entry" first, followed by the "victims", followed by either "lab raid"/"drug" cards.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on September 11, 2015, 09:23:39 AM
Yeah, I get those two Bounties mixed up a lot.  I will re-adjust his HP after Chrono takes his turn.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Reepicheep on September 11, 2015, 06:31:35 PM
While I don't want to force the hand of the other two yet to play, i have very few powers that won't cause damage. If that weren't the case, i'd play in such a way that allows me to destroy the environment card.

That said, i'll play displaced armory to draw compound bow and shoot Spite with it. I'm assuming the two damage types don't count as different attacks, doing 3 damage, plus the attack from displaced armory for a total of 5. The other damage type would be another projectile, I guess.

For now, whenever Spite deals damage, you can assume I use compound bow.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on September 11, 2015, 10:14:48 PM
Quote from: Reepicheep on September 11, 2015, 06:31:35 PM
While I don't want to force the hand of the other two yet to play, i have very few powers that won't cause damage. If that weren't the case, i'd play in such a way that allows me to destroy the environment card.

That said, i'll play displaced armory to draw compound bow and shoot Spite with it. I'm assuming the two damage types don't count as different attacks, doing 3 damage, plus the attack from displaced armory for a total of 5. The other damage type would be another projectile, I guess.

For now, whenever Spite deals damage, you can assume I use compound bow.

You are incorrect.  Each is a separate instance of damage and all bonuses apply separately, so the bow deals 2 and 2 damage.  With the other damage booster bounty it goes up to 3 and 3.  With Hunter and Hunted and those two bounties, it becomes 5 and 5.  See the possiblities?
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on September 11, 2015, 10:24:25 PM
You draw
Spoiler

Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.

This makes it Setback's turn.

Villain Ongoing Effects
When Spite deals damage, he regains that much HP.(Spite)
Whenever Spite deals a target 4 or more damage, destroy a Victim.(Collateral Damage)

Hero Ongoing Effects
Damage dealt by Tempest to the Villain target with the highest HP is increased by 2.
Damage dealt to Spite is increased by 1.(The Ultimate Target)
Wraith may use an additional power on her turn.(Utility Belt)
Whenever a Hero would take 5 or more damage, reduce that damage by 2.(Shielding Winds)

Environment Ongoing Effects
Damage dealt to Hero targets is increased by 1(Blighted Streets)

(http://www.sotm.freedomforceforever.com/banners/spite.png)
Side: Transhuman Serial Killer
Spoiler

Transhuman Serial Killer
At the start of the Villain turn, if there are 5 Drug cards in play, flip Spite's Villain Character card. When Spite deals Damage, he regains that much HP.At the end of the Villain turn, play the top card of the Villain deck. Then, Spite deals the Hero Target with the highest HP (H) minus 1 Energy Damage.

Drug-Wracked Monstrosity
When Spite's Villain Character card is flipped to this side, destroy all Villain cards in play other than Drugs and Spite's Villain Character card.Whenever a Villain card would be played, instead Spite deal each Hero Target other than the Hero Target with the lowest HP 1 Projectile Damage.
HP: 57/80
Deck: 20
Trash: 3
In Play: 3
-Safe House--1 Victim saved
-Collateral Damage--Ongoing
-Good Samaritan--Victim

Spoiler

Good Samaritan: Victim--At the start of the Environment turn, the Players may choose to play the top card of the Villain deck. If they do, put this card under the Safe House card. When this card is destroyed, Spite regains (H) HP.
Collateral Damage: Ongoing--When this card enters play, destroy a Victim card. Whenever Spite deals a Target 4 or more Damage at once, destroy a Victim card.
Safe House: When this card enters play, reveal cards from the top of the Villain deck until a Victim card is revealed. Put it into play. Shuffle the rest of the revealed cards back into the Villain deck. When Spite flips to his "Drug-Wracked Monstrosity" side, he deals himself X Toxic Damage, where X = the number of cards under this card times 5. This card and cards under this card are indestructible. Cards under this card have no text.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 24/26

Available Powers
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.

Deck: 32
Hand: 6
Spoiler

Aquatic Correspondence: One-Shot--Draw 3 cards.
Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.
Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck. Tempest deals the Villain Target with the highest HP 2 Projectile Damage.
Trash: 0
In Play: 2
-Gene-Bound Shackles--Equipment, Limited
-Shielding Winds--Ongoing, Limited
Spoiler

Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Gene-Bound Shackles: Equipment, Limited--Increase Damage dealt by Tempest to the Villain Target with the highest HP by 2.


(http://www.sotm.freedomforceforever.com/banners/guise.png)
HP: 24/27
Available Powers:
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!

Deck: 31
Hand: 5
Spoiler

Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.
Selling Out: Ongoing, Limited--Gotta have all the best swag. At the end of the environment turn, you may discard 1 card. You may play up to 3 cards that share a keyword with the discarded card. At the start of your turn, destroy this card.
I Can Do That, Too!: One-shot--Guise uses a power printed on an active hero character card in play. If that power has the name of a hero in it, treat that name as if it were Guise instead.
Total Beefcake:Ongoing, Limited--Who would want to hurt such a beauty? The first time Guise would be dealt damage each turn, redirect that damage to the non-hero target with the lowest HP. At the start of your turn, destroy this card.
Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
Retcon: One-shot--Destroy 1 ongoing or environment card. Awesome! I'm a great hero. You may draw a card or play a card.
Trash: 3
In Play: 1
-Guise the Barbarian--Ongoing, Limited

Spoiler

Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.


(http://www.sotm.freedomforceforever.com/banners/chronoranger.png)
HP: 21/28

Available Powers
Quick Shot: Chrono-Ranger deals 1 Target 1 Projectile Damage.

Deck: 31
Hand: 6
Spoiler

Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.
Eye on the Prize: One-Shot--Chrono-Ranger may deal 1 Target 1 Projectile Damage. You may draw a card. You may play a card.
Hunter and Hunted: Ongoing, Limited--Increase Damage dealt to and by Chrono-Ranger by the number of Bounty cards in play. Power: Destroy this card.
Danny-Boy: Equipment--Power: Chrono-Ranger deals up to X Targets 2 Fire Damage each, where X = the number of Bounty cards in play.
Eye on the Prize: One-Shot--Chrono-Ranger may deal 1 Target 1 Projectile Damage. You may draw a card. You may play a card.
"Just Doin' My Job": One-Shot--Each Player may discard 1 card. Draw X cards, where X = the number of cards discarded this way. Chrono-Ranger may deal 1 Target 1 Projectile Damage.
Trash: 2
In Play: 2
-The Ultimate Target--Ongoing, Bounty
-Compounded Bow--Equipmenty
Spoiler

Compounded Bow: Equipment--Power: Chrono-Ranger deals 1 Target 1 Projectile Damage and 1 Damage of a type of your choice.
"The Ultimate Target": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt by Chrono-Ranger to that Target by 1. The first time that Target deals Damage each turn, you may use a Power.

All Equipment in your deck
Spoiler

Jim's Hat: Equipment--You may play an additional card during your play phase.At the start of your turn, you may destroy a Bounty card.
The Masadah: Equipment--Power: Chrono-Ranger deals 1 Target X Irreducible Energy Damage, where X = the number of Bounty cards in play.
Neuro-Toxin Dart Thrower: Equipment--Power: Chrono-Ranger deals 1 Target 1 Toxic Damage. Reduce Damage dealt by that Target by 1 until the start of your next turn.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.

All Bounties in your deck
Spoiler

"By Any Means": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt to that Target by 1. When that Target leaves play, destroy this card.
"Dead or Alive": Ongoing, Bounty--Play this card next to a non-Hero Target. At the start of your turn, Chrono-Ranger regains 1 HP. When that Target leaves play, draw 1 card and destroy this card.
"Kill on Sight": Ongoing, Bounty--Play this card next to a non-Hero Target. When that Target leaves play, draw 3 cards and destroy this card.
"No Executions": Ongoing, Bounty--Play this card next to a non-Character card Target. When that target would be destroyed, put it on the bottom of its deck instead. Then destroy this card.
"The Whole Gang": Ongoing, Bounty--Play this card next to a non-Hero Target. When that Target leaves play, you may destroy a Target with 4 or fewer HP. Then, destroy this card.


(http://www.sotm.freedomforceforever.com/banners/setback.png)
HP: 23/31

Available Powers
Risk: Add 1 Token to your Unlucky Pool. Play the top card of your deck.
Unlucky Pool: 2

Deck: 32
Hand: 6
Spoiler

Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Plucky Break   : One-Shot--Remove 2 Tokens from your Unlucky Pool. If you do, draw 1 card and Setback deals 1 target 2 Melee Damage. If there are zero Tokens in your Unlucky Pool, Setback regains 3 HP.
Cause and Effect: One-Shot--You may destroy 1 Ongoing or Environment card. Setback deals 1 Target and himself as much Psychic Damage as there are Tokens in your Unlucky Pool.
Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Uncharmed Life: Ongoing--When a Hero Target would be dealt Damage, you may remove 2 Tokens from your Unlucky Pool to redirect that Damage to Setback. Power: Setback regains 3 HP. Destroy this card.
Reckless Rush: One-Shot--Setback deals 1 Target 2 Melee Damage. Setback deals himself 2 Melee Damage. Add 2 Tokens to your Unlucky Pool
Trash: 2
In Play: 0
Spoiler




(http://www.sotm.freedomforceforever.com/banners/wraith.png)
HP: 24/26

Available Powers
Stealth: Reduce the next Damage that would be dealt to The Wraith by 2.

Deck: 34
Hand: 6
Spoiler

Impromptu Invention: One-Shot--Draw a card. Search your deck for an Equipment card and either put it into play or your hand. Shuffle your deck. You may play a card.
Trust Fund: One-Shot--Draw 4 cards, then discard 2 cards.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Trash: 0
In Play: 1
-Utility Belt--Equipment, Limited

Spoiler

Utility Belt: Equipment, Limited--You may use an additional power during your power phase.

All Equipment in your deck
Spoiler

Utility Belt: Equipment, Limited--You may use an additional power during your power phase.
Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Throwing Knives:Equipment, Limited--Power: The Wraith deals up to 3 Targets 1 Projectile Damage each.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Micro Targeting Computer:Equipment, Limited--Increase Projectile Damage dealt by The Wraith by 2.

(http://www.sotm.freedomforceforever.com/banners/rookcity.png)

Deck: 15
Trash: 0
In Play: 1
Blighted Streets


Spoiler

Blighted Streets: Increase Damage dealt to Hero Targets by 1. At the end of each Hero's turn, if that Hero dealt no Damage this turn, their Player may discard 2 cards to destroy this card. When this card is destroyed, play the top card of the Villain deck.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Outcast on September 12, 2015, 04:13:34 PM
I take it Reepicheep wants the Environment card Blighted Streets destroyed this round? If i do, the top villain card will be played and Shielding Winds won't be able to reduce Spite's attack. Technically, the damage reduction is only 1 though so. There is this Environment Card i wanted to save it for.."Scum and Villany" which deals 4 damage to each Hero. But seeing as the others have the cards to deal with it should it be played..i think it's ok. Destroying Blighted Streets can be good should "Lab Raid" pop up though.

So..just want to ask the others input first.

Do you guys want me to destroy Blighted Streets? I'll use Cause and Effect. Would have been nice if i had more tokens in my unlucky pool to deal Spite (including myself) more damage.

And are you guys up for saving the "Good Samaritan" later on? Next top card of the Villain deck will be played once again.



Title: Re: Sentinels of the Multiverse Game 8
Post by: Reepicheep on September 13, 2015, 09:10:04 AM
Oh, if you don't think the environment is worth clearing away, then cool. Business as usual. I also have an environment busting card now.
Title: Re: Sentinels of the Multiverse Game 8
Post by: HarryTrotter on September 13, 2015, 10:33:42 AM
I vote for saving the Good Samaritan.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Outcast on September 13, 2015, 01:40:42 PM
Ok on second thought. If Toxic Sludge were to come up next in the Environment then we will end up with lots of damage anyway.

I'll go on and destroy Blighted Streets, using cause and effect. Then use my Risk power to add a Token to my unlucky pool, and hopefully draw/play a card that's useful.

Draw a card to end my turn.

Fingers crossed the Villain deck doesn't play something i'll regret. :rolleyes:
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on September 13, 2015, 04:26:00 PM
Blighted Streets plays Forced Entry: One-Shot--Put all cards under the Safe House card into play. Destroy a Victim card.

Innocent Bystander is back in play.

Who dies, the Samaritan, or the Bystander?
Title: Re: Sentinels of the Multiverse Game 8
Post by: HarryTrotter on September 13, 2015, 04:46:44 PM
I suggest Bystander,since Samaritan would be easier to save.I think.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Deaths Jester on September 13, 2015, 06:11:25 PM
Actually, I say dunk Samaritan, that way we don't have to play the top card of the villain's deck to save him...the bystander you just toss 2 cards to save..much easier.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Outcast on September 14, 2015, 02:30:25 AM
Quote from: Deaths Jester on September 13, 2015, 06:11:25 PM
Actually, I say dunk Samaritan, that way we don't have to play the top card of the villain's deck to save him...the bystander you just toss 2 cards to save..much easier.

I think the bystander requires you to toss 3 cards. If we want to save the bystander before Spite has another chance of killing a victim next round. Wraith would be more in a position to save the victim faster. But seeing that most of her cards are pretty good cards, i'm not so sure it would be that easy to give them up.

Maybe we should just let them both (victims) die.  :P   :gnimad

But that would heal Spite a total of 10HP.  Saving the Good Samaritan seems the lesser evil to me i dunno.

But again if the top villain card is a victim card. It's as good as dead when Spite deals one of us 4HP damage during his turn.

Right now, there's a 30% chance its another victim card, 30% chance it's one of Spite's drugs, 17% chance it's a Lab Raid (destroys environment and searches deck for drugs), 11% chance it's On the Prowl (kills any victim in play, then searches for a victim card to play), 12% chance it's another Forced Entry or Collateral Damage.

If we save the Good Samaritan, this give Spite an extra draw before it's our turn again. Maybe i should have destroyed Spite's Ongoing Collateral Damage.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Outcast on September 15, 2015, 04:05:26 AM
As Spite forcefully enters to where the Innocent Bystander is hiding, the Good Samaritan offers the team to distract the villain so they can try and save the innocent bystander later. Setback and Tempest thinks it's too risky for the Good Samaritan.

Meanwhile Wraith who is nearest the Innocent Bystander, seems to have dropped a few of her equipment/gadgets on the ground.  Guise calls out to Wraith, "Wraith! Just pick up the ones you need and go back for the rest later."   But Wraith knows that if she leaves them there, Spite will see them and destroy them.

Setback can only wait on what Wraith will decide. He looks to the ever silent and enigmatic Chrono Ranger for help. Although he doesn't really know what this guy is thinking, he is grateful that the bounty hunter is there. Ever ready to strike back at Spite before the villain can heal himself much.

:P
Title: Re: Sentinels of the Multiverse Game 8
Post by: Reepicheep on September 15, 2015, 08:19:14 AM
Chrono-Ranger was trying to work out if he left the milk out of the fridge or not. He could always go back in time to before he took the milk out and put it back in the fridge. But is that an abuse of his powers? Would he run into himself making a cup of tea? You gotta think about these things. Paradoxes happen easily, man. But then, it's not like he would have any trouble getting more milk. He just hates the thought of wasting good milk. Some poor dairy farmer works his arse off to make a living, and Chrono Ranger would just be throwing it down the sink. But then, the farmers already been paid and everything, so what are the moral implications here? Chrono Ranger just doesn't want to live in an excess society where he can throw milk away and get more just because of his own irresponsibilities. Can you compost milk? Why was Setback watching him?

I'd suggest saving the Samaritan, though it's really up to Glitchy. It's still early game and an extra draw from Spite can't possibly be devastating. But if Glitch decides to avoid that and is happy to drop three cards, then Bystander it is.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on September 16, 2015, 11:02:41 PM
I believe the consensus here is to leave the final decision up to Glitch Girl, am I right?

What say you, Glitchy?
Title: Re: Sentinels of the Multiverse Game 8
Post by: Glitch Girl on September 17, 2015, 03:07:32 AM
I can drop 3 cards.   
Title: Re: Sentinels of the Multiverse Game 8
Post by: Outcast on September 17, 2015, 04:25:16 AM
But you don't have to drop 3 cards if you don't want to Glitch Girl. Unless you don't want to save the Good Samaritan because of it entailing to play a card from the Villain deck.

For me, i just wanted to know her thoughts on the matter really. To see if most of us agree on what action would be best. But i'm ok to let Glitch Girl decide.

Setback notices Chrono Ranger deep in thought. "We sure are lucky. He must be thinking of a brilliant strategy right now to defeat Spite." Setback thinks to himself.  Yet he can't help but wonder what that milk carton is doing from underneath the bounty hunter's jacket.  :blink: But his thoughts are quickly interrupted when the Good Samaritan,in his desire to save the innocent bystander, says "Don't worry i'll save him (or is it her)." And without a second thought runs towards the bystander. Now the heroes need to save them both, but they know they can only save one. The only question now is who.

I just thought of another scenario for Wraith losing some of her equipment. When she tries saving the bystander, Spite could have partially hit/nick/scratch Wraith's utility belt spilling some of her equipment.  :doh:


Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on September 17, 2015, 09:21:45 AM
Alright, now I'm more confused then ever what you all actually want to do, so I'm officially calling for a vote, because this keeps dragging on for days and going no where fast.

Vote for who dies, the Samaritan or the Bystander.  First to 3 votes "wins."
Title: Re: Sentinels of the Multiverse Game 8
Post by: HarryTrotter on September 17, 2015, 09:45:11 AM
Ok,Samaritan dies.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Reepicheep on September 17, 2015, 11:07:26 AM
Samaritan for President.

Bystander can suck it.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Outcast on September 17, 2015, 02:23:17 PM
Sorry for adding more confusion. :doh:

Ok. My vote...Bystander dies. Quick and painless.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Deaths Jester on September 17, 2015, 09:19:38 PM
<-doesn't care...pick one Cat and let's get this moving...
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on September 18, 2015, 03:05:54 AM
Looks like the Samaritan buys it.  I'll update this tomorrow is it is quite late now.  Actually I'll be gone most of tomorrow, so maybe Saturday. Sorry. . .
Title: Re: Sentinels of the Multiverse Game 8
Post by: Reepicheep on September 18, 2015, 08:20:54 AM
Beaurocracy saves the day again!
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on September 20, 2015, 06:03:09 PM
The Samaritan dies horribly.

Risk plays Reckless Rush: One-Shot--Setback deals 1 Target 2 Melee Damage. Setback deals himself 2 Melee Damage. Add 2 Tokens to your Unlucky Pool

As Spite is the only non-Hero target he will take the damage.

Setback draws
Spoiler

"Whoops! Sorry!": One-Shot--Destroy 1 non-Character card belonging to another Hero. You may destroy 1 Ongoing or Environment card .Add or remove 3 Tokens from your Unlucky Pool.

It is now Wraith's turn.

Villain Ongoing Effects
When Spite deals damage, he regains that much HP.(Spite)
Whenever Spite deals a target 4 or more damage, destroy a Victim.(Collateral Damage)

Hero Ongoing Effects
Damage dealt by Tempest to the Villain target with the highest HP is increased by 2.
Damage dealt to Spite is increased by 1.(The Ultimate Target)
Wraith may use an additional power on her turn.(Utility Belt)
Whenever a Hero would take 5 or more damage, reduce that damage by 2.(Shielding Winds)

Environment Ongoing Effects
Damage dealt to Hero targets is increased by 1(Blighted Streets)

(http://www.sotm.freedomforceforever.com/banners/spite.png)
Side: Transhuman Serial Killer
Spoiler

Transhuman Serial Killer
At the start of the Villain turn, if there are 5 Drug cards in play, flip Spite's Villain Character card. When Spite deals Damage, he regains that much HP.At the end of the Villain turn, play the top card of the Villain deck. Then, Spite deals the Hero Target with the highest HP (H) minus 1 Energy Damage.

Drug-Wracked Monstrosity
When Spite's Villain Character card is flipped to this side, destroy all Villain cards in play other than Drugs and Spite's Villain Character card.Whenever a Villain card would be played, instead Spite deal each Hero Target other than the Hero Target with the lowest HP 1 Projectile Damage.
HP: 53/80
Deck: 20
Trash: 4
In Play: 3
-Safe House--0
-Collateral Damage--Ongoing
-Innocent Bystander--Victim

Spoiler

Innocent Bystander: Victim--At the start of each Hero turn, that Hero's Player may discard (H) minus 2 cards. If they do, put this card under the Safe House card.When this card is destroyed, Spite regains (H) HP.
Collateral Damage: Ongoing--When this card enters play, destroy a Victim card. Whenever Spite deals a Target 4 or more Damage at once, destroy a Victim card.
Safe House: When this card enters play, reveal cards from the top of the Villain deck until a Victim card is revealed. Put it into play. Shuffle the rest of the revealed cards back into the Villain deck. When Spite flips to his "Drug-Wracked Monstrosity" side, he deals himself X Toxic Damage, where X = the number of cards under this card times 5. This card and cards under this card are indestructible. Cards under this card have no text.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 24/26

Available Powers
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.

Deck: 32
Hand: 6
Spoiler

Aquatic Correspondence: One-Shot--Draw 3 cards.
Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.
Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck. Tempest deals the Villain Target with the highest HP 2 Projectile Damage.
Trash: 0
In Play: 2
-Gene-Bound Shackles--Equipment, Limited
-Shielding Winds--Ongoing, Limited
Spoiler

Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Gene-Bound Shackles: Equipment, Limited--Increase Damage dealt by Tempest to the Villain Target with the highest HP by 2.


(http://www.sotm.freedomforceforever.com/banners/guise.png)
HP: 24/27
Available Powers:
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!

Deck: 31
Hand: 5
Spoiler

Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.
Selling Out: Ongoing, Limited--Gotta have all the best swag. At the end of the environment turn, you may discard 1 card. You may play up to 3 cards that share a keyword with the discarded card. At the start of your turn, destroy this card.
I Can Do That, Too!: One-shot--Guise uses a power printed on an active hero character card in play. If that power has the name of a hero in it, treat that name as if it were Guise instead.
Total Beefcake:Ongoing, Limited--Who would want to hurt such a beauty? The first time Guise would be dealt damage each turn, redirect that damage to the non-hero target with the lowest HP. At the start of your turn, destroy this card.
Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
Retcon: One-shot--Destroy 1 ongoing or environment card. Awesome! I'm a great hero. You may draw a card or play a card.
Trash: 3
In Play: 1
-Guise the Barbarian--Ongoing, Limited

Spoiler

Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.


(http://www.sotm.freedomforceforever.com/banners/chronoranger.png)
HP: 21/28

Available Powers
Quick Shot: Chrono-Ranger deals 1 Target 1 Projectile Damage.

Deck: 31
Hand: 6
Spoiler

Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.
Eye on the Prize: One-Shot--Chrono-Ranger may deal 1 Target 1 Projectile Damage. You may draw a card. You may play a card.
Hunter and Hunted: Ongoing, Limited--Increase Damage dealt to and by Chrono-Ranger by the number of Bounty cards in play. Power: Destroy this card.
Danny-Boy: Equipment--Power: Chrono-Ranger deals up to X Targets 2 Fire Damage each, where X = the number of Bounty cards in play.
Eye on the Prize: One-Shot--Chrono-Ranger may deal 1 Target 1 Projectile Damage. You may draw a card. You may play a card.
"Just Doin' My Job": One-Shot--Each Player may discard 1 card. Draw X cards, where X = the number of cards discarded this way. Chrono-Ranger may deal 1 Target 1 Projectile Damage.
Trash: 2
In Play: 2
-The Ultimate Target--Ongoing, Bounty
-Compounded Bow--Equipmenty
Spoiler

Compounded Bow: Equipment--Power: Chrono-Ranger deals 1 Target 1 Projectile Damage and 1 Damage of a type of your choice.
"The Ultimate Target": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt by Chrono-Ranger to that Target by 1. The first time that Target deals Damage each turn, you may use a Power.

All Equipment in your deck
Spoiler

Jim's Hat: Equipment--You may play an additional card during your play phase.At the start of your turn, you may destroy a Bounty card.
The Masadah: Equipment--Power: Chrono-Ranger deals 1 Target X Irreducible Energy Damage, where X = the number of Bounty cards in play.
Neuro-Toxin Dart Thrower: Equipment--Power: Chrono-Ranger deals 1 Target 1 Toxic Damage. Reduce Damage dealt by that Target by 1 until the start of your next turn.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.

All Bounties in your deck
Spoiler

"By Any Means": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt to that Target by 1. When that Target leaves play, destroy this card.
"Dead or Alive": Ongoing, Bounty--Play this card next to a non-Hero Target. At the start of your turn, Chrono-Ranger regains 1 HP. When that Target leaves play, draw 1 card and destroy this card.
"Kill on Sight": Ongoing, Bounty--Play this card next to a non-Hero Target. When that Target leaves play, draw 3 cards and destroy this card.
"No Executions": Ongoing, Bounty--Play this card next to a non-Character card Target. When that target would be destroyed, put it on the bottom of its deck instead. Then destroy this card.
"The Whole Gang": Ongoing, Bounty--Play this card next to a non-Hero Target. When that Target leaves play, you may destroy a Target with 4 or fewer HP. Then, destroy this card.


(http://www.sotm.freedomforceforever.com/banners/setback.png)
HP: 19/31

Available Powers
Risk: Add 1 Token to your Unlucky Pool. Play the top card of your deck.
Unlucky Pool: 5

Deck: 32
Hand: 6
Spoiler

"Whoops! Sorry!": One-Shot--Destroy 1 non-Character card belonging to another Hero. You may destroy 1 Ongoing or Environment card .Add or remove 3 Tokens from your Unlucky Pool.
Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Plucky Break   : One-Shot--Remove 2 Tokens from your Unlucky Pool. If you do, draw 1 card and Setback deals 1 target 2 Melee Damage. If there are zero Tokens in your Unlucky Pool, Setback regains 3 HP.
Cause and Effect: One-Shot--You may destroy 1 Ongoing or Environment card. Setback deals 1 Target and himself as much Psychic Damage as there are Tokens in your Unlucky Pool.
Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Uncharmed Life: Ongoing--When a Hero Target would be dealt Damage, you may remove 2 Tokens from your Unlucky Pool to redirect that Damage to Setback. Power: Setback regains 3 HP. Destroy this card.
Reckless Rush: One-Shot--Setback deals 1 Target 2 Melee Damage. Setback deals himself 2 Melee Damage. Add 2 Tokens to your Unlucky Pool
Trash: 3
In Play: 0
Spoiler




(http://www.sotm.freedomforceforever.com/banners/wraith.png)
HP: 24/26

Available Powers
Stealth: Reduce the next Damage that would be dealt to The Wraith by 2.

Deck: 34
Hand: 6
Spoiler

Impromptu Invention: One-Shot--Draw a card. Search your deck for an Equipment card and either put it into play or your hand. Shuffle your deck. You may play a card.
Trust Fund: One-Shot--Draw 4 cards, then discard 2 cards.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Trash: 0
In Play: 1
-Utility Belt--Equipment, Limited

Spoiler

Utility Belt: Equipment, Limited--You may use an additional power during your power phase.

All Equipment in your deck
Spoiler

Utility Belt: Equipment, Limited--You may use an additional power during your power phase.
Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Throwing Knives:Equipment, Limited--Power: The Wraith deals up to 3 Targets 1 Projectile Damage each.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Micro Targeting Computer:Equipment, Limited--Increase Projectile Damage dealt by The Wraith by 2.

(http://www.sotm.freedomforceforever.com/banners/rookcity.png)

Deck: 15
Trash: 0
In Play: 1
Blighted Streets


Spoiler

Blighted Streets: Increase Damage dealt to Hero Targets by 1. At the end of each Hero's turn, if that Hero dealt no Damage this turn, their Player may discard 2 cards to destroy this card. When this card is destroyed, play the top card of the Villain deck.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Glitch Girl on September 21, 2015, 09:09:36 PM
Wraith is going to use her skills with Impromptu Invention and use the nearest telephone or wi-fi junction to juryrig a connection to her Mega Computer.  While working, she snaps on her Infrared Eyepiece and lets it power up.

(Stealth should still be active, correct?)
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on September 21, 2015, 09:30:01 PM
Quote from: Glitch Girl on September 21, 2015, 09:09:36 PM
(Stealth should still be active, correct?)
Stealth isn't turned on or off.  You can use it whenever you can normally use powers and it reduces the next hit by 2.  Since you weren't hit, if you use it again, you'd add another 2 to an invisible "stack" of reduction, meaning your next hit would be reduced by 4 instead.  Since you can use 2 powers, there no reason not to.

The eyepiece reveals:
Good Samaritan: Victim--At the start of the Environment turn, the Players may choose to play the top card of the Villain deck. If they do, put this card under the Safe House card. When this card is destroyed, Spite regains (H) HP.
Innocent Bystander: Victim--At the start of each Hero turn, that Hero's Player may discard (H) minus 2 cards. If they do, put this card under the Safe House card.When this card is destroyed, Spite regains (H) HP.

Choose one to go the top of his deck and one to go to the bottom.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Glitch Girl on September 21, 2015, 09:35:57 PM
Crap... another  Samaritan/Bystander choice...

I'm leaning towards Bystander to top, Samaritan to bottom... what do you think guys?
Title: Re: Sentinels of the Multiverse Game 8
Post by: HarryTrotter on September 22, 2015, 05:13:05 AM
Whatever you choose.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Glitch Girl on September 23, 2015, 01:37:55 AM
Looks like that's the plan then.  Samaritan on bottom, Bystandard on top.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on September 23, 2015, 02:07:00 AM
You draw
Spoiler

Grappling Hook: One-Shot--Destroy 1 Ongoing or Environment card. You may draw a card.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.

(http://www.sotm.freedomforceforever.com/banners/rookcity.png)

Start: Nothing

Play: Falling Statuary: When this card enters play, this card deals the Target with the second lowest HP 3 Irreducible Projectile Damage. At the end of the Environment turn, destroy this card.  2nd Lowest is Chrono-Ranger.

End: Falling Statuary destroys itself.

It is now Spite's turn.  In a move which will, I am sure, shock absolutely everyone, Spite plays Good Samaritan: Victim--At the start of the Environment turn, the Players may choose to play the top card of the Villain deck. If they do, put this card under the Safe House card. When this card is destroyed, Spite regains (H) HP.

Spite then hits Tempest, Guise, or Wraith for 3 Energy damage (but +1 against his nemesis Wraith) Note that due to stealth, Wraith would take no damage from this.  It is still up to the Heroes.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Glitch Girl on September 23, 2015, 04:16:06 AM
Well that is actually a shock to me.

Shouldn't that be Bystander instead of Samaritan, unless he's dealing from the bottom of the deck?

And I'll take the 0 damage.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Outcast on September 23, 2015, 06:47:30 AM
Just want to check as well on Blighted Streets. I believe i destroyed it with Cause and Effect during my turn.

So i was expecting Spite to deal his regular 4 hp damage. Before taking into account any damage buffs or reduction of course. I could be wrong though. I may have missed something.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on September 23, 2015, 09:07:42 AM
It is 4 and not 3, that is a typo.  And you wanted Bystander on top of the deck, then the Bystander will get played instead.  I may have switched the two around.

Since he dealt no damage, Spite does not heal, nor does Chrono-Ranger get a reaction shot.

That makes it Tempest's turn.

Villain Ongoing Effects
When Spite deals damage, he regains that much HP.(Spite)
Whenever Spite deals a target 4 or more damage, destroy a Victim.(Collateral Damage)

Hero Ongoing Effects
Damage dealt by Tempest to the Villain target with the highest HP is increased by 2.
Damage dealt by Chrono-Ranger to Spite is increased by 1.(The Ultimate Target)
Wraith may use an additional power on her turn.(Utility Belt)
Whenever a Hero would take 5 or more damage, reduce that damage by 2.(Shielding Winds)
Reduce damage dealt by Environment cards by 1(Mega Computer)

Environment Ongoing Effects
Damage dealt to Hero targets is increased by 1(Blighted Streets)

(http://www.sotm.freedomforceforever.com/banners/spite.png)
Side: Transhuman Serial Killer
Spoiler

Transhuman Serial Killer
At the start of the Villain turn, if there are 5 Drug cards in play, flip Spite's Villain Character card. When Spite deals Damage, he regains that much HP.At the end of the Villain turn, play the top card of the Villain deck. Then, Spite deals the Hero Target with the highest HP (H) minus 1 Energy Damage.

Drug-Wracked Monstrosity
When Spite's Villain Character card is flipped to this side, destroy all Villain cards in play other than Drugs and Spite's Villain Character card.Whenever a Villain card would be played, instead Spite deal each Hero Target other than the Hero Target with the lowest HP 1 Projectile Damage.
HP: 53/80
Deck: 19
Trash: 4
In Play: 4
-Safe House--0
-Collateral Damage--Ongoing
-Innocent Bystander--Victim
-Innocent Bystander--Victim

Spoiler

Good Samaritan: Victim--At the start of the Environment turn, the Players may choose to play the top card of the Villain deck. If they do, put this card under the Safe House card. When this card is destroyed, Spite regains (H) HP.
Innocent Bystander: Victim--At the start of each Hero turn, that Hero's Player may discard (H) minus 2 cards. If they do, put this card under the Safe House card.When this card is destroyed, Spite regains (H) HP.
Collateral Damage: Ongoing--When this card enters play, destroy a Victim card. Whenever Spite deals a Target 4 or more Damage at once, destroy a Victim card.
Safe House: When this card enters play, reveal cards from the top of the Villain deck until a Victim card is revealed. Put it into play. Shuffle the rest of the revealed cards back into the Villain deck. When Spite flips to his "Drug-Wracked Monstrosity" side, he deals himself X Toxic Damage, where X = the number of cards under this card times 5. This card and cards under this card are indestructible. Cards under this card have no text.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 24/26

Available Powers
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.

Deck: 32
Hand: 6
Spoiler

Aquatic Correspondence: One-Shot--Draw 3 cards.
Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.
Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck. Tempest deals the Villain Target with the highest HP 2 Projectile Damage.
Trash: 0
In Play: 2
-Gene-Bound Shackles--Equipment, Limited
-Shielding Winds--Ongoing, Limited
Spoiler

Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Gene-Bound Shackles: Equipment, Limited--Increase Damage dealt by Tempest to the Villain Target with the highest HP by 2.


(http://www.sotm.freedomforceforever.com/banners/guise.png)
HP: 24/27
Available Powers:
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!

Deck: 31
Hand: 5
Spoiler

Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.
Selling Out: Ongoing, Limited--Gotta have all the best swag. At the end of the environment turn, you may discard 1 card. You may play up to 3 cards that share a keyword with the discarded card. At the start of your turn, destroy this card.
I Can Do That, Too!: One-shot--Guise uses a power printed on an active hero character card in play. If that power has the name of a hero in it, treat that name as if it were Guise instead.
Total Beefcake:Ongoing, Limited--Who would want to hurt such a beauty? The first time Guise would be dealt damage each turn, redirect that damage to the non-hero target with the lowest HP. At the start of your turn, destroy this card.
Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
Retcon: One-shot--Destroy 1 ongoing or environment card. Awesome! I'm a great hero. You may draw a card or play a card.
Trash: 3
In Play: 1
-Guise the Barbarian--Ongoing, Limited

Spoiler

Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.


(http://www.sotm.freedomforceforever.com/banners/chronoranger.png)
HP: 18/28

Available Powers
Quick Shot: Chrono-Ranger deals 1 Target 1 Projectile Damage.

Deck: 31
Hand: 6
Spoiler

Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.
Eye on the Prize: One-Shot--Chrono-Ranger may deal 1 Target 1 Projectile Damage. You may draw a card. You may play a card.
Hunter and Hunted: Ongoing, Limited--Increase Damage dealt to and by Chrono-Ranger by the number of Bounty cards in play. Power: Destroy this card.
Danny-Boy: Equipment--Power: Chrono-Ranger deals up to X Targets 2 Fire Damage each, where X = the number of Bounty cards in play.
Eye on the Prize: One-Shot--Chrono-Ranger may deal 1 Target 1 Projectile Damage. You may draw a card. You may play a card.
"Just Doin' My Job": One-Shot--Each Player may discard 1 card. Draw X cards, where X = the number of cards discarded this way. Chrono-Ranger may deal 1 Target 1 Projectile Damage.
Trash: 2
In Play: 2
-The Ultimate Target--Ongoing, Bounty
-Compounded Bow--Equipmenty
Spoiler

Compounded Bow: Equipment--Power: Chrono-Ranger deals 1 Target 1 Projectile Damage and 1 Damage of a type of your choice.
"The Ultimate Target": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt by Chrono-Ranger to that Target by 1. The first time that Target deals Damage each turn, you may use a Power.

All Equipment in your deck
Spoiler

Jim's Hat: Equipment--You may play an additional card during your play phase.At the start of your turn, you may destroy a Bounty card.
The Masadah: Equipment--Power: Chrono-Ranger deals 1 Target X Irreducible Energy Damage, where X = the number of Bounty cards in play.
Neuro-Toxin Dart Thrower: Equipment--Power: Chrono-Ranger deals 1 Target 1 Toxic Damage. Reduce Damage dealt by that Target by 1 until the start of your next turn.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.

All Bounties in your deck
Spoiler

"By Any Means": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt to that Target by 1. When that Target leaves play, destroy this card.
"Dead or Alive": Ongoing, Bounty--Play this card next to a non-Hero Target. At the start of your turn, Chrono-Ranger regains 1 HP. When that Target leaves play, draw 1 card and destroy this card.
"Kill on Sight": Ongoing, Bounty--Play this card next to a non-Hero Target. When that Target leaves play, draw 3 cards and destroy this card.
"No Executions": Ongoing, Bounty--Play this card next to a non-Character card Target. When that target would be destroyed, put it on the bottom of its deck instead. Then destroy this card.
"The Whole Gang": Ongoing, Bounty--Play this card next to a non-Hero Target. When that Target leaves play, you may destroy a Target with 4 or fewer HP. Then, destroy this card.


(http://www.sotm.freedomforceforever.com/banners/setback.png)
HP: 19/31

Available Powers
Risk: Add 1 Token to your Unlucky Pool. Play the top card of your deck.
Unlucky Pool: 5

Deck: 32
Hand: 6
Spoiler

"Whoops! Sorry!": One-Shot--Destroy 1 non-Character card belonging to another Hero. You may destroy 1 Ongoing or Environment card .Add or remove 3 Tokens from your Unlucky Pool.
Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Plucky Break   : One-Shot--Remove 2 Tokens from your Unlucky Pool. If you do, draw 1 card and Setback deals 1 target 2 Melee Damage. If there are zero Tokens in your Unlucky Pool, Setback regains 3 HP.
Cause and Effect: One-Shot--You may destroy 1 Ongoing or Environment card. Setback deals 1 Target and himself as much Psychic Damage as there are Tokens in your Unlucky Pool.
Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Uncharmed Life: Ongoing--When a Hero Target would be dealt Damage, you may remove 2 Tokens from your Unlucky Pool to redirect that Damage to Setback. Power: Setback regains 3 HP. Destroy this card.
Reckless Rush: One-Shot--Setback deals 1 Target 2 Melee Damage. Setback deals himself 2 Melee Damage. Add 2 Tokens to your Unlucky Pool
Trash: 3
In Play: 0
Spoiler




(http://www.sotm.freedomforceforever.com/banners/wraith.png)
HP: 24/26

Available Powers
Stealth: Reduce the next Damage that would be dealt to The Wraith by 2.

Deck: 30
Hand: 6
Spoiler

Grappling Hook: One-Shot--Destroy 1 Ongoing or Environment card. You may draw a card.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Trust Fund: One-Shot--Draw 4 cards, then discard 2 cards.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Trash: 1
In Play: 3
-Utility Belt--Equipment, Limited
-Infrared Eyepiece--Equipment, Limited
-Mega Computer--Equipment

Spoiler

Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Utility Belt: Equipment, Limited--You may use an additional power during your power phase.

All Equipment in your deck
Spoiler

Utility Belt: Equipment, Limited--You may use an additional power during your power phase.
Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Throwing Knives:Equipment, Limited--Power: The Wraith deals up to 3 Targets 1 Projectile Damage each.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Micro Targeting Computer:Equipment, Limited--Increase Projectile Damage dealt by The Wraith by 2.

(http://www.sotm.freedomforceforever.com/banners/rookcity.png)

Deck: 13
Trash: 2
In Play: 0


Spoiler

Title: Re: Sentinels of the Multiverse Game 8
Post by: HarryTrotter on September 23, 2015, 09:43:24 AM
So how many card would I have to discard to save a bystander?
Title: Re: Sentinels of the Multiverse Game 8
Post by: Outcast on September 23, 2015, 04:31:32 PM
You would have to discard 3 cards at the start of your turn if you want to save a bystander.
Title: Re: Sentinels of the Multiverse Game 8
Post by: HarryTrotter on September 23, 2015, 05:04:40 PM
I discard 2 Ow resistences and 1 lighting slash to save 1 bystander.Play other lighting slash on Spite,use my power and draw a card.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on September 23, 2015, 07:33:02 PM
You draw
Spoiler

Grievous Hail Storm: Ongoing--Power: Tempest deals each non-Hero Target 2 Cold Damage.

It is now Guise's turn.

Villain Ongoing Effects
When Spite deals damage, he regains that much HP.(Spite)
Whenever Spite deals a target 4 or more damage, destroy a Victim.(Collateral Damage)

Hero Ongoing Effects
Damage dealt by Tempest to the Villain target with the highest HP is increased by 2.
Damage dealt by Chrono-Ranger to Spite is increased by 1.(The Ultimate Target)
Wraith may use an additional power on her turn.(Utility Belt)
Whenever a Hero would take 5 or more damage, reduce that damage by 2.(Shielding Winds)
Reduce damage dealt by Environment cards by 1(Mega Computer)

Environment Ongoing Effects
Damage dealt to Hero targets is increased by 1(Blighted Streets)

(http://www.sotm.freedomforceforever.com/banners/spite.png)
Side: Transhuman Serial Killer
Spoiler

Transhuman Serial Killer
At the start of the Villain turn, if there are 5 Drug cards in play, flip Spite's Villain Character card. When Spite deals Damage, he regains that much HP.At the end of the Villain turn, play the top card of the Villain deck. Then, Spite deals the Hero Target with the highest HP (H) minus 1 Energy Damage.

Drug-Wracked Monstrosity
When Spite's Villain Character card is flipped to this side, destroy all Villain cards in play other than Drugs and Spite's Villain Character card.Whenever a Villain card would be played, instead Spite deal each Hero Target other than the Hero Target with the lowest HP 1 Projectile Damage.
HP: 43/80
Deck: 19
Trash: 4
In Play: 3
-Safe House--1 Victim Saved
-Collateral Damage--Ongoing
-Innocent Bystander--Victim

Spoiler

Good Samaritan: Victim--At the start of the Environment turn, the Players may choose to play the top card of the Villain deck. If they do, put this card under the Safe House card. When this card is destroyed, Spite regains (H) HP.
Innocent Bystander: Victim--At the start of each Hero turn, that Hero's Player may discard (H) minus 2 cards. If they do, put this card under the Safe House card.When this card is destroyed, Spite regains (H) HP.
Collateral Damage: Ongoing--When this card enters play, destroy a Victim card. Whenever Spite deals a Target 4 or more Damage at once, destroy a Victim card.
Safe House: When this card enters play, reveal cards from the top of the Villain deck until a Victim card is revealed. Put it into play. Shuffle the rest of the revealed cards back into the Villain deck. When Spite flips to his "Drug-Wracked Monstrosity" side, he deals himself X Toxic Damage, where X = the number of cards under this card times 5. This card and cards under this card are indestructible. Cards under this card have no text.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 24/26

Available Powers
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.

Deck: 31
Hand: 3
Spoiler

Grievous Hail Storm: Ongoing--Power: Tempest deals each non-Hero Target 2 Cold Damage.
Aquatic Correspondence: One-Shot--Draw 3 cards.
Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck. Tempest deals the Villain Target with the highest HP 2 Projectile Damage.
Trash: 4
In Play: 2
-Gene-Bound Shackles--Equipment, Limited
-Shielding Winds--Ongoing, Limited
Spoiler

Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Gene-Bound Shackles: Equipment, Limited--Increase Damage dealt by Tempest to the Villain Target with the highest HP by 2.


(http://www.sotm.freedomforceforever.com/banners/guise.png)
HP: 24/27
Available Powers:
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!

Deck: 31
Hand: 5
Spoiler

Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.
Selling Out: Ongoing, Limited--Gotta have all the best swag. At the end of the environment turn, you may discard 1 card. You may play up to 3 cards that share a keyword with the discarded card. At the start of your turn, destroy this card.
I Can Do That, Too!: One-shot--Guise uses a power printed on an active hero character card in play. If that power has the name of a hero in it, treat that name as if it were Guise instead.
Total Beefcake:Ongoing, Limited--Who would want to hurt such a beauty? The first time Guise would be dealt damage each turn, redirect that damage to the non-hero target with the lowest HP. At the start of your turn, destroy this card.
Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
Retcon: One-shot--Destroy 1 ongoing or environment card. Awesome! I'm a great hero. You may draw a card or play a card.
Trash: 3
In Play: 1
-Guise the Barbarian--Ongoing, Limited

Spoiler

Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.


(http://www.sotm.freedomforceforever.com/banners/chronoranger.png)
HP: 18/28

Available Powers
Quick Shot: Chrono-Ranger deals 1 Target 1 Projectile Damage.

Deck: 31
Hand: 6
Spoiler

Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.
Eye on the Prize: One-Shot--Chrono-Ranger may deal 1 Target 1 Projectile Damage. You may draw a card. You may play a card.
Hunter and Hunted: Ongoing, Limited--Increase Damage dealt to and by Chrono-Ranger by the number of Bounty cards in play. Power: Destroy this card.
Danny-Boy: Equipment--Power: Chrono-Ranger deals up to X Targets 2 Fire Damage each, where X = the number of Bounty cards in play.
Eye on the Prize: One-Shot--Chrono-Ranger may deal 1 Target 1 Projectile Damage. You may draw a card. You may play a card.
"Just Doin' My Job": One-Shot--Each Player may discard 1 card. Draw X cards, where X = the number of cards discarded this way. Chrono-Ranger may deal 1 Target 1 Projectile Damage.
Trash: 2
In Play: 2
-The Ultimate Target--Ongoing, Bounty
-Compounded Bow--Equipmenty
Spoiler

Compounded Bow: Equipment--Power: Chrono-Ranger deals 1 Target 1 Projectile Damage and 1 Damage of a type of your choice.
"The Ultimate Target": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt by Chrono-Ranger to that Target by 1. The first time that Target deals Damage each turn, you may use a Power.

All Equipment in your deck
Spoiler

Jim's Hat: Equipment--You may play an additional card during your play phase.At the start of your turn, you may destroy a Bounty card.
The Masadah: Equipment--Power: Chrono-Ranger deals 1 Target X Irreducible Energy Damage, where X = the number of Bounty cards in play.
Neuro-Toxin Dart Thrower: Equipment--Power: Chrono-Ranger deals 1 Target 1 Toxic Damage. Reduce Damage dealt by that Target by 1 until the start of your next turn.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.

All Bounties in your deck
Spoiler

"By Any Means": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt to that Target by 1. When that Target leaves play, destroy this card.
"Dead or Alive": Ongoing, Bounty--Play this card next to a non-Hero Target. At the start of your turn, Chrono-Ranger regains 1 HP. When that Target leaves play, draw 1 card and destroy this card.
"Kill on Sight": Ongoing, Bounty--Play this card next to a non-Hero Target. When that Target leaves play, draw 3 cards and destroy this card.
"No Executions": Ongoing, Bounty--Play this card next to a non-Character card Target. When that target would be destroyed, put it on the bottom of its deck instead. Then destroy this card.
"The Whole Gang": Ongoing, Bounty--Play this card next to a non-Hero Target. When that Target leaves play, you may destroy a Target with 4 or fewer HP. Then, destroy this card.


(http://www.sotm.freedomforceforever.com/banners/setback.png)
HP: 19/31

Available Powers
Risk: Add 1 Token to your Unlucky Pool. Play the top card of your deck.
Unlucky Pool: 5

Deck: 32
Hand: 6
Spoiler

"Whoops! Sorry!": One-Shot--Destroy 1 non-Character card belonging to another Hero. You may destroy 1 Ongoing or Environment card .Add or remove 3 Tokens from your Unlucky Pool.
Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Plucky Break   : One-Shot--Remove 2 Tokens from your Unlucky Pool. If you do, draw 1 card and Setback deals 1 target 2 Melee Damage. If there are zero Tokens in your Unlucky Pool, Setback regains 3 HP.
Cause and Effect: One-Shot--You may destroy 1 Ongoing or Environment card. Setback deals 1 Target and himself as much Psychic Damage as there are Tokens in your Unlucky Pool.
Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Uncharmed Life: Ongoing--When a Hero Target would be dealt Damage, you may remove 2 Tokens from your Unlucky Pool to redirect that Damage to Setback. Power: Setback regains 3 HP. Destroy this card.
Reckless Rush: One-Shot--Setback deals 1 Target 2 Melee Damage. Setback deals himself 2 Melee Damage. Add 2 Tokens to your Unlucky Pool
Trash: 3
In Play: 0
Spoiler




(http://www.sotm.freedomforceforever.com/banners/wraith.png)
HP: 24/26

Available Powers
Stealth: Reduce the next Damage that would be dealt to The Wraith by 2.

Deck: 30
Hand: 6
Spoiler

Grappling Hook: One-Shot--Destroy 1 Ongoing or Environment card. You may draw a card.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Trust Fund: One-Shot--Draw 4 cards, then discard 2 cards.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Trash: 1
In Play: 3
-Utility Belt--Equipment, Limited
-Infrared Eyepiece--Equipment, Limited
-Mega Computer--Equipment

Spoiler

Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Utility Belt: Equipment, Limited--You may use an additional power during your power phase.

All Equipment in your deck
Spoiler

Utility Belt: Equipment, Limited--You may use an additional power during your power phase.
Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Throwing Knives:Equipment, Limited--Power: The Wraith deals up to 3 Targets 1 Projectile Damage each.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Micro Targeting Computer:Equipment, Limited--Increase Projectile Damage dealt by The Wraith by 2.

(http://www.sotm.freedomforceforever.com/banners/rookcity.png)

Deck: 13
Trash: 2
In Play: 0


Spoiler

Title: Re: Sentinels of the Multiverse Game 8
Post by: Deaths Jester on September 23, 2015, 08:20:51 PM
I'll play Retcon to dump Collateral Damage, I'll then hit Spite and draw three cards to end my turn.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on September 23, 2015, 10:54:30 PM
You draw
Spoiler

Uh, Yeah, I'm That Guy!: Ongoing, Limited--When this card enters play, give another player a high-five. If you do, treat this card as if it had the game text of every ongoing card in that player's play area, replacing their hero's name with Guise. At the start of your turn, destroy this card.
Say Cheese!: One-shot--Guise deals 1 target 1 cold damage. Then, if that target is still in play and has 5 or fewer HP, you may play 1 card.
X-treeeeeeeeme!!!: Ongoing, Limited--It's hard to tell if I'm the most awesome, or the most extreme. Probably both.Damage dealt by Guise is irreducible and cannot be redirected. At the start of your turn, destroy this card.

It is now Chrono-Ranger's turn

Villain Ongoing Effects
When Spite deals damage, he regains that much HP.(Spite)
Whenever Spite deals a target 4 or more damage, destroy a Victim.(Collateral Damage)

Hero Ongoing Effects
Damage dealt by Tempest to the Villain target with the highest HP is increased by 2.
Damage dealt by Chrono-Ranger to Spite is increased by 1.(The Ultimate Target)
Wraith may use an additional power on her turn.(Utility Belt)
Whenever a Hero would take 5 or more damage, reduce that damage by 2.(Shielding Winds)
Reduce damage dealt by Environment cards by 1(Mega Computer)

Environment Ongoing Effects
Damage dealt to Hero targets is increased by 1(Blighted Streets)

(http://www.sotm.freedomforceforever.com/banners/spite.png)
Side: Transhuman Serial Killer
Spoiler

Transhuman Serial Killer
At the start of the Villain turn, if there are 5 Drug cards in play, flip Spite's Villain Character card. When Spite deals Damage, he regains that much HP.At the end of the Villain turn, play the top card of the Villain deck. Then, Spite deals the Hero Target with the highest HP (H) minus 1 Energy Damage.

Drug-Wracked Monstrosity
When Spite's Villain Character card is flipped to this side, destroy all Villain cards in play other than Drugs and Spite's Villain Character card.Whenever a Villain card would be played, instead Spite deal each Hero Target other than the Hero Target with the lowest HP 1 Projectile Damage.
HP: 42/80
Deck: 18
Trash: 5
In Play: 2
-Safe House--1 Victim Saved
-Innocent Bystander--Victim

Spoiler

Good Samaritan: Victim--At the start of the Environment turn, the Players may choose to play the top card of the Villain deck. If they do, put this card under the Safe House card. When this card is destroyed, Spite regains (H) HP.
Innocent Bystander: Victim--At the start of each Hero turn, that Hero's Player may discard (H) minus 2 cards. If they do, put this card under the Safe House card.When this card is destroyed, Spite regains (H) HP.
Collateral Damage: Ongoing--When this card enters play, destroy a Victim card. Whenever Spite deals a Target 4 or more Damage at once, destroy a Victim card.
Safe House: When this card enters play, reveal cards from the top of the Villain deck until a Victim card is revealed. Put it into play. Shuffle the rest of the revealed cards back into the Villain deck. When Spite flips to his "Drug-Wracked Monstrosity" side, he deals himself X Toxic Damage, where X = the number of cards under this card times 5. This card and cards under this card are indestructible. Cards under this card have no text.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 24/26

Available Powers
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.

Deck: 31
Hand: 3
Spoiler

Grievous Hail Storm: Ongoing--Power: Tempest deals each non-Hero Target 2 Cold Damage.
Aquatic Correspondence: One-Shot--Draw 3 cards.
Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck. Tempest deals the Villain Target with the highest HP 2 Projectile Damage.
Trash: 4
In Play: 2
-Gene-Bound Shackles--Equipment, Limited
-Shielding Winds--Ongoing, Limited
Spoiler

Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Gene-Bound Shackles: Equipment, Limited--Increase Damage dealt by Tempest to the Villain Target with the highest HP by 2.


(http://www.sotm.freedomforceforever.com/banners/guise.png)
HP: 24/27
Available Powers:
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!

Deck: 28
Hand: 6
Spoiler

Uh, Yeah, I'm That Guy!: Ongoing, Limited--When this card enters play, give another player a high-five. If you do, treat this card as if it had the game text of every ongoing card in that player's play area, replacing their hero's name with Guise. At the start of your turn, destroy this card.
Say Cheese!: One-shot--Guise deals 1 target 1 cold damage. Then, if that target is still in play and has 5 or fewer HP, you may play 1 card.
X-treeeeeeeeme!!!: Ongoing, Limited--It's hard to tell if I'm the most awesome, or the most extreme. Probably both.Damage dealt by Guise is irreducible and cannot be redirected. At the start of your turn, destroy this card.
Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.
Selling Out: Ongoing, Limited--Gotta have all the best swag. At the end of the environment turn, you may discard 1 card. You may play up to 3 cards that share a keyword with the discarded card. At the start of your turn, destroy this card.
I Can Do That, Too!: One-shot--Guise uses a power printed on an active hero character card in play. If that power has the name of a hero in it, treat that name as if it were Guise instead.
Total Beefcake:Ongoing, Limited--Who would want to hurt such a beauty? The first time Guise would be dealt damage each turn, redirect that damage to the non-hero target with the lowest HP. At the start of your turn, destroy this card.
Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
Trash: 4
In Play: 0


Spoiler

Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.


(http://www.sotm.freedomforceforever.com/banners/chronoranger.png)
HP: 18/28

Available Powers
Quick Shot: Chrono-Ranger deals 1 Target 1 Projectile Damage.

Deck: 31
Hand: 6
Spoiler

Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.
Eye on the Prize: One-Shot--Chrono-Ranger may deal 1 Target 1 Projectile Damage. You may draw a card. You may play a card.
Hunter and Hunted: Ongoing, Limited--Increase Damage dealt to and by Chrono-Ranger by the number of Bounty cards in play. Power: Destroy this card.
Danny-Boy: Equipment--Power: Chrono-Ranger deals up to X Targets 2 Fire Damage each, where X = the number of Bounty cards in play.
Eye on the Prize: One-Shot--Chrono-Ranger may deal 1 Target 1 Projectile Damage. You may draw a card. You may play a card.
"Just Doin' My Job": One-Shot--Each Player may discard 1 card. Draw X cards, where X = the number of cards discarded this way. Chrono-Ranger may deal 1 Target 1 Projectile Damage.
Trash: 2
In Play: 2
-The Ultimate Target--Ongoing, Bounty
-Compounded Bow--Equipmenty
Spoiler

Compounded Bow: Equipment--Power: Chrono-Ranger deals 1 Target 1 Projectile Damage and 1 Damage of a type of your choice.
"The Ultimate Target": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt by Chrono-Ranger to that Target by 1. The first time that Target deals Damage each turn, you may use a Power.

All Equipment in your deck
Spoiler

Jim's Hat: Equipment--You may play an additional card during your play phase.At the start of your turn, you may destroy a Bounty card.
The Masadah: Equipment--Power: Chrono-Ranger deals 1 Target X Irreducible Energy Damage, where X = the number of Bounty cards in play.
Neuro-Toxin Dart Thrower: Equipment--Power: Chrono-Ranger deals 1 Target 1 Toxic Damage. Reduce Damage dealt by that Target by 1 until the start of your next turn.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.

All Bounties in your deck
Spoiler

"By Any Means": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt to that Target by 1. When that Target leaves play, destroy this card.
"Dead or Alive": Ongoing, Bounty--Play this card next to a non-Hero Target. At the start of your turn, Chrono-Ranger regains 1 HP. When that Target leaves play, draw 1 card and destroy this card.
"Kill on Sight": Ongoing, Bounty--Play this card next to a non-Hero Target. When that Target leaves play, draw 3 cards and destroy this card.
"No Executions": Ongoing, Bounty--Play this card next to a non-Character card Target. When that target would be destroyed, put it on the bottom of its deck instead. Then destroy this card.
"The Whole Gang": Ongoing, Bounty--Play this card next to a non-Hero Target. When that Target leaves play, you may destroy a Target with 4 or fewer HP. Then, destroy this card.


(http://www.sotm.freedomforceforever.com/banners/setback.png)
HP: 19/31

Available Powers
Risk: Add 1 Token to your Unlucky Pool. Play the top card of your deck.
Unlucky Pool: 5

Deck: 32
Hand: 6
Spoiler

"Whoops! Sorry!": One-Shot--Destroy 1 non-Character card belonging to another Hero. You may destroy 1 Ongoing or Environment card .Add or remove 3 Tokens from your Unlucky Pool.
Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Plucky Break   : One-Shot--Remove 2 Tokens from your Unlucky Pool. If you do, draw 1 card and Setback deals 1 target 2 Melee Damage. If there are zero Tokens in your Unlucky Pool, Setback regains 3 HP.
Cause and Effect: One-Shot--You may destroy 1 Ongoing or Environment card. Setback deals 1 Target and himself as much Psychic Damage as there are Tokens in your Unlucky Pool.
Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Uncharmed Life: Ongoing--When a Hero Target would be dealt Damage, you may remove 2 Tokens from your Unlucky Pool to redirect that Damage to Setback. Power: Setback regains 3 HP. Destroy this card.
Reckless Rush: One-Shot--Setback deals 1 Target 2 Melee Damage. Setback deals himself 2 Melee Damage. Add 2 Tokens to your Unlucky Pool
Trash: 3
In Play: 0
Spoiler




(http://www.sotm.freedomforceforever.com/banners/wraith.png)
HP: 24/26

Available Powers
Stealth: Reduce the next Damage that would be dealt to The Wraith by 2.

Deck: 30
Hand: 6
Spoiler

Grappling Hook: One-Shot--Destroy 1 Ongoing or Environment card. You may draw a card.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Trust Fund: One-Shot--Draw 4 cards, then discard 2 cards.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Trash: 1
In Play: 3
-Utility Belt--Equipment, Limited
-Infrared Eyepiece--Equipment, Limited
-Mega Computer--Equipment

Spoiler

Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Utility Belt: Equipment, Limited--You may use an additional power during your power phase.

All Equipment in your deck
Spoiler

Utility Belt: Equipment, Limited--You may use an additional power during your power phase.
Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Throwing Knives:Equipment, Limited--Power: The Wraith deals up to 3 Targets 1 Projectile Damage each.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Micro Targeting Computer:Equipment, Limited--Increase Projectile Damage dealt by The Wraith by 2.

(http://www.sotm.freedomforceforever.com/banners/rookcity.png)

Deck: 13
Trash: 2
In Play: 0


Spoiler

Title: Re: Sentinels of the Multiverse Game 8
Post by: Reepicheep on September 23, 2015, 11:44:01 PM
I'll drop Danny Boy, Just doing my Job and Hunter and Hunted to save the other innocent bystander.

I'll then play an eye on the prize, hit Spite and await my draw.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on September 24, 2015, 12:56:03 AM
You draw
Spoiler

Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Reepicheep on September 24, 2015, 08:09:23 AM
I'll put temporal grenade into play and then use compound bow on Spite.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on September 24, 2015, 09:04:45 AM
You draw
Spoiler

"Dead or Alive": Ongoing, Bounty--Play this card next to a non-Hero Target. At the start of your turn, Chrono-Ranger regains a HP. When that Target leaves play, draw 1 card and destroy this card.
It is now Setback's turn

Villain Ongoing Effects
When Spite deals damage, he regains that much HP.(Spite)
Whenever Spite deals a target 4 or more damage, destroy a Victim.(Collateral Damage)

Hero Ongoing Effects
Damage dealt by Tempest to the Villain target with the highest HP is increased by 2.
Damage dealt by Chrono-Ranger to Spite is increased by 1.(The Ultimate Target)
Wraith may use an additional power on her turn.(Utility Belt)
Whenever a Hero would take 5 or more damage, reduce that damage by 2.(Shielding Winds)
Reduce damage dealt by Environment cards by 1(Mega Computer)

Environment Ongoing Effects
Damage dealt to Hero targets is increased by 1(Blighted Streets)

(http://www.sotm.freedomforceforever.com/banners/spite.png)
Side: Transhuman Serial Killer
Spoiler

Transhuman Serial Killer
At the start of the Villain turn, if there are 5 Drug cards in play, flip Spite's Villain Character card. When Spite deals Damage, he regains that much HP.At the end of the Villain turn, play the top card of the Villain deck. Then, Spite deals the Hero Target with the highest HP (H) minus 1 Energy Damage.

Drug-Wracked Monstrosity
When Spite's Villain Character card is flipped to this side, destroy all Villain cards in play other than Drugs and Spite's Villain Character card.Whenever a Villain card would be played, instead Spite deal each Hero Target other than the Hero Target with the lowest HP 1 Projectile Damage.
HP: 36/80
Deck: 18
Trash: 5
In Play: 1
-Safe House--2 Victims Saved

Spoiler

Good Samaritan: Victim--At the start of the Environment turn, the Players may choose to play the top card of the Villain deck. If they do, put this card under the Safe House card. When this card is destroyed, Spite regains (H) HP.
Innocent Bystander: Victim--At the start of each Hero turn, that Hero's Player may discard (H) minus 2 cards. If they do, put this card under the Safe House card.When this card is destroyed, Spite regains (H) HP.
Collateral Damage: Ongoing--When this card enters play, destroy a Victim card. Whenever Spite deals a Target 4 or more Damage at once, destroy a Victim card.
Safe House: When this card enters play, reveal cards from the top of the Villain deck until a Victim card is revealed. Put it into play. Shuffle the rest of the revealed cards back into the Villain deck. When Spite flips to his "Drug-Wracked Monstrosity" side, he deals himself X Toxic Damage, where X = the number of cards under this card times 5. This card and cards under this card are indestructible. Cards under this card have no text.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 24/26

Available Powers
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.

Deck: 31
Hand: 3
Spoiler

Grievous Hail Storm: Ongoing--Power: Tempest deals each non-Hero Target 2 Cold Damage.
Aquatic Correspondence: One-Shot--Draw 3 cards.
Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck. Tempest deals the Villain Target with the highest HP 2 Projectile Damage.
Trash: 4
In Play: 2
-Gene-Bound Shackles--Equipment, Limited
-Shielding Winds--Ongoing, Limited
Spoiler

Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Gene-Bound Shackles: Equipment, Limited--Increase Damage dealt by Tempest to the Villain Target with the highest HP by 2.


(http://www.sotm.freedomforceforever.com/banners/guise.png)
HP: 24/27
Available Powers:
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!

Deck: 28
Hand: 6
Spoiler

Uh, Yeah, I'm That Guy!: Ongoing, Limited--When this card enters play, give another player a high-five. If you do, treat this card as if it had the game text of every ongoing card in that player's play area, replacing their hero's name with Guise. At the start of your turn, destroy this card.
Say Cheese!: One-shot--Guise deals 1 target 1 cold damage. Then, if that target is still in play and has 5 or fewer HP, you may play 1 card.
X-treeeeeeeeme!!!: Ongoing, Limited--It's hard to tell if I'm the most awesome, or the most extreme. Probably both.Damage dealt by Guise is irreducible and cannot be redirected. At the start of your turn, destroy this card.
Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.
Selling Out: Ongoing, Limited--Gotta have all the best swag. At the end of the environment turn, you may discard 1 card. You may play up to 3 cards that share a keyword with the discarded card. At the start of your turn, destroy this card.
I Can Do That, Too!: One-shot--Guise uses a power printed on an active hero character card in play. If that power has the name of a hero in it, treat that name as if it were Guise instead.
Total Beefcake:Ongoing, Limited--Who would want to hurt such a beauty? The first time Guise would be dealt damage each turn, redirect that damage to the non-hero target with the lowest HP. At the start of your turn, destroy this card.
Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
Trash: 4
In Play: 0


Spoiler

Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.


(http://www.sotm.freedomforceforever.com/banners/chronoranger.png)
HP: 18/28

Available Powers
Quick Shot: Chrono-Ranger deals 1 Target 1 Projectile Damage.

Deck: 30
Hand: 3
Spoiler

"Dead or Alive": Ongoing, Bounty--Play this card next to a non-Hero Target. At the start of your turn, Chrono-Ranger regains a HP. When that Target leaves play, draw 1 card and destroy this card.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.
Eye on the Prize: One-Shot--Chrono-Ranger may deal 1 Target 1 Projectile Damage. You may draw a card. You may play a card.
Trash: 5
In Play: 3
-The Ultimate Target--Ongoing, Bounty
-Compounded Bow--Equipment
-Temporal Grenade--Equipment

Spoiler

Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.
Compounded Bow: Equipment--Power: Chrono-Ranger deals 1 Target 1 Projectile Damage and 1 Damage of a type of your choice.
"The Ultimate Target": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt by Chrono-Ranger to that Target by 1. The first time that Target deals Damage each turn, you may use a Power.

All Equipment in your deck
Spoiler

Jim's Hat: Equipment--You may play an additional card during your play phase.At the start of your turn, you may destroy a Bounty card.
The Masadah: Equipment--Power: Chrono-Ranger deals 1 Target X Irreducible Energy Damage, where X = the number of Bounty cards in play.
Neuro-Toxin Dart Thrower: Equipment--Power: Chrono-Ranger deals 1 Target 1 Toxic Damage. Reduce Damage dealt by that Target by 1 until the start of your next turn.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.

All Bounties in your deck
Spoiler

"By Any Means": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt to that Target by 1. When that Target leaves play, destroy this card.
"Kill on Sight": Ongoing, Bounty--Play this card next to a non-Hero Target. When that Target leaves play, draw 3 cards and destroy this card.
"No Executions": Ongoing, Bounty--Play this card next to a non-Character card Target. When that target would be destroyed, put it on the bottom of its deck instead. Then destroy this card.
"The Whole Gang": Ongoing, Bounty--Play this card next to a non-Hero Target. When that Target leaves play, you may destroy a Target with 4 or fewer HP. Then, destroy this card.


(http://www.sotm.freedomforceforever.com/banners/setback.png)
HP: 19/31

Available Powers
Risk: Add 1 Token to your Unlucky Pool. Play the top card of your deck.
Unlucky Pool: 5

Deck: 32
Hand: 6
Spoiler

"Whoops! Sorry!": One-Shot--Destroy 1 non-Character card belonging to another Hero. You may destroy 1 Ongoing or Environment card .Add or remove 3 Tokens from your Unlucky Pool.
Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Plucky Break   : One-Shot--Remove 2 Tokens from your Unlucky Pool. If you do, draw 1 card and Setback deals 1 target 2 Melee Damage. If there are zero Tokens in your Unlucky Pool, Setback regains 3 HP.
Cause and Effect: One-Shot--You may destroy 1 Ongoing or Environment card. Setback deals 1 Target and himself as much Psychic Damage as there are Tokens in your Unlucky Pool.
Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Uncharmed Life: Ongoing--When a Hero Target would be dealt Damage, you may remove 2 Tokens from your Unlucky Pool to redirect that Damage to Setback. Power: Setback regains 3 HP. Destroy this card.
Reckless Rush: One-Shot--Setback deals 1 Target 2 Melee Damage. Setback deals himself 2 Melee Damage. Add 2 Tokens to your Unlucky Pool
Trash: 3
In Play: 0
Spoiler




(http://www.sotm.freedomforceforever.com/banners/wraith.png)
HP: 24/26

Available Powers
Stealth: Reduce the next Damage that would be dealt to The Wraith by 2.

Deck: 30
Hand: 6
Spoiler

Grappling Hook: One-Shot--Destroy 1 Ongoing or Environment card. You may draw a card.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Trust Fund: One-Shot--Draw 4 cards, then discard 2 cards.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Trash: 1
In Play: 3
-Utility Belt--Equipment, Limited
-Infrared Eyepiece--Equipment, Limited
-Mega Computer--Equipment

Spoiler

Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Utility Belt: Equipment, Limited--You may use an additional power during your power phase.

All Equipment in your deck
Spoiler

Utility Belt: Equipment, Limited--You may use an additional power during your power phase.
Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Throwing Knives:Equipment, Limited--Power: The Wraith deals up to 3 Targets 1 Projectile Damage each.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Micro Targeting Computer:Equipment, Limited--Increase Projectile Damage dealt by The Wraith by 2.

(http://www.sotm.freedomforceforever.com/banners/rookcity.png)

Deck: 13
Trash: 2
In Play: 0


Spoiler

Title: Re: Sentinels of the Multiverse Game 8
Post by: Outcast on September 24, 2015, 08:03:14 PM
I'll play Reckless Rush, use "Risk", and draw a card to end my turn.

*I already used "Cause and Effect" to destroy "Blighted Streets". So i think you forgot to update my hand Cat. And i believe "Collateral Damage" was also destroyed by Guise's "Retcon".*
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on September 24, 2015, 09:21:54 PM
You were correct about both of those.  Also, Risk plays Looking Up: Ongoing--Power: Add 3 Tokens to your Unlucky Pool. Setback deals 1 Target 3 Melee Damage. At the start of your turn, if you have 10 or more Tokens, Setback deals himself 3 Psychic damage.

You draw
Spoiler

Exceeded Expectations: One-Shot--Remove any number of Tokens from your Unlucky Pool. Setback deals that many Targets 3 Melee Damage each.

It is now Wraith's turn

Villain Ongoing Effects
When Spite deals damage, he regains that much HP.(Spite)

Hero Ongoing Effects
Damage dealt by Tempest to the Villain target with the highest HP is increased by 2.
Damage dealt by Chrono-Ranger to Spite is increased by 1.(The Ultimate Target)
Wraith may use an additional power on her turn.(Utility Belt)
Whenever a Hero would take 5 or more damage, reduce that damage by 2.(Shielding Winds)
Reduce damage dealt by Environment cards by 1(Mega Computer)

Environment Ongoing Effects
Damage dealt to Hero targets is increased by 1(Blighted Streets)

(http://www.sotm.freedomforceforever.com/banners/spite.png)
Side: Transhuman Serial Killer
Spoiler

Transhuman Serial Killer
At the start of the Villain turn, if there are 5 Drug cards in play, flip Spite's Villain Character card. When Spite deals Damage, he regains that much HP.At the end of the Villain turn, play the top card of the Villain deck. Then, Spite deals the Hero Target with the highest HP (H) minus 1 Energy Damage.

Drug-Wracked Monstrosity
When Spite's Villain Character card is flipped to this side, destroy all Villain cards in play other than Drugs and Spite's Villain Character card.Whenever a Villain card would be played, instead Spite deal each Hero Target other than the Hero Target with the lowest HP 1 Projectile Damage.
HP: 34/80
Deck: 18
Trash: 5
In Play: 1
-Safe House--2 Victims Saved

Spoiler

Safe House: When this card enters play, reveal cards from the top of the Villain deck until a Victim card is revealed. Put it into play. Shuffle the rest of the revealed cards back into the Villain deck. When Spite flips to his "Drug-Wracked Monstrosity" side, he deals himself X Toxic Damage, where X = the number of cards under this card times 5. This card and cards under this card are indestructible. Cards under this card have no text.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 24/26

Available Powers
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.

Deck: 31
Hand: 3
Spoiler

Grievous Hail Storm: Ongoing--Power: Tempest deals each non-Hero Target 2 Cold Damage.
Aquatic Correspondence: One-Shot--Draw 3 cards.
Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck. Tempest deals the Villain Target with the highest HP 2 Projectile Damage.
Trash: 4
In Play: 2
-Gene-Bound Shackles--Equipment, Limited
-Shielding Winds--Ongoing, Limited
Spoiler

Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Gene-Bound Shackles: Equipment, Limited--Increase Damage dealt by Tempest to the Villain Target with the highest HP by 2.


(http://www.sotm.freedomforceforever.com/banners/guise.png)
HP: 24/27
Available Powers:
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!

Deck: 28
Hand: 6
Spoiler

Uh, Yeah, I'm That Guy!: Ongoing, Limited--When this card enters play, give another player a high-five. If you do, treat this card as if it had the game text of every ongoing card in that player's play area, replacing their hero's name with Guise. At the start of your turn, destroy this card.
Say Cheese!: One-shot--Guise deals 1 target 1 cold damage. Then, if that target is still in play and has 5 or fewer HP, you may play 1 card.
X-treeeeeeeeme!!!: Ongoing, Limited--It's hard to tell if I'm the most awesome, or the most extreme. Probably both.Damage dealt by Guise is irreducible and cannot be redirected. At the start of your turn, destroy this card.
Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.
Selling Out: Ongoing, Limited--Gotta have all the best swag. At the end of the environment turn, you may discard 1 card. You may play up to 3 cards that share a keyword with the discarded card. At the start of your turn, destroy this card.
I Can Do That, Too!: One-shot--Guise uses a power printed on an active hero character card in play. If that power has the name of a hero in it, treat that name as if it were Guise instead.
Total Beefcake:Ongoing, Limited--Who would want to hurt such a beauty? The first time Guise would be dealt damage each turn, redirect that damage to the non-hero target with the lowest HP. At the start of your turn, destroy this card.
Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
Trash: 4
In Play: 0


Spoiler

Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.


(http://www.sotm.freedomforceforever.com/banners/chronoranger.png)
HP: 18/28

Available Powers
Quick Shot: Chrono-Ranger deals 1 Target 1 Projectile Damage.

Deck: 30
Hand: 3
Spoiler

"Dead or Alive": Ongoing, Bounty--Play this card next to a non-Hero Target. At the start of your turn, Chrono-Ranger regains a HP. When that Target leaves play, draw 1 card and destroy this card.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.
Eye on the Prize: One-Shot--Chrono-Ranger may deal 1 Target 1 Projectile Damage. You may draw a card. You may play a card.
Trash: 5
In Play: 3
-The Ultimate Target--Ongoing, Bounty
-Compounded Bow--Equipment
-Temporal Grenade--Equipment

Spoiler

Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.
Compounded Bow: Equipment--Power: Chrono-Ranger deals 1 Target 1 Projectile Damage and 1 Damage of a type of your choice.
"The Ultimate Target": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt by Chrono-Ranger to that Target by 1. The first time that Target deals Damage each turn, you may use a Power.

All Equipment in your deck
Spoiler

Jim's Hat: Equipment--You may play an additional card during your play phase.At the start of your turn, you may destroy a Bounty card.
The Masadah: Equipment--Power: Chrono-Ranger deals 1 Target X Irreducible Energy Damage, where X = the number of Bounty cards in play.
Neuro-Toxin Dart Thrower: Equipment--Power: Chrono-Ranger deals 1 Target 1 Toxic Damage. Reduce Damage dealt by that Target by 1 until the start of your next turn.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.

All Bounties in your deck
Spoiler

"By Any Means": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt to that Target by 1. When that Target leaves play, destroy this card.
"Kill on Sight": Ongoing, Bounty--Play this card next to a non-Hero Target. When that Target leaves play, draw 3 cards and destroy this card.
"No Executions": Ongoing, Bounty--Play this card next to a non-Character card Target. When that target would be destroyed, put it on the bottom of its deck instead. Then destroy this card.
"The Whole Gang": Ongoing, Bounty--Play this card next to a non-Hero Target. When that Target leaves play, you may destroy a Target with 4 or fewer HP. Then, destroy this card.


(http://www.sotm.freedomforceforever.com/banners/setback.png)
HP: 17/31

Available Powers
Risk: Add 1 Token to your Unlucky Pool. Play the top card of your deck.
Unlucky Pool: 8

Deck: 28
Hand: 6
Spoiler

Exceeded Expectations: One-Shot--Remove any number of Tokens from your Unlucky Pool. Setback deals that many Targets 3 Melee Damage each.
"Whoops! Sorry!": One-Shot--Destroy 1 non-Character card belonging to another Hero. You may destroy 1 Ongoing or Environment card .Add or remove 3 Tokens from your Unlucky Pool.
Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Plucky Break   : One-Shot--Remove 2 Tokens from your Unlucky Pool. If you do, draw 1 card and Setback deals 1 target 2 Melee Damage. If there are zero Tokens in your Unlucky Pool, Setback regains 3 HP.
Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Uncharmed Life: Ongoing--When a Hero Target would be dealt Damage, you may remove 2 Tokens from your Unlucky Pool to redirect that Damage to Setback. Power: Setback regains 3 HP. Destroy this card.
Trash: 5
In Play: 1
-Looking Up--Ongoing

Spoiler

Looking Up: Ongoing--Power: Add 3 Tokens to your Unlucky Pool. Setback deals 1 Target 3 Melee Damage. At the start of your turn, if you have 10 or more Tokens, Setback deals himself 3 Psychic damage


(http://www.sotm.freedomforceforever.com/banners/wraith.png)
HP: 24/26

Available Powers
Stealth: Reduce the next Damage that would be dealt to The Wraith by 2.

Deck: 30
Hand: 6
Spoiler

Grappling Hook: One-Shot--Destroy 1 Ongoing or Environment card. You may draw a card.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Trust Fund: One-Shot--Draw 4 cards, then discard 2 cards.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Trash: 1
In Play: 3
-Utility Belt--Equipment, Limited
-Infrared Eyepiece--Equipment, Limited
-Mega Computer--Equipment

Spoiler

Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Utility Belt: Equipment, Limited--You may use an additional power during your power phase.

All Equipment in your deck
Spoiler

Utility Belt: Equipment, Limited--You may use an additional power during your power phase.
Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Throwing Knives:Equipment, Limited--Power: The Wraith deals up to 3 Targets 1 Projectile Damage each.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Micro Targeting Computer:Equipment, Limited--Increase Projectile Damage dealt by The Wraith by 2.

(http://www.sotm.freedomforceforever.com/banners/rookcity.png)

Deck: 13
Trash: 2
In Play: 0


Spoiler

Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on September 25, 2015, 02:16:01 AM
I completely forgot to play Spite's second card at the end of his turn.  Fortunately it doesn't matter until the Environment turn.

It is Good Samaritan: Victim--At the start of the Environment turn, the Players may choose to play the top card of the Villain deck. If they do, put this card under the Safe House card. When this card is destroyed, Spite regains (H) HP.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Glitch Girl on September 25, 2015, 04:15:20 PM
I will link up to my Micro Targeting Computer, and scan Spite with my Infrared Eyepiece in a Stealthy way.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on September 25, 2015, 10:46:48 PM
The revealed cards are
Spoiler

On the Prowl: One-Shot--Destroy a Victim card. Reveal cards from the top of the Villain deck until a Victim card is revealed. Put it into play. Shuffle the rest of the revealed cards into the Villain deck.
"Mynd-Phyre":Drug--At the end of the Villain turn, destroy all Environment cards. Spite deals each Hero Target X Psychic Damage, where X = the number of Environment cards destroyed this way. This card is indestructible. If this card would be put into the trash, put it into play instead.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Glitch Girl on September 25, 2015, 11:33:39 PM
Since we have no environment cards in play (which means a max of 1 damage on his turn, if that) I'm going to go with Mynd-Phyre on top, On the Prowl on bottom.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on September 25, 2015, 11:43:22 PM
Keep in mind, it's a permanent, ongoing effect that you can't ever get rid of for any reason whatsoever.  Might not change your decision, but I am putting that out there.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Outcast on September 26, 2015, 02:58:10 AM
If "On the Prowl" were on top and plays when there are no victim cards in play, it would be sort of a time waster on Spite's part. In addition to giving us another victim to save. And if we could delay Spite's access to his drugs, i think so much the better.

Just my opinion.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on September 26, 2015, 03:10:01 AM
I can see it either way, actually.  This is not a simple one.

I'm going to bed and will process this in the morning, whether it's been changed or not.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Outcast on September 26, 2015, 03:16:06 AM
Quote from: catwhowalksbyhimself on September 26, 2015, 03:10:01 AM
I can see it either way, actually.  This is not a simple one.

Yes i see. The advantage of playing Mynd-Phyre right now would be Spite being unable to truly make use of it. Since there are no environments at the moment, little damage will be dealt to us. And that environment cards won't pile up i guess.

It could also be very useful when the Environment plays Scum and Villainy. That card can deal some heavy damage to all heroes if it's not destroyed immediately.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Reepicheep on September 26, 2015, 12:48:24 PM
My grenade can delay the effects further if needed by destroying environment cards as they appear. The only advantage to putting it on bottom is to delay how long it takes before Spite flips his card. I'd say we're doing enough damage to defeat him before that causes too much harm.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Glitch Girl on September 26, 2015, 03:43:07 PM
I'm going to stick with my decision. I agree with Reep that we should eb able to take him down before he flips, even with the additional drug out.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on September 26, 2015, 04:33:02 PM
You draw
Spoiler

Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.

That makes it Rook City's turn

(http://www.sotm.freedomforceforever.com/banners/rookcity.png)

Start: Nothing
Play: Dr. Tremata: 6 HP, Forensic Scientist--This card is immune to Damage from Heroes. At the end of the Environment turn, reveal the top 2 cards of the Environment deck. Put one on top of the Environment deck and one on the bottom. Then, the Villain Character card either deals this card or the Hero with the lowest HP (H) Melee Damage.

End: The revealed cards are
Blighted Streets: Increase Damage dealt to Hero Targets by 1. At the end of each Hero's turn, if that Hero dealt no Damage this turn, their Player may discard 2 cards to destroy this card. When this card is destroyed, play the top card of the Villain deck.
Scum and Villany: At the end of the Environment turn, play the top card of the Villain deck. At the start of the Environment turn, the Villain Character card deals each Hero Target (H) minus 1 Melee Damage. Then, destroy this card.

Which goes on the top and which on the bottom?
Title: Re: Sentinels of the Multiverse Game 8
Post by: Reepicheep on September 26, 2015, 07:28:36 PM
I'd vote for blighted streets to go on top, and for the doctor to take the damage.
Title: Re: Sentinels of the Multiverse Game 8
Post by: HarryTrotter on September 27, 2015, 05:16:45 AM
^I agree.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Glitch Girl on September 27, 2015, 08:20:19 PM
Thirded.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on September 28, 2015, 01:02:26 AM
That's a majority.

This makes it Spite's turn

(http://www.sotm.freedomforceforever.com/banners/spite.png)

Start: Nothing

Play: "Mynd-Phyre":Drug--At the end of the Villain turn, destroy all Environment cards. Spite deals each Hero Target X Psychic Damage, where X = the number of Environment cards destroyed this way. This card is indestructible. If this card would be put into the trash, put it into play instead.

End: Spite either deals Tempest 4 Energy damage, or Wraith 1 Energy damage (4 + 1 for nemesis -2 for Shielding Winds, -2 for Stealth)

Who wants it? As a reminder on this side he heals as much health as he damages.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Glitch Girl on September 28, 2015, 02:31:54 AM
I think I can take 1 damage.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on September 28, 2015, 02:46:39 AM
Done.

He next plays PL626 Compound XI:Drug--Whenever a Hero uses a Power, Spite deals them 2 Toxic Damage and that Hero's Player discards the top 5 cards of their deck. This card is indestructible. If this card would be put into the trash, put it into play instead.

EDIT: forgot about Mind Phyre.  It destroys Dr. Tremata and hits everyone for 1 except for Wraith who takes 2.  He heals for 6.

This makes it Tempest's turn.

Villain Ongoing Effects
When Spite deals damage, he regains that much HP.(Spite)
At the End of the Villain turn, destroy on Environment cards, then deals each hero target X damage, where X is the number of Environment cards destroyed.(Mynd-Phyre)
Whenever a Hero uses a Power, Spite deals them 2 Toxic Damage and that Hero's Player discards the top 5 cards of their deck.(PL626 Compound XI)

Hero Ongoing Effects
Damage dealt by Tempest to the Villain target with the highest HP is increased by 2.
Damage dealt by Chrono-Ranger to Spite is increased by 1.(The Ultimate Target)
Wraith may use an additional power on her turn.(Utility Belt)
Whenever a Hero would take 5 or more damage, reduce that damage by 2.(Shielding Winds)
Reduce damage dealt by Environment cards by 1(Mega Computer)
All Projectile damage deal by Wraith is increase by 2.(Mircro Targeting Computer)

Environment Ongoing Effects
Damage dealt to Hero targets is increased by 1(Blighted Streets)

(http://www.sotm.freedomforceforever.com/banners/spite.png)
Side: Transhuman Serial Killer
Spoiler

Transhuman Serial Killer
At the start of the Villain turn, if there are 5 Drug cards in play, flip Spite's Villain Character card. When Spite deals Damage, he regains that much HP.At the end of the Villain turn, play the top card of the Villain deck. Then, Spite deals the Hero Target with the highest HP (H) minus 1 Energy Damage.

Drug-Wracked Monstrosity
When Spite's Villain Character card is flipped to this side, destroy all Villain cards in play other than Drugs and Spite's Villain Character card.Whenever a Villain card would be played, instead Spite deal each Hero Target other than the Hero Target with the lowest HP 1 Projectile Damage.
HP: 41/80
Deck: 13
Trash: 6
In Play: 4
-Safe House--2 Victims Saved
-Good Samaritan--Victim
-Mynd-Phyre--Drug
-PL626 Compound XI--Drug

Spoiler

PL626 Compound XI:Drug--Whenever a Hero uses a Power, Spite deals them 2 Toxic Damage and that Hero's Player discards the top 5 cards of their deck. This card is indestructible. If this card would be put into the trash, put it into play instead.
"Mynd-Phyre":Drug--At the end of the Villain turn, destroy all Environment cards. Spite deals each Hero Target X Psychic Damage, where X = the number of Environment cards destroyed this way. This card is indestructible. If this card would be put into the trash, put it into play instead.
Good Samaritan: Victim--At the start of the Environment turn, the Players may choose to play the top card of the Villain deck. If they do, put this card under the Safe House card. When this card is destroyed, Spite regains (H) HP.
Safe House: When this card enters play, reveal cards from the top of the Villain deck until a Victim card is revealed. Put it into play. Shuffle the rest of the revealed cards back into the Villain deck. When Spite flips to his "Drug-Wracked Monstrosity" side, he deals himself X Toxic Damage, where X = the number of cards under this card times 5. This card and cards under this card are indestructible. Cards under this card have no text.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 23/26

Available Powers
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.

Deck: 31
Hand: 3
Spoiler

Grievous Hail Storm: Ongoing--Power: Tempest deals each non-Hero Target 2 Cold Damage.
Aquatic Correspondence: One-Shot--Draw 3 cards.
Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck. Tempest deals the Villain Target with the highest HP 2 Projectile Damage.
Trash: 4
In Play: 2
-Gene-Bound Shackles--Equipment, Limited
-Shielding Winds--Ongoing, Limited
Spoiler

Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Gene-Bound Shackles: Equipment, Limited--Increase Damage dealt by Tempest to the Villain Target with the highest HP by 2.


(http://www.sotm.freedomforceforever.com/banners/guise.png)
HP: 23/27
Available Powers:
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!

Deck: 28
Hand: 6
Spoiler

Uh, Yeah, I'm That Guy!: Ongoing, Limited--When this card enters play, give another player a high-five. If you do, treat this card as if it had the game text of every ongoing card in that player's play area, replacing their hero's name with Guise. At the start of your turn, destroy this card.
Say Cheese!: One-shot--Guise deals 1 target 1 cold damage. Then, if that target is still in play and has 5 or fewer HP, you may play 1 card.
X-treeeeeeeeme!!!: Ongoing, Limited--It's hard to tell if I'm the most awesome, or the most extreme. Probably both.Damage dealt by Guise is irreducible and cannot be redirected. At the start of your turn, destroy this card.
Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.
Selling Out: Ongoing, Limited--Gotta have all the best swag. At the end of the environment turn, you may discard 1 card. You may play up to 3 cards that share a keyword with the discarded card. At the start of your turn, destroy this card.
I Can Do That, Too!: One-shot--Guise uses a power printed on an active hero character card in play. If that power has the name of a hero in it, treat that name as if it were Guise instead.
Total Beefcake:Ongoing, Limited--Who would want to hurt such a beauty? The first time Guise would be dealt damage each turn, redirect that damage to the non-hero target with the lowest HP. At the start of your turn, destroy this card.
Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
Trash: 4
In Play: 0


Spoiler

Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.


(http://www.sotm.freedomforceforever.com/banners/chronoranger.png)
HP: 17/28

Available Powers
Quick Shot: Chrono-Ranger deals 1 Target 1 Projectile Damage.

Deck: 30
Hand: 3
Spoiler

"Dead or Alive": Ongoing, Bounty--Play this card next to a non-Hero Target. At the start of your turn, Chrono-Ranger regains a HP. When that Target leaves play, draw 1 card and destroy this card.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.
Eye on the Prize: One-Shot--Chrono-Ranger may deal 1 Target 1 Projectile Damage. You may draw a card. You may play a card.
Trash: 5
In Play: 3
-The Ultimate Target--Ongoing, Bounty
-Compounded Bow--Equipment
-Temporal Grenade--Equipment

Spoiler

Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.
Compounded Bow: Equipment--Power: Chrono-Ranger deals 1 Target 1 Projectile Damage and 1 Damage of a type of your choice.
"The Ultimate Target": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt by Chrono-Ranger to that Target by 1. The first time that Target deals Damage each turn, you may use a Power.

All Equipment in your deck
Spoiler

Jim's Hat: Equipment--You may play an additional card during your play phase.At the start of your turn, you may destroy a Bounty card.
The Masadah: Equipment--Power: Chrono-Ranger deals 1 Target X Irreducible Energy Damage, where X = the number of Bounty cards in play.
Neuro-Toxin Dart Thrower: Equipment--Power: Chrono-Ranger deals 1 Target 1 Toxic Damage. Reduce Damage dealt by that Target by 1 until the start of your next turn.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.

All Bounties in your deck
Spoiler

"By Any Means": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt to that Target by 1. When that Target leaves play, destroy this card.
"Kill on Sight": Ongoing, Bounty--Play this card next to a non-Hero Target. When that Target leaves play, draw 3 cards and destroy this card.
"No Executions": Ongoing, Bounty--Play this card next to a non-Character card Target. When that target would be destroyed, put it on the bottom of its deck instead. Then destroy this card.
"The Whole Gang": Ongoing, Bounty--Play this card next to a non-Hero Target. When that Target leaves play, you may destroy a Target with 4 or fewer HP. Then, destroy this card.


(http://www.sotm.freedomforceforever.com/banners/setback.png)
HP: 16/31

Available Powers
Risk: Add 1 Token to your Unlucky Pool. Play the top card of your deck.
Unlucky Pool: 8

Deck: 28
Hand: 6
Spoiler

Exceeded Expectations: One-Shot--Remove any number of Tokens from your Unlucky Pool. Setback deals that many Targets 3 Melee Damage each.
"Whoops! Sorry!": One-Shot--Destroy 1 non-Character card belonging to another Hero. You may destroy 1 Ongoing or Environment card .Add or remove 3 Tokens from your Unlucky Pool.
Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Plucky Break   : One-Shot--Remove 2 Tokens from your Unlucky Pool. If you do, draw 1 card and Setback deals 1 target 2 Melee Damage. If there are zero Tokens in your Unlucky Pool, Setback regains 3 HP.
Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Uncharmed Life: Ongoing--When a Hero Target would be dealt Damage, you may remove 2 Tokens from your Unlucky Pool to redirect that Damage to Setback. Power: Setback regains 3 HP. Destroy this card.
Trash: 5
In Play: 1
-Looking Up--Ongoing

Spoiler

Looking Up: Ongoing--Power: Add 3 Tokens to your Unlucky Pool. Setback deals 1 Target 3 Melee Damage. At the start of your turn, if you have 10 or more Tokens, Setback deals himself 3 Psychic damage


(http://www.sotm.freedomforceforever.com/banners/wraith.png)
HP: 21/26

Available Powers
Stealth: Reduce the next Damage that would be dealt to The Wraith by 2.

Deck: 30
Hand: 6
Spoiler

Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Grappling Hook: One-Shot--Destroy 1 Ongoing or Environment card. You may draw a card.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Trust Fund: One-Shot--Draw 4 cards, then discard 2 cards.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Trash: 1
In Play: 3
-Utility Belt--Equipment, Limited
-Infrared Eyepiece--Equipment, Limited
-Mega Computer--Equipment
-Micro Targeting Computer--Equipment, Limited

Spoiler

Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Utility Belt: Equipment, Limited--You may use an additional power during your power phase.

All Equipment in your deck
Spoiler

Utility Belt: Equipment, Limited--You may use an additional power during your power phase.
Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Throwing Knives:Equipment, Limited--Power: The Wraith deals up to 3 Targets 1 Projectile Damage each.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Micro Targeting Computer:Equipment, Limited--Increase Projectile Damage dealt by The Wraith by 2.

(http://www.sotm.freedomforceforever.com/banners/rookcity.png)

Deck: 12
Trash: 3
In Play: 0


Spoiler

Title: Re: Sentinels of the Multiverse Game 8
Post by: HarryTrotter on September 28, 2015, 04:19:43 AM
I play Aquatic corespondence.Can I skip using my power and just draw a card?
Title: Re: Sentinels of the Multiverse Game 8
Post by: Outcast on September 28, 2015, 08:26:38 AM
QuoteEDIT: forgot about Mind Phyre.  It destroys Dr. Tremata and hits everyone for 1 except for Wraith who takes 2.  He heals for 6.

Would Chrono Ranger be able to hit Spite back as he deals us damage with Mindy Phyre and his regular attack?
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on September 28, 2015, 09:01:25 AM
Quote from: Outcast on September 28, 2015, 08:26:38 AM
QuoteEDIT: forgot about Mind Phyre.  It destroys Dr. Tremata and hits everyone for 1 except for Wraith who takes 2.  He heals for 6.

Would Chrono Ranger be able to hit Spite back as he deals us damage with Mindy Phyre and his regular attack?
Yes he would.  I'll add that damage in the next update.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on September 28, 2015, 09:01:57 AM
Quote from: Spade on September 28, 2015, 04:19:43 AM
I play Aquatic corespondence.Can I skip using my power and just draw a card?

You can, yes.
Title: Re: Sentinels of the Multiverse Game 8
Post by: HarryTrotter on September 28, 2015, 09:02:58 AM
Then I do that.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on September 29, 2015, 09:13:59 PM
Sorry, forgot to update.

So you draw.
Spoiler

Grievous Hail Storm: Ongoing--Power: Tempest deals each non-Hero Target 2 Cold Damage.
Elemental Subwave Inducer:Equipment,Limited--At the start of your turn, select a Damage type. All Damage dealt by Tempest this turn is of that type. Reduce Damage to Tempest of that type by 1 until the start of your next turn.
Chain Lightning:One-Shot--Tempest deals 1 Target 4 Lightning Damage. Tempest may deal a second Target 3 Lightning Damage. Tempest may deal a third Target 2 Lightning Damage.
Ball Lightning: One-Shot   Tempest deals 1 Target 4 Lightning Damage. You may destroy up to 2 Ongoing cards.

It is now Guise's turn.

Villain Ongoing Effects
When Spite deals damage, he regains that much HP.(Spite)
At the End of the Villain turn, destroy on Environment cards, then deals each hero target X damage, where X is the number of Environment cards destroyed.(Mynd-Phyre)
Whenever a Hero uses a Power, Spite deals them 2 Toxic Damage and that Hero's Player discards the top 5 cards of their deck.(PL626 Compound XI)

Hero Ongoing Effects
Damage dealt by Tempest to the Villain target with the highest HP is increased by 2.
Damage dealt by Chrono-Ranger to Spite is increased by 1.(The Ultimate Target)
Wraith may use an additional power on her turn.(Utility Belt)
Whenever a Hero would take 5 or more damage, reduce that damage by 2.(Shielding Winds)
Reduce damage dealt by Environment cards by 1(Mega Computer)
All Projectile damage deal by Wraith is increase by 2.(Mircro Targeting Computer)

Environment Ongoing Effects
Damage dealt to Hero targets is increased by 1(Blighted Streets)

(http://www.sotm.freedomforceforever.com/banners/spite.png)
Side: Transhuman Serial Killer
Spoiler

Transhuman Serial Killer
At the start of the Villain turn, if there are 5 Drug cards in play, flip Spite's Villain Character card. When Spite deals Damage, he regains that much HP.At the end of the Villain turn, play the top card of the Villain deck. Then, Spite deals the Hero Target with the highest HP (H) minus 1 Energy Damage.

Drug-Wracked Monstrosity
When Spite's Villain Character card is flipped to this side, destroy all Villain cards in play other than Drugs and Spite's Villain Character card.Whenever a Villain card would be played, instead Spite deal each Hero Target other than the Hero Target with the lowest HP 1 Projectile Damage.
HP: 41/80
Deck: 13
Trash: 6
In Play: 4
-Safe House--2 Victims Saved
-Good Samaritan--Victim
-Mynd-Phyre--Drug
-PL626 Compound XI--Drug

Spoiler

PL626 Compound XI:Drug--Whenever a Hero uses a Power, Spite deals them 2 Toxic Damage and that Hero's Player discards the top 5 cards of their deck. This card is indestructible. If this card would be put into the trash, put it into play instead.
"Mynd-Phyre":Drug--At the end of the Villain turn, destroy all Environment cards. Spite deals each Hero Target X Psychic Damage, where X = the number of Environment cards destroyed this way. This card is indestructible. If this card would be put into the trash, put it into play instead.
Good Samaritan: Victim--At the start of the Environment turn, the Players may choose to play the top card of the Villain deck. If they do, put this card under the Safe House card. When this card is destroyed, Spite regains (H) HP.
Safe House: When this card enters play, reveal cards from the top of the Villain deck until a Victim card is revealed. Put it into play. Shuffle the rest of the revealed cards back into the Villain deck. When Spite flips to his "Drug-Wracked Monstrosity" side, he deals himself X Toxic Damage, where X = the number of cards under this card times 5. This card and cards under this card are indestructible. Cards under this card have no text.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 23/26

Available Powers
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.

Deck: 28
Hand: 6
Spoiler

Grievous Hail Storm: Ongoing--Power: Tempest deals each non-Hero Target 2 Cold Damage.
Elemental Subwave Inducer:Equipment,Limited--At the start of your turn, select a Damage type. All Damage dealt by Tempest this turn is of that type. Reduce Damage to Tempest of that type by 1 until the start of your next turn.
Chain Lightning:One-Shot--Tempest deals 1 Target 4 Lightning Damage. Tempest may deal a second Target 3 Lightning Damage. Tempest may deal a third Target 2 Lightning Damage.
Ball Lightning: One-Shot   Tempest deals 1 Target 4 Lightning Damage. You may destroy up to 2 Ongoing cards.
Grievous Hail Storm: Ongoing--Power: Tempest deals each non-Hero Target 2 Cold Damage.
Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck. Tempest deals the Villain Target with the highest HP 2 Projectile Damage.
Trash: 5
In Play: 2
-Gene-Bound Shackles--Equipment, Limited
-Shielding Winds--Ongoing, Limited
Spoiler

Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Gene-Bound Shackles: Equipment, Limited--Increase Damage dealt by Tempest to the Villain Target with the highest HP by 2.


(http://www.sotm.freedomforceforever.com/banners/guise.png)
HP: 23/27
Available Powers:
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!

Deck: 28
Hand: 6
Spoiler

Uh, Yeah, I'm That Guy!: Ongoing, Limited--When this card enters play, give another player a high-five. If you do, treat this card as if it had the game text of every ongoing card in that player's play area, replacing their hero's name with Guise. At the start of your turn, destroy this card.
Say Cheese!: One-shot--Guise deals 1 target 1 cold damage. Then, if that target is still in play and has 5 or fewer HP, you may play 1 card.
X-treeeeeeeeme!!!: Ongoing, Limited--It's hard to tell if I'm the most awesome, or the most extreme. Probably both.Damage dealt by Guise is irreducible and cannot be redirected. At the start of your turn, destroy this card.
Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.
Selling Out: Ongoing, Limited--Gotta have all the best swag. At the end of the environment turn, you may discard 1 card. You may play up to 3 cards that share a keyword with the discarded card. At the start of your turn, destroy this card.
I Can Do That, Too!: One-shot--Guise uses a power printed on an active hero character card in play. If that power has the name of a hero in it, treat that name as if it were Guise instead.
Total Beefcake:Ongoing, Limited--Who would want to hurt such a beauty? The first time Guise would be dealt damage each turn, redirect that damage to the non-hero target with the lowest HP. At the start of your turn, destroy this card.
Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
Trash: 4
In Play: 0


Spoiler

Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.


(http://www.sotm.freedomforceforever.com/banners/chronoranger.png)
HP: 17/28

Available Powers
Quick Shot: Chrono-Ranger deals 1 Target 1 Projectile Damage.

Deck: 30
Hand: 3
Spoiler

"Dead or Alive": Ongoing, Bounty--Play this card next to a non-Hero Target. At the start of your turn, Chrono-Ranger regains a HP. When that Target leaves play, draw 1 card and destroy this card.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.
Eye on the Prize: One-Shot--Chrono-Ranger may deal 1 Target 1 Projectile Damage. You may draw a card. You may play a card.
Trash: 5
In Play: 3
-The Ultimate Target--Ongoing, Bounty
-Compounded Bow--Equipment
-Temporal Grenade--Equipment

Spoiler

Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.
Compounded Bow: Equipment--Power: Chrono-Ranger deals 1 Target 1 Projectile Damage and 1 Damage of a type of your choice.
"The Ultimate Target": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt by Chrono-Ranger to that Target by 1. The first time that Target deals Damage each turn, you may use a Power.

All Equipment in your deck
Spoiler

Jim's Hat: Equipment--You may play an additional card during your play phase.At the start of your turn, you may destroy a Bounty card.
The Masadah: Equipment--Power: Chrono-Ranger deals 1 Target X Irreducible Energy Damage, where X = the number of Bounty cards in play.
Neuro-Toxin Dart Thrower: Equipment--Power: Chrono-Ranger deals 1 Target 1 Toxic Damage. Reduce Damage dealt by that Target by 1 until the start of your next turn.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.

All Bounties in your deck
Spoiler

"By Any Means": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt to that Target by 1. When that Target leaves play, destroy this card.
"Kill on Sight": Ongoing, Bounty--Play this card next to a non-Hero Target. When that Target leaves play, draw 3 cards and destroy this card.
"No Executions": Ongoing, Bounty--Play this card next to a non-Character card Target. When that target would be destroyed, put it on the bottom of its deck instead. Then destroy this card.
"The Whole Gang": Ongoing, Bounty--Play this card next to a non-Hero Target. When that Target leaves play, you may destroy a Target with 4 or fewer HP. Then, destroy this card.


(http://www.sotm.freedomforceforever.com/banners/setback.png)
HP: 16/31

Available Powers
Risk: Add 1 Token to your Unlucky Pool. Play the top card of your deck.
Unlucky Pool: 8

Deck: 28
Hand: 6
Spoiler

Exceeded Expectations: One-Shot--Remove any number of Tokens from your Unlucky Pool. Setback deals that many Targets 3 Melee Damage each.
"Whoops! Sorry!": One-Shot--Destroy 1 non-Character card belonging to another Hero. You may destroy 1 Ongoing or Environment card .Add or remove 3 Tokens from your Unlucky Pool.
Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Plucky Break   : One-Shot--Remove 2 Tokens from your Unlucky Pool. If you do, draw 1 card and Setback deals 1 target 2 Melee Damage. If there are zero Tokens in your Unlucky Pool, Setback regains 3 HP.
Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Uncharmed Life: Ongoing--When a Hero Target would be dealt Damage, you may remove 2 Tokens from your Unlucky Pool to redirect that Damage to Setback. Power: Setback regains 3 HP. Destroy this card.
Trash: 5
In Play: 1
-Looking Up--Ongoing

Spoiler

Looking Up: Ongoing--Power: Add 3 Tokens to your Unlucky Pool. Setback deals 1 Target 3 Melee Damage. At the start of your turn, if you have 10 or more Tokens, Setback deals himself 3 Psychic damage


(http://www.sotm.freedomforceforever.com/banners/wraith.png)
HP: 21/26

Available Powers
Stealth: Reduce the next Damage that would be dealt to The Wraith by 2.

Deck: 30
Hand: 6
Spoiler

Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Grappling Hook: One-Shot--Destroy 1 Ongoing or Environment card. You may draw a card.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Trust Fund: One-Shot--Draw 4 cards, then discard 2 cards.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Trash: 1
In Play: 3
-Utility Belt--Equipment, Limited
-Infrared Eyepiece--Equipment, Limited
-Mega Computer--Equipment
-Micro Targeting Computer--Equipment, Limited

Spoiler

Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Utility Belt: Equipment, Limited--You may use an additional power during your power phase.

All Equipment in your deck
Spoiler

Utility Belt: Equipment, Limited--You may use an additional power during your power phase.
Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Throwing Knives:Equipment, Limited--Power: The Wraith deals up to 3 Targets 1 Projectile Damage each.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Micro Targeting Computer:Equipment, Limited--Increase Projectile Damage dealt by The Wraith by 2.

(http://www.sotm.freedomforceforever.com/banners/rookcity.png)

Deck: 12
Trash: 3
In Play: 0


Spoiler

Title: Re: Sentinels of the Multiverse Game 8
Post by: Deaths Jester on September 29, 2015, 09:38:54 PM
Play Beefcake, use power on Spite (that should mean that beefcake redirects the damage and allows CR to plink too, only means I lose 50 cards). Will then draw 2 cards and end my turn.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on September 29, 2015, 10:10:09 PM
Reep, do you wish to hit Spite?  Since it's a power use he will hit you back(although you'll hit him harder.)
Title: Re: Sentinels of the Multiverse Game 8
Post by: Reepicheep on September 30, 2015, 08:30:26 AM
Fine by me.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on September 30, 2015, 10:35:56 PM
Guise draws
Spoiler

Super Ultra Kawaii!!   : Ongoing, Limited--I'm not just a hero, I'm a magical love prince! At the end of each Hero turn, if you have more than H cards in your hand, you may play a card.At the start of your turn, destroy this card.
Retcon: One-shot--Destroy 1 ongoing or environment card. Awesome! I'm a great hero. You may draw a card or play a card.

It is now Chrono-Ranger's turn.

Villain Ongoing Effects
When Spite deals damage, he regains that much HP.(Spite)
At the End of the Villain turn, destroy on Environment cards, then deals each hero target X damage, where X is the number of Environment cards destroyed.(Mynd-Phyre)
Whenever a Hero uses a Power, Spite deals them 2 Toxic Damage and that Hero's Player discards the top 5 cards of their deck.(PL626 Compound XI)

Hero Ongoing Effects
Damage dealt by Tempest to the Villain target with the highest HP is increased by 2.
Damage dealt by Chrono-Ranger to Spite is increased by 1.(The Ultimate Target)
Wraith may use an additional power on her turn.(Utility Belt)
Whenever a Hero would take 5 or more damage, reduce that damage by 2.(Shielding Winds)
Reduce damage dealt by Environment cards by 1(Mega Computer)
All Projectile damage deal by Wraith is increase by 2.(Mircro Targeting Computer)

Environment Ongoing Effects
Damage dealt to Hero targets is increased by 1(Blighted Streets)

(http://www.sotm.freedomforceforever.com/banners/spite.png)
Side: Transhuman Serial Killer
Spoiler

Transhuman Serial Killer
At the start of the Villain turn, if there are 5 Drug cards in play, flip Spite's Villain Character card. When Spite deals Damage, he regains that much HP.At the end of the Villain turn, play the top card of the Villain deck. Then, Spite deals the Hero Target with the highest HP (H) minus 1 Energy Damage.

Drug-Wracked Monstrosity
When Spite's Villain Character card is flipped to this side, destroy all Villain cards in play other than Drugs and Spite's Villain Character card.Whenever a Villain card would be played, instead Spite deal each Hero Target other than the Hero Target with the lowest HP 1 Projectile Damage.
HP: 38/80
Deck: 13
Trash: 6
In Play: 4
-Safe House--2 Victims Saved
-Good Samaritan--Victim
-Mynd-Phyre--Drug
-PL626 Compound XI--Drug

Spoiler

PL626 Compound XI:Drug--Whenever a Hero uses a Power, Spite deals them 2 Toxic Damage and that Hero's Player discards the top 5 cards of their deck. This card is indestructible. If this card would be put into the trash, put it into play instead.
"Mynd-Phyre":Drug--At the end of the Villain turn, destroy all Environment cards. Spite deals each Hero Target X Psychic Damage, where X = the number of Environment cards destroyed this way. This card is indestructible. If this card would be put into the trash, put it into play instead.
Good Samaritan: Victim--At the start of the Environment turn, the Players may choose to play the top card of the Villain deck. If they do, put this card under the Safe House card. When this card is destroyed, Spite regains (H) HP.
Safe House: When this card enters play, reveal cards from the top of the Villain deck until a Victim card is revealed. Put it into play. Shuffle the rest of the revealed cards back into the Villain deck. When Spite flips to his "Drug-Wracked Monstrosity" side, he deals himself X Toxic Damage, where X = the number of cards under this card times 5. This card and cards under this card are indestructible. Cards under this card have no text.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 23/26

Available Powers
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.

Deck: 28
Hand: 6
Spoiler

Grievous Hail Storm: Ongoing--Power: Tempest deals each non-Hero Target 2 Cold Damage.
Elemental Subwave Inducer:Equipment,Limited--At the start of your turn, select a Damage type. All Damage dealt by Tempest this turn is of that type. Reduce Damage to Tempest of that type by 1 until the start of your next turn.
Chain Lightning:One-Shot--Tempest deals 1 Target 4 Lightning Damage. Tempest may deal a second Target 3 Lightning Damage. Tempest may deal a third Target 2 Lightning Damage.
Ball Lightning: One-Shot   Tempest deals 1 Target 4 Lightning Damage. You may destroy up to 2 Ongoing cards.
Grievous Hail Storm: Ongoing--Power: Tempest deals each non-Hero Target 2 Cold Damage.
Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck. Tempest deals the Villain Target with the highest HP 2 Projectile Damage.
Trash: 5
In Play: 2
-Gene-Bound Shackles--Equipment, Limited
-Shielding Winds--Ongoing, Limited
Spoiler

Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Gene-Bound Shackles: Equipment, Limited--Increase Damage dealt by Tempest to the Villain Target with the highest HP by 2.


(http://www.sotm.freedomforceforever.com/banners/guise.png)
HP: 23/27
Available Powers:
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!

Deck: 27
Hand: 7
Spoiler

Super Ultra Kawaii!!   : Ongoing, Limited--I'm not just a hero, I'm a magical love prince! At the end of each Hero turn, if you have more than H cards in your hand, you may play a card.At the start of your turn, destroy this card.
Retcon: One-shot--Destroy 1 ongoing or environment card. Awesome! I'm a great hero. You may draw a card or play a card.
Uh, Yeah, I'm That Guy!: Ongoing, Limited--When this card enters play, give another player a high-five. If you do, treat this card as if it had the game text of every ongoing card in that player's play area, replacing their hero's name with Guise. At the start of your turn, destroy this card.
Say Cheese!: One-shot--Guise deals 1 target 1 cold damage. Then, if that target is still in play and has 5 or fewer HP, you may play 1 card.
X-treeeeeeeeme!!!: Ongoing, Limited--It's hard to tell if I'm the most awesome, or the most extreme. Probably both.Damage dealt by Guise is irreducible and cannot be redirected. At the start of your turn, destroy this card.
Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.
Selling Out: Ongoing, Limited--Gotta have all the best swag. At the end of the environment turn, you may discard 1 card. You may play up to 3 cards that share a keyword with the discarded card. At the start of your turn, destroy this card.
I Can Do That, Too!: One-shot--Guise uses a power printed on an active hero character card in play. If that power has the name of a hero in it, treat that name as if it were Guise instead.
Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
Trash: 4
In Play: 1
-Total Beefcake--Ongoing, Limited


Spoiler

Total Beefcake:Ongoing, Limited--Who would want to hurt such a beauty? The first time Guise would be dealt damage each turn, redirect that damage to the non-hero target with the lowest HP. At the start of your turn, destroy this card.


(http://www.sotm.freedomforceforever.com/banners/chronoranger.png)
HP: 15/28

Available Powers
Quick Shot: Chrono-Ranger deals 1 Target 1 Projectile Damage.

Deck: 30
Hand: 3
Spoiler

"Dead or Alive": Ongoing, Bounty--Play this card next to a non-Hero Target. At the start of your turn, Chrono-Ranger regains a HP. When that Target leaves play, draw 1 card and destroy this card.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.
Eye on the Prize: One-Shot--Chrono-Ranger may deal 1 Target 1 Projectile Damage. You may draw a card. You may play a card.
Trash: 5
In Play: 3
-The Ultimate Target--Ongoing, Bounty
-Compounded Bow--Equipment
-Temporal Grenade--Equipment

Spoiler

Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.
Compounded Bow: Equipment--Power: Chrono-Ranger deals 1 Target 1 Projectile Damage and 1 Damage of a type of your choice.
"The Ultimate Target": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt by Chrono-Ranger to that Target by 1. The first time that Target deals Damage each turn, you may use a Power.

All Equipment in your deck
Spoiler

Jim's Hat: Equipment--You may play an additional card during your play phase.At the start of your turn, you may destroy a Bounty card.
The Masadah: Equipment--Power: Chrono-Ranger deals 1 Target X Irreducible Energy Damage, where X = the number of Bounty cards in play.
Neuro-Toxin Dart Thrower: Equipment--Power: Chrono-Ranger deals 1 Target 1 Toxic Damage. Reduce Damage dealt by that Target by 1 until the start of your next turn.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.

All Bounties in your deck
Spoiler

"By Any Means": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt to that Target by 1. When that Target leaves play, destroy this card.
"Kill on Sight": Ongoing, Bounty--Play this card next to a non-Hero Target. When that Target leaves play, draw 3 cards and destroy this card.
"No Executions": Ongoing, Bounty--Play this card next to a non-Character card Target. When that target would be destroyed, put it on the bottom of its deck instead. Then destroy this card.
"The Whole Gang": Ongoing, Bounty--Play this card next to a non-Hero Target. When that Target leaves play, you may destroy a Target with 4 or fewer HP. Then, destroy this card.


(http://www.sotm.freedomforceforever.com/banners/setback.png)
HP: 16/31

Available Powers
Risk: Add 1 Token to your Unlucky Pool. Play the top card of your deck.
Unlucky Pool: 8

Deck: 28
Hand: 6
Spoiler

Exceeded Expectations: One-Shot--Remove any number of Tokens from your Unlucky Pool. Setback deals that many Targets 3 Melee Damage each.
"Whoops! Sorry!": One-Shot--Destroy 1 non-Character card belonging to another Hero. You may destroy 1 Ongoing or Environment card .Add or remove 3 Tokens from your Unlucky Pool.
Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Plucky Break   : One-Shot--Remove 2 Tokens from your Unlucky Pool. If you do, draw 1 card and Setback deals 1 target 2 Melee Damage. If there are zero Tokens in your Unlucky Pool, Setback regains 3 HP.
Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Uncharmed Life: Ongoing--When a Hero Target would be dealt Damage, you may remove 2 Tokens from your Unlucky Pool to redirect that Damage to Setback. Power: Setback regains 3 HP. Destroy this card.
Trash: 5
In Play: 1
-Looking Up--Ongoing

Spoiler

Looking Up: Ongoing--Power: Add 3 Tokens to your Unlucky Pool. Setback deals 1 Target 3 Melee Damage. At the start of your turn, if you have 10 or more Tokens, Setback deals himself 3 Psychic damage


(http://www.sotm.freedomforceforever.com/banners/wraith.png)
HP: 21/26

Available Powers
Stealth: Reduce the next Damage that would be dealt to The Wraith by 2.

Deck: 30
Hand: 6
Spoiler

Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Grappling Hook: One-Shot--Destroy 1 Ongoing or Environment card. You may draw a card.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Trust Fund: One-Shot--Draw 4 cards, then discard 2 cards.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Trash: 1
In Play: 3
-Utility Belt--Equipment, Limited
-Infrared Eyepiece--Equipment, Limited
-Mega Computer--Equipment
-Micro Targeting Computer--Equipment, Limited

Spoiler

Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Utility Belt: Equipment, Limited--You may use an additional power during your power phase.

All Equipment in your deck
Spoiler

Utility Belt: Equipment, Limited--You may use an additional power during your power phase.
Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Throwing Knives:Equipment, Limited--Power: The Wraith deals up to 3 Targets 1 Projectile Damage each.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Micro Targeting Computer:Equipment, Limited--Increase Projectile Damage dealt by The Wraith by 2.

(http://www.sotm.freedomforceforever.com/banners/rookcity.png)

Deck: 12
Trash: 3
In Play: 0


Spoiler

Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on September 30, 2015, 10:37:02 PM
Its up to you guys if you want to know which cards got trashed.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Reepicheep on October 01, 2015, 11:09:02 PM
i'll use eye on the prize and await my draw.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on October 01, 2015, 11:23:31 PM
Spoiler
Jim's Hat: Equipment--You may play an additional card during your play phase. At the start of your turn, you may destroy a Bounty card.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Reepicheep on October 02, 2015, 01:24:37 AM
PL626 is going to be really annoying, especially since it heals Spite. All the same i'll put Jim's hat into play and then hit Spite with compound bow. That should net 4 damage?
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on October 02, 2015, 01:55:55 AM
Quote from: Reepicheep on October 02, 2015, 01:24:37 AM
PL626 is going to be really annoying, especially since it heals Spite. All the same i'll put Jim's hat into play and then hit Spite with compound bow. That should net 4 damage?

You do not wish to use your second card play then?  Or third, depending on how you count.

(Keep in mind if Spite's healing is annoying you, then just reduce the damage he does.  You and Wraith both have equipment that do actually that.)
Title: Re: Sentinels of the Multiverse Game 8
Post by: Glitch Girl on October 02, 2015, 04:21:08 AM
(Wraith is planning just that, but first Wraith wanted to be sure she did more than one damage.  Wraith is also not sure why she's speaking in 3rd person except that it's late and she should REALLY be in bed by now)
Title: Re: Sentinels of the Multiverse Game 8
Post by: Reepicheep on October 02, 2015, 08:32:17 AM
I'll skip that extra play for now. There's nothing else I particularly want to do. Could really use a bigger hand.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on October 02, 2015, 09:44:26 AM
You draw
Spoiler

Sudden Contract: One-Shot--Search your deck for a Bounty card and put it into play. Shuffle your deck. Chrono-Ranger may deal 1 Target 1 Projectile Damage.

That makes it Setback's turn.

Villain Ongoing Effects
When Spite deals damage, he regains that much HP.(Spite)
At the End of the Villain turn, destroy on Environment cards, then deals each hero target X damage, where X is the number of Environment cards destroyed.(Mynd-Phyre)
Whenever a Hero uses a Power, Spite deals them 2 Toxic Damage and that Hero's Player discards the top 5 cards of their deck.(PL626 Compound XI)

Hero Ongoing Effects
Damage dealt by Tempest to the Villain target with the highest HP is increased by 2.
Damage dealt by Chrono-Ranger to Spite is increased by 1.(The Ultimate Target)
Wraith may use an additional power on her turn.(Utility Belt)
Whenever a Hero would take 5 or more damage, reduce that damage by 2.(Shielding Winds)
Reduce damage dealt by Environment cards by 1(Mega Computer)
All Projectile damage deal by Wraith is increase by 2.(Mircro Targeting Computer)

Environment Ongoing Effects
Damage dealt to Hero targets is increased by 1(Blighted Streets)

(http://www.sotm.freedomforceforever.com/banners/spite.png)
Side: Transhuman Serial Killer
Spoiler

Transhuman Serial Killer
At the start of the Villain turn, if there are 5 Drug cards in play, flip Spite's Villain Character card. When Spite deals Damage, he regains that much HP.At the end of the Villain turn, play the top card of the Villain deck. Then, Spite deals the Hero Target with the highest HP (H) minus 1 Energy Damage.

Drug-Wracked Monstrosity
When Spite's Villain Character card is flipped to this side, destroy all Villain cards in play other than Drugs and Spite's Villain Character card.Whenever a Villain card would be played, instead Spite deal each Hero Target other than the Hero Target with the lowest HP 1 Projectile Damage.
HP: 34/80
Deck: 13
Trash: 6
In Play: 4
-Safe House--2 Victims Saved
-Good Samaritan--Victim
-Mynd-Phyre--Drug
-PL626 Compound XI--Drug

Spoiler

PL626 Compound XI:Drug--Whenever a Hero uses a Power, Spite deals them 2 Toxic Damage and that Hero's Player discards the top 5 cards of their deck. This card is indestructible. If this card would be put into the trash, put it into play instead.
"Mynd-Phyre":Drug--At the end of the Villain turn, destroy all Environment cards. Spite deals each Hero Target X Psychic Damage, where X = the number of Environment cards destroyed this way. This card is indestructible. If this card would be put into the trash, put it into play instead.
Good Samaritan: Victim--At the start of the Environment turn, the Players may choose to play the top card of the Villain deck. If they do, put this card under the Safe House card. When this card is destroyed, Spite regains (H) HP.
Safe House: When this card enters play, reveal cards from the top of the Villain deck until a Victim card is revealed. Put it into play. Shuffle the rest of the revealed cards back into the Villain deck. When Spite flips to his "Drug-Wracked Monstrosity" side, he deals himself X Toxic Damage, where X = the number of cards under this card times 5. This card and cards under this card are indestructible. Cards under this card have no text.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 23/26

Available Powers
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.

Deck: 28
Hand: 6
Spoiler

Grievous Hail Storm: Ongoing--Power: Tempest deals each non-Hero Target 2 Cold Damage.
Elemental Subwave Inducer:Equipment,Limited--At the start of your turn, select a Damage type. All Damage dealt by Tempest this turn is of that type. Reduce Damage to Tempest of that type by 1 until the start of your next turn.
Chain Lightning:One-Shot--Tempest deals 1 Target 4 Lightning Damage. Tempest may deal a second Target 3 Lightning Damage. Tempest may deal a third Target 2 Lightning Damage.
Ball Lightning: One-Shot   Tempest deals 1 Target 4 Lightning Damage. You may destroy up to 2 Ongoing cards.
Grievous Hail Storm: Ongoing--Power: Tempest deals each non-Hero Target 2 Cold Damage.
Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck. Tempest deals the Villain Target with the highest HP 2 Projectile Damage.
Trash: 5
In Play: 2
-Gene-Bound Shackles--Equipment, Limited
-Shielding Winds--Ongoing, Limited
Spoiler

Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Gene-Bound Shackles: Equipment, Limited--Increase Damage dealt by Tempest to the Villain Target with the highest HP by 2.


(http://www.sotm.freedomforceforever.com/banners/guise.png)
HP: 23/27
Available Powers:
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!

Deck: 27
Hand: 7
Spoiler

Super Ultra Kawaii!!   : Ongoing, Limited--I'm not just a hero, I'm a magical love prince! At the end of each Hero turn, if you have more than H cards in your hand, you may play a card.At the start of your turn, destroy this card.
Retcon: One-shot--Destroy 1 ongoing or environment card. Awesome! I'm a great hero. You may draw a card or play a card.
Uh, Yeah, I'm That Guy!: Ongoing, Limited--When this card enters play, give another player a high-five. If you do, treat this card as if it had the game text of every ongoing card in that player's play area, replacing their hero's name with Guise. At the start of your turn, destroy this card.
Say Cheese!: One-shot--Guise deals 1 target 1 cold damage. Then, if that target is still in play and has 5 or fewer HP, you may play 1 card.
X-treeeeeeeeme!!!: Ongoing, Limited--It's hard to tell if I'm the most awesome, or the most extreme. Probably both.Damage dealt by Guise is irreducible and cannot be redirected. At the start of your turn, destroy this card.
Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.
Selling Out: Ongoing, Limited--Gotta have all the best swag. At the end of the environment turn, you may discard 1 card. You may play up to 3 cards that share a keyword with the discarded card. At the start of your turn, destroy this card.
I Can Do That, Too!: One-shot--Guise uses a power printed on an active hero character card in play. If that power has the name of a hero in it, treat that name as if it were Guise instead.
Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
Trash: 4
In Play: 1
-Total Beefcake--Ongoing, Limited


Spoiler

Total Beefcake:Ongoing, Limited--Who would want to hurt such a beauty? The first time Guise would be dealt damage each turn, redirect that damage to the non-hero target with the lowest HP. At the start of your turn, destroy this card.


(http://www.sotm.freedomforceforever.com/banners/chronoranger.png)
HP: 13/28

Available Powers
Quick Shot: Chrono-Ranger deals 1 Target 1 Projectile Damage.

Deck: 29
Hand: 3
Spoiler

Sudden Contract: One-Shot--Search your deck for a Bounty card and put it into play. Shuffle your deck. Chrono-Ranger may deal 1 Target 1 Projectile Damage.
"Dead or Alive": Ongoing, Bounty--Play this card next to a non-Hero Target. At the start of your turn, Chrono-Ranger regains a HP. When that Target leaves play, draw 1 card and destroy this card.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.
Trash: 5
In Play: 4
-Jim's Hat--Equipment
-The Ultimate Target--Ongoing, Bounty
-Compounded Bow--Equipment
-Temporal Grenade--Equipment

Spoiler

Jim's Hat: Equipment--You may play an additional card during your play phase.At the start of your turn, you may destroy a Bounty card.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.
Compounded Bow: Equipment--Power: Chrono-Ranger deals 1 Target 1 Projectile Damage and 1 Damage of a type of your choice.
"The Ultimate Target": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt by Chrono-Ranger to that Target by 1. The first time that Target deals Damage each turn, you may use a Power.

All Equipment in your deck
Spoiler

The Masadah: Equipment--Power: Chrono-Ranger deals 1 Target X Irreducible Energy Damage, where X = the number of Bounty cards in play.
Neuro-Toxin Dart Thrower: Equipment--Power: Chrono-Ranger deals 1 Target 1 Toxic Damage. Reduce Damage dealt by that Target by 1 until the start of your next turn.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.

All Bounties in your deck
Spoiler

"By Any Means": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt to that Target by 1. When that Target leaves play, destroy this card.
"No Executions": Ongoing, Bounty--Play this card next to a non-Character card Target. When that target would be destroyed, put it on the bottom of its deck instead. Then destroy this card.


(http://www.sotm.freedomforceforever.com/banners/setback.png)
HP: 16/31

Available Powers
Risk: Add 1 Token to your Unlucky Pool. Play the top card of your deck.
Unlucky Pool: 8

Deck: 28
Hand: 6
Spoiler

Exceeded Expectations: One-Shot--Remove any number of Tokens from your Unlucky Pool. Setback deals that many Targets 3 Melee Damage each.
"Whoops! Sorry!": One-Shot--Destroy 1 non-Character card belonging to another Hero. You may destroy 1 Ongoing or Environment card .Add or remove 3 Tokens from your Unlucky Pool.
Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Plucky Break   : One-Shot--Remove 2 Tokens from your Unlucky Pool. If you do, draw 1 card and Setback deals 1 target 2 Melee Damage. If there are zero Tokens in your Unlucky Pool, Setback regains 3 HP.
Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Uncharmed Life: Ongoing--When a Hero Target would be dealt Damage, you may remove 2 Tokens from your Unlucky Pool to redirect that Damage to Setback. Power: Setback regains 3 HP. Destroy this card.
Trash: 5
In Play: 1
-Looking Up--Ongoing

Spoiler

Looking Up: Ongoing--Power: Add 3 Tokens to your Unlucky Pool. Setback deals 1 Target 3 Melee Damage. At the start of your turn, if you have 10 or more Tokens, Setback deals himself 3 Psychic damage


(http://www.sotm.freedomforceforever.com/banners/wraith.png)
HP: 21/26

Available Powers
Stealth: Reduce the next Damage that would be dealt to The Wraith by 2.

Deck: 30
Hand: 6
Spoiler

Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Grappling Hook: One-Shot--Destroy 1 Ongoing or Environment card. You may draw a card.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Trust Fund: One-Shot--Draw 4 cards, then discard 2 cards.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Trash: 1
In Play: 3
-Utility Belt--Equipment, Limited
-Infrared Eyepiece--Equipment, Limited
-Mega Computer--Equipment
-Micro Targeting Computer--Equipment, Limited

Spoiler

Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Utility Belt: Equipment, Limited--You may use an additional power during your power phase.

All Equipment in your deck
Spoiler

Utility Belt: Equipment, Limited--You may use an additional power during your power phase.
Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Throwing Knives:Equipment, Limited--Power: The Wraith deals up to 3 Targets 1 Projectile Damage each.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Micro Targeting Computer:Equipment, Limited--Increase Projectile Damage dealt by The Wraith by 2.

(http://www.sotm.freedomforceforever.com/banners/rookcity.png)

Deck: 12
Trash: 3
In Play: 0


Spoiler

Title: Re: Sentinels of the Multiverse Game 8
Post by: Outcast on October 03, 2015, 04:59:36 AM
I'll play Karmic Retribution to deal Spite 7hp damage. Then use Looking up to add 3 tokens to my unlucky pool and deal him 3hp damage. I would also like to know the 5 cards which will be discarded to my trash. Draw a card to end my turn.

I'll leave it up to Chrono if he wants to strike Spite back knowing he'll be taking a hit as well?
Title: Re: Sentinels of the Multiverse Game 8
Post by: Reepicheep on October 03, 2015, 11:44:31 AM
I'm a bit too low for comfort now. I'll start using the shot again later in the game once victory is more assured.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on October 03, 2015, 02:20:00 PM
Discarded
Spoiler

Cash Out: One-Shot--Remove any number of Tokens from your Unlucky Pool. Draw that many cards. Each player may discard 1 card. If (H) minus 1 cards are discarded this way, each Hero Target regains 2 HP.
Exceeded Expectations: One-Shot--Remove any number of Tokens from your Unlucky Pool. Setback deals that many Targets 3 Melee Damage each.
Plucky Break   : One-Shot--Remove 2 Tokens from your Unlucky Pool. If you do, draw 1 card and Setback deals 1 target 2 Melee Damage. If there are zero Tokens in your Unlucky Pool, Setback regains 3 HP.
"Whoops! Sorry!": One-Shot--Destroy 1 non-Character card belonging to another Hero. You may destroy 1 Ongoing or Environment card. Add or remove 3 Tokens from your Unlucky Pool.
Friendly Fire: Ongoing--Whenever a Hero Target deals a non-Hero Target Damage, that Hero may also deal Setback 2 Damage of the same type. Whenever Setback is dealt Damage this way, add 2 Tokens to your Unlucky Pool.

You draw
Spoiler

High Risk Behavior: Ongoing--Increase Damage dealt to and by Setback to and by Villain Targets by 1 for every 3 Tokens in your Unlucky Pool. At the start of your turn, you may add or remove 1 Token from your Unlucky Pool.

It is now Wraith's turn

Villain Ongoing Effects
When Spite deals damage, he regains that much HP.(Spite)
At the End of the Villain turn, destroy on Environment cards, then deals each hero target X damage, where X is the number of Environment cards destroyed.(Mynd-Phyre)
Whenever a Hero uses a Power, Spite deals them 2 Toxic Damage and that Hero's Player discards the top 5 cards of their deck.(PL626 Compound XI)

Hero Ongoing Effects
Damage dealt by Tempest to the Villain target with the highest HP is increased by 2.
Damage dealt by Chrono-Ranger to Spite is increased by 1.(The Ultimate Target)
Wraith may use an additional power on her turn.(Utility Belt)
Whenever a Hero would take 5 or more damage, reduce that damage by 2.(Shielding Winds)
Reduce damage dealt by Environment cards by 1(Mega Computer)
All Projectile damage deal by Wraith is increase by 2.(Mircro Targeting Computer)

Environment Ongoing Effects
Damage dealt to Hero targets is increased by 1(Blighted Streets)

(http://www.sotm.freedomforceforever.com/banners/spite.png)
Side: Transhuman Serial Killer
Spoiler

Transhuman Serial Killer
At the start of the Villain turn, if there are 5 Drug cards in play, flip Spite's Villain Character card. When Spite deals Damage, he regains that much HP.At the end of the Villain turn, play the top card of the Villain deck. Then, Spite deals the Hero Target with the highest HP (H) minus 1 Energy Damage.

Drug-Wracked Monstrosity
When Spite's Villain Character card is flipped to this side, destroy all Villain cards in play other than Drugs and Spite's Villain Character card.Whenever a Villain card would be played, instead Spite deal each Hero Target other than the Hero Target with the lowest HP 1 Projectile Damage.
HP: 26/80
Deck: 13
Trash: 6
In Play: 4
-Safe House--2 Victims Saved
-Good Samaritan--Victim
-Mynd-Phyre--Drug
-PL626 Compound XI--Drug

Spoiler

PL626 Compound XI:Drug--Whenever a Hero uses a Power, Spite deals them 2 Toxic Damage and that Hero's Player discards the top 5 cards of their deck. This card is indestructible. If this card would be put into the trash, put it into play instead.
"Mynd-Phyre":Drug--At the end of the Villain turn, destroy all Environment cards. Spite deals each Hero Target X Psychic Damage, where X = the number of Environment cards destroyed this way. This card is indestructible. If this card would be put into the trash, put it into play instead.
Good Samaritan: Victim--At the start of the Environment turn, the Players may choose to play the top card of the Villain deck. If they do, put this card under the Safe House card. When this card is destroyed, Spite regains (H) HP.
Safe House: When this card enters play, reveal cards from the top of the Villain deck until a Victim card is revealed. Put it into play. Shuffle the rest of the revealed cards back into the Villain deck. When Spite flips to his "Drug-Wracked Monstrosity" side, he deals himself X Toxic Damage, where X = the number of cards under this card times 5. This card and cards under this card are indestructible. Cards under this card have no text.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 23/26

Available Powers
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.

Deck: 28
Hand: 6
Spoiler

Grievous Hail Storm: Ongoing--Power: Tempest deals each non-Hero Target 2 Cold Damage.
Elemental Subwave Inducer:Equipment,Limited--At the start of your turn, select a Damage type. All Damage dealt by Tempest this turn is of that type. Reduce Damage to Tempest of that type by 1 until the start of your next turn.
Chain Lightning:One-Shot--Tempest deals 1 Target 4 Lightning Damage. Tempest may deal a second Target 3 Lightning Damage. Tempest may deal a third Target 2 Lightning Damage.
Ball Lightning: One-Shot   Tempest deals 1 Target 4 Lightning Damage. You may destroy up to 2 Ongoing cards.
Grievous Hail Storm: Ongoing--Power: Tempest deals each non-Hero Target 2 Cold Damage.
Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck. Tempest deals the Villain Target with the highest HP 2 Projectile Damage.
Trash: 5
In Play: 2
-Gene-Bound Shackles--Equipment, Limited
-Shielding Winds--Ongoing, Limited
Spoiler

Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Gene-Bound Shackles: Equipment, Limited--Increase Damage dealt by Tempest to the Villain Target with the highest HP by 2.


(http://www.sotm.freedomforceforever.com/banners/guise.png)
HP: 23/27
Available Powers:
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!

Deck: 27
Hand: 7
Spoiler

Super Ultra Kawaii!!   : Ongoing, Limited--I'm not just a hero, I'm a magical love prince! At the end of each Hero turn, if you have more than H cards in your hand, you may play a card.At the start of your turn, destroy this card.
Retcon: One-shot--Destroy 1 ongoing or environment card. Awesome! I'm a great hero. You may draw a card or play a card.
Uh, Yeah, I'm That Guy!: Ongoing, Limited--When this card enters play, give another player a high-five. If you do, treat this card as if it had the game text of every ongoing card in that player's play area, replacing their hero's name with Guise. At the start of your turn, destroy this card.
Say Cheese!: One-shot--Guise deals 1 target 1 cold damage. Then, if that target is still in play and has 5 or fewer HP, you may play 1 card.
X-treeeeeeeeme!!!: Ongoing, Limited--It's hard to tell if I'm the most awesome, or the most extreme. Probably both.Damage dealt by Guise is irreducible and cannot be redirected. At the start of your turn, destroy this card.
Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.
Selling Out: Ongoing, Limited--Gotta have all the best swag. At the end of the environment turn, you may discard 1 card. You may play up to 3 cards that share a keyword with the discarded card. At the start of your turn, destroy this card.
I Can Do That, Too!: One-shot--Guise uses a power printed on an active hero character card in play. If that power has the name of a hero in it, treat that name as if it were Guise instead.
Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
Trash: 4
In Play: 1
-Total Beefcake--Ongoing, Limited


Spoiler

Total Beefcake:Ongoing, Limited--Who would want to hurt such a beauty? The first time Guise would be dealt damage each turn, redirect that damage to the non-hero target with the lowest HP. At the start of your turn, destroy this card.


(http://www.sotm.freedomforceforever.com/banners/chronoranger.png)
HP: 13/28

Available Powers
Quick Shot: Chrono-Ranger deals 1 Target 1 Projectile Damage.

Deck: 29
Hand: 3
Spoiler

Sudden Contract: One-Shot--Search your deck for a Bounty card and put it into play. Shuffle your deck. Chrono-Ranger may deal 1 Target 1 Projectile Damage.
"Dead or Alive": Ongoing, Bounty--Play this card next to a non-Hero Target. At the start of your turn, Chrono-Ranger regains a HP. When that Target leaves play, draw 1 card and destroy this card.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.
Trash: 5
In Play: 4
-Jim's Hat--Equipment
-The Ultimate Target--Ongoing, Bounty
-Compounded Bow--Equipment
-Temporal Grenade--Equipment

Spoiler

Jim's Hat: Equipment--You may play an additional card during your play phase.At the start of your turn, you may destroy a Bounty card.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.
Compounded Bow: Equipment--Power: Chrono-Ranger deals 1 Target 1 Projectile Damage and 1 Damage of a type of your choice.
"The Ultimate Target": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt by Chrono-Ranger to that Target by 1. The first time that Target deals Damage each turn, you may use a Power.

All Equipment in your deck
Spoiler

The Masadah: Equipment--Power: Chrono-Ranger deals 1 Target X Irreducible Energy Damage, where X = the number of Bounty cards in play.
Neuro-Toxin Dart Thrower: Equipment--Power: Chrono-Ranger deals 1 Target 1 Toxic Damage. Reduce Damage dealt by that Target by 1 until the start of your next turn.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.

All Bounties in your deck
Spoiler

"By Any Means": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt to that Target by 1. When that Target leaves play, destroy this card.
"No Executions": Ongoing, Bounty--Play this card next to a non-Character card Target. When that target would be destroyed, put it on the bottom of its deck instead. Then destroy this card.


(http://www.sotm.freedomforceforever.com/banners/setback.png)
HP: 14/31

Available Powers
Risk: Add 1 Token to your Unlucky Pool. Play the top card of your deck.
Unlucky Pool: 4

Deck: 28
Hand: 6
Spoiler

High Risk Behavior: Ongoing--Increase Damage dealt to and by Setback to and by Villain Targets by 1 for every 3 Tokens in your Unlucky Pool. At the start of your turn, you may add or remove 1 Token from your Unlucky Pool.
Exceeded Expectations: One-Shot--Remove any number of Tokens from your Unlucky Pool. Setback deals that many Targets 3 Melee Damage each.
"Whoops! Sorry!": One-Shot--Destroy 1 non-Character card belonging to another Hero. You may destroy 1 Ongoing or Environment card .Add or remove 3 Tokens from your Unlucky Pool.
Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Plucky Break   : One-Shot--Remove 2 Tokens from your Unlucky Pool. If you do, draw 1 card and Setback deals 1 target 2 Melee Damage. If there are zero Tokens in your Unlucky Pool, Setback regains 3 HP.
Uncharmed Life: Ongoing--When a Hero Target would be dealt Damage, you may remove 2 Tokens from your Unlucky Pool to redirect that Damage to Setback. Power: Setback regains 3 HP. Destroy this card.
Trash: 6
In Play: 1
-Looking Up--Ongoing

Spoiler

Looking Up: Ongoing--Power: Add 3 Tokens to your Unlucky Pool. Setback deals 1 Target 3 Melee Damage. At the start of your turn, if you have 10 or more Tokens, Setback deals himself 3 Psychic damage


(http://www.sotm.freedomforceforever.com/banners/wraith.png)
HP: 21/26

Available Powers
Stealth: Reduce the next Damage that would be dealt to The Wraith by 2.

Deck: 30
Hand: 6
Spoiler

Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Grappling Hook: One-Shot--Destroy 1 Ongoing or Environment card. You may draw a card.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Trust Fund: One-Shot--Draw 4 cards, then discard 2 cards.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Trash: 1
In Play: 3
-Utility Belt--Equipment, Limited
-Infrared Eyepiece--Equipment, Limited
-Mega Computer--Equipment
-Micro Targeting Computer--Equipment, Limited

Spoiler

Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Utility Belt: Equipment, Limited--You may use an additional power during your power phase.

All Equipment in your deck
Spoiler

Utility Belt: Equipment, Limited--You may use an additional power during your power phase.
Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Throwing Knives:Equipment, Limited--Power: The Wraith deals up to 3 Targets 1 Projectile Damage each.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Micro Targeting Computer:Equipment, Limited--Increase Projectile Damage dealt by The Wraith by 2.

(http://www.sotm.freedomforceforever.com/banners/rookcity.png)

Deck: 12
Trash: 3
In Play: 0


Spoiler

Title: Re: Sentinels of the Multiverse Game 8
Post by: Glitch Girl on October 04, 2015, 06:39:58 PM
Wraith is going to use her Stun Bolt for three  points damage and then go back to being Stealthy
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on October 04, 2015, 07:46:44 PM
Okay, but is that the actually order you want to do things?

If you use the Stun Bolt Power first, Spite will hit you back for 2 points of damage and heal for that much.  Then you'd take less damage next time.  If you use Stealth first, he will hit you for nothing and not heal at all, but you will be more vulnerable in the mean time.  Order of things is important in this case.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Reepicheep on October 04, 2015, 08:52:52 PM
You can user a power before playing a card?
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on October 04, 2015, 09:19:42 PM
Quote from: Reepicheep on October 04, 2015, 08:52:52 PM
You can user a power before playing a card?

No.  Glitch kinof mixes her terms, so I have to interpret.

First she plays the Stun Bolt Card, then she uses it's power.

She doesn't distinguish between those two when she posts, but it's pretty obvious what she wants to do.

Once she does play that card, though, which order she uses her two powers is entirely up to her.

Although now that I think of it, my advice was wrong. He attacks both times she uses a power.  Using Stealth last doesn't do anything at all since he immediately damages her and takes away his it's benefit, but using it first means she actually takes damage for her trouble, so she was right the first time.

You may still shoot him though.  He'll only hurt you for 1 this time.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Reepicheep on October 05, 2015, 10:51:34 AM
Quote from: catwhowalksbyhimself on October 04, 2015, 09:19:42 PM
Quote from: Reepicheep on October 04, 2015, 08:52:52 PM
You can user a power before playing a card?

No.  Glitch kinof mixes her terms, so I have to interpret.

First she plays the Stun Bolt Card, then she uses it's power.

She doesn't distinguish between those two when she posts, but it's pretty obvious what she wants to do.

Once she does play that card, though, which order she uses her two powers is entirely up to her.

Although now that I think of it, my advice was wrong. He attacks both times she uses a power.  Using Stealth last doesn't do anything at all since he immediately damages her and takes away his it's benefit, but using it first means she actually takes damage for her trouble, so she was right the first time.

You may still shoot him though.  He'll only hurt you for 1 this time.

Ah, I see. I assumed Stun Bolt was a one-shot. Just saw it's an equipment card. And she has utility belt. I just need to pay more attention.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Glitch Girl on October 05, 2015, 02:10:45 PM
Also the reason I did Stun Bolt first was it should decrease the damage done to me by 1. 

I wasn't sure if Stealth would still be active after that turn (if his damage was considered a simultaneous action or happen after the power use). 

If that's the case, I may change my second power to Infrared Eyepiece.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on October 05, 2015, 10:49:49 PM
Quote from: Glitch Girl on October 05, 2015, 02:10:45 PM
Also the reason I did Stun Bolt first was it should decrease the damage done to me by 1. 

I wasn't sure if Stealth would still be active after that turn (if his damage was considered a simultaneous action or happen after the power use). 

If that's the case, I may change my second power to Infrared Eyepiece.

You may do so if you wish.  You will take an additional 2 damage, however.

Everything in this game generally takes place in sequence.  First you use Stun Bolt, then he damages you.  Then when you use your next power he does the same.  It's annoying, but not so bad as when he gets the drug out that lets him start ignoring damage.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Glitch Girl on October 06, 2015, 02:14:46 AM
Shouldn't it be 1 additional damage?  Stun Bolt reduces all damage dealt by the target by 1 and I don't think his toxic damage is irreducable. 
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on October 06, 2015, 02:20:10 AM
Quote from: Glitch Girl on October 06, 2015, 02:14:46 AM
Shouldn't it be 1 additional damage?  Stun Bolt reduces all damage dealt by the target by 1 and I don't think his toxic damage is irreducable.

He's your nemesis, so you each deal 1 bonus damage each time you hurt the other.  This also means you dealt 4 damage to him, not 3.
Title: Re: Sentinels of the Multiverse Game 8
Post by: HarryTrotter on October 07, 2015, 05:08:27 AM
Is it the Enviroments turn now?
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on October 07, 2015, 09:04:41 AM
Still waiting for final decision on Wraith's move.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Glitch Girl on October 07, 2015, 01:18:09 PM
Sorry.  Yes that was my final move.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on October 07, 2015, 09:37:58 PM
Quote from: Glitch Girl on October 07, 2015, 01:18:09 PM
Sorry.  Yes that was my final move.

I'm still not clear.  What exactly was your final move?
Title: Re: Sentinels of the Multiverse Game 8
Post by: Glitch Girl on October 08, 2015, 01:47:47 AM
Play and use Stun Gun.

Use Infrared Eyepiece since Stealth is completely negated.  I should take four points for all that I think.

Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on October 08, 2015, 02:03:51 AM
Spite's top two are
Spoiler

Innocent Bystander: Victim--At the start of each Hero turn, that Hero's Player may discard (H) minus 2 cards. If they do, put this card under the Safe House card.When this card is destroyed, Spite regains (H) HP.
"Demon's Kiss": Drug--At the end of the Villain turn, Spite deals each non-Villain Target 1 Infernal Damage. This card is indestructible. If this card would be put into the trash, put it into play instead.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Glitch Girl on October 08, 2015, 01:06:45 PM
Demon's Kiss on the bottom, Innocent Bystander on the top.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Reepicheep on October 08, 2015, 10:04:36 PM
Quote from: Glitch Girl on October 08, 2015, 01:06:45 PM
Demon's Kiss on the bottom

Do they now?
Title: Re: Sentinels of the Multiverse Game 8
Post by: Glitch Girl on October 09, 2015, 01:03:33 AM
Yes, they're kinky that way.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on October 09, 2015, 01:38:04 AM
You draw
Spoiler

Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Trust Fund: One-Shot--Draw 4 cards, then discard 2 cards.

Note--Stun Bolt is not Limited, so you can play and use both copies.

That makes it the Environment's turn.

(http://www.sotm.freedomforceforever.com/banners/rookcity.png)

Start: Nothing

Play: Blighted Streets: Increase Damage dealt to Hero Targets by 1. At the end of each Hero's turn, if that Hero dealt no Damage this turn, their Player may discard 2 cards to destroy this card. When this card is destroyed, play the top card of the Villain deck.

End: Nothing

Now it is Spite's turn.

(http://www.sotm.freedomforceforever.com/banners/spite.png)


Start: Nothing

Play: Innocent Bystander: Victim--At the start of each Hero turn, that Hero's Player may discard (H) minus 2 cards. If they do, put this card under the Safe House card.When this card is destroyed, Spite regains (H) HP.

End: Spite plays PL602 Compound Omicron: Drug--The first time Spite would be dealt Damage each turn, reduce that Damage by (H) minus 2. This card is indestructible. If this card would be put into the trash, put it into play instead.

Spite deals either Tempest or Guise 4 damage.  Guise redirects it to Spite, who reduces it to 1.  Does Chrono-Ranger wish to use a power?
Title: Re: Sentinels of the Multiverse Game 8
Post by: Reepicheep on October 09, 2015, 12:01:02 PM
I will use compound bow, since it's an opportunity to hit him without him reducing it.

Man, these drugs are a killer.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on October 10, 2015, 12:07:56 AM
Mynd Phyre then destroys Blighted Streets.  Blighted Streets then makes Spite play another card.

He plays PL531 Compound Upsilon: Drug--Increase Damage dealt by Spite by 1. At the start of the Villain Turn, put (H) minus 2 Hero Ongoing and/or Equipment cards back into their Player's hand. This card is indestructible. If this card would be put into the trash, put it into play instead.

He then hits everyone for 1 point of damage and Wraith for 2 and heals by 6, thanks to his brand new damage boost.

4 drugs down, 1 more to go.

It is now Tempest's turn.

Villain Ongoing Effects
When Spite deals damage, he regains that much HP.(Spite)
At the End of the Villain turn, destroy on Environment cards, then deals each hero target X damage, where X is the number of Environment cards destroyed.(Mynd-Phyre)
Whenever a Hero uses a Power, Spite deals them 2 Toxic Damage and that Hero's Player discards the top 5 cards of their deck.(PL626 Compound XI)
The first time per turn Spite is damage, reduce that damage by 3.(PL602 Compound Omicron)
Spite's damage is increased by 1.(PL531 Compound Upsilon)

Hero Ongoing Effects
Damage dealt by Tempest to the Villain target with the highest HP is increased by 2.
Damage dealt by Chrono-Ranger to Spite is increased by 1.(The Ultimate Target)
Wraith may use an additional power on her turn.(Utility Belt)
Whenever a Hero would take 5 or more damage, reduce that damage by 2.(Shielding Winds)
Reduce damage dealt by Environment cards by 1(Mega Computer)
All Projectile damage deal by Wraith is increase by 2.(Mircro Targeting Computer)
Damage dealt by Spite is reduced by 1(Stun Bolt)

Environment Ongoing Effects
Damage dealt to Hero targets is increased by 1(Blighted Streets)

(http://www.sotm.freedomforceforever.com/banners/spite.png)
Side: Transhuman Serial Killer
Spoiler

Transhuman Serial Killer
At the start of the Villain turn, if there are 5 Drug cards in play, flip Spite's Villain Character card. When Spite deals Damage, he regains that much HP.At the end of the Villain turn, play the top card of the Villain deck. Then, Spite deals the Hero Target with the highest HP (H) minus 1 Energy Damage.

Drug-Wracked Monstrosity
When Spite's Villain Character card is flipped to this side, destroy all Villain cards in play other than Drugs and Spite's Villain Character card.Whenever a Villain card would be played, instead Spite deal each Hero Target other than the Hero Target with the lowest HP 1 Projectile Damage.
HP: 27/80
Deck: 10
Trash: 6
In Play: 6
-Safe House--2 Victims Saved
-Good Samaritan--Victim
-Innocent Bystander--Victim
-Mynd-Phyre--Drug
-PL626 Compound XI--Drug
-PL602 Compound Omicron--Drug
-PL531 Compound Upsilon--Drug

Spoiler

PL531 Compound Upsilon: Drug--Increase Damage dealt by Spite by 1. At the start of the Villain Turn, put (H) minus 2 Hero Ongoing and/or Equipment cards back into their Player's hand. This card is indestructible. If this card would be put into the trash, put it into play instead.
PL602 Compound Omicron: Drug--The first time Spite would be dealt Damage each turn, reduce that Damage by (H) minus 2. This card is indestructible. If this card would be put into the trash, put it into play instead.
Innocent Bystander: Victim--At the start of each Hero turn, that Hero's Player may discard (H) minus 2 cards. If they do, put this card under the Safe House card.When this card is destroyed, Spite regains (H) HP.
PL626 Compound XI:Drug--Whenever a Hero uses a Power, Spite deals them 2 Toxic Damage and that Hero's Player discards the top 5 cards of their deck. This card is indestructible. If this card would be put into the trash, put it into play instead.
"Mynd-Phyre":Drug--At the end of the Villain turn, destroy all Environment cards. Spite deals each Hero Target X Psychic Damage, where X = the number of Environment cards destroyed this way. This card is indestructible. If this card would be put into the trash, put it into play instead.
Good Samaritan: Victim--At the start of the Environment turn, the Players may choose to play the top card of the Villain deck. If they do, put this card under the Safe House card. When this card is destroyed, Spite regains (H) HP.
Safe House: When this card enters play, reveal cards from the top of the Villain deck until a Victim card is revealed. Put it into play. Shuffle the rest of the revealed cards back into the Villain deck. When Spite flips to his "Drug-Wracked Monstrosity" side, he deals himself X Toxic Damage, where X = the number of cards under this card times 5. This card and cards under this card are indestructible. Cards under this card have no text.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 22/26

Available Powers
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.

Deck: 28
Hand: 6
Spoiler

Grievous Hail Storm: Ongoing--Power: Tempest deals each non-Hero Target 2 Cold Damage.
Elemental Subwave Inducer:Equipment,Limited--At the start of your turn, select a Damage type. All Damage dealt by Tempest this turn is of that type. Reduce Damage to Tempest of that type by 1 until the start of your next turn.
Chain Lightning:One-Shot--Tempest deals 1 Target 4 Lightning Damage. Tempest may deal a second Target 3 Lightning Damage. Tempest may deal a third Target 2 Lightning Damage.
Ball Lightning: One-Shot   Tempest deals 1 Target 4 Lightning Damage. You may destroy up to 2 Ongoing cards.
Grievous Hail Storm: Ongoing--Power: Tempest deals each non-Hero Target 2 Cold Damage.
Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck. Tempest deals the Villain Target with the highest HP 2 Projectile Damage.
Trash: 5
In Play: 2
-Gene-Bound Shackles--Equipment, Limited
-Shielding Winds--Ongoing, Limited
Spoiler

Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Gene-Bound Shackles: Equipment, Limited--Increase Damage dealt by Tempest to the Villain Target with the highest HP by 2.


(http://www.sotm.freedomforceforever.com/banners/guise.png)
HP: 22/27
Available Powers:
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!

Deck: 27
Hand: 7
Spoiler

Super Ultra Kawaii!!   : Ongoing, Limited--I'm not just a hero, I'm a magical love prince! At the end of each Hero turn, if you have more than H cards in your hand, you may play a card.At the start of your turn, destroy this card.
Retcon: One-shot--Destroy 1 ongoing or environment card. Awesome! I'm a great hero. You may draw a card or play a card.
Uh, Yeah, I'm That Guy!: Ongoing, Limited--When this card enters play, give another player a high-five. If you do, treat this card as if it had the game text of every ongoing card in that player's play area, replacing their hero's name with Guise. At the start of your turn, destroy this card.
Say Cheese!: One-shot--Guise deals 1 target 1 cold damage. Then, if that target is still in play and has 5 or fewer HP, you may play 1 card.
X-treeeeeeeeme!!!: Ongoing, Limited--It's hard to tell if I'm the most awesome, or the most extreme. Probably both.Damage dealt by Guise is irreducible and cannot be redirected. At the start of your turn, destroy this card.
Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.
Selling Out: Ongoing, Limited--Gotta have all the best swag. At the end of the environment turn, you may discard 1 card. You may play up to 3 cards that share a keyword with the discarded card. At the start of your turn, destroy this card.
I Can Do That, Too!: One-shot--Guise uses a power printed on an active hero character card in play. If that power has the name of a hero in it, treat that name as if it were Guise instead.
Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
Trash: 4
In Play: 1
-Total Beefcake--Ongoing, Limited


Spoiler

Total Beefcake:Ongoing, Limited--Who would want to hurt such a beauty? The first time Guise would be dealt damage each turn, redirect that damage to the non-hero target with the lowest HP. At the start of your turn, destroy this card.


(http://www.sotm.freedomforceforever.com/banners/chronoranger.png)
HP: 11/28

Available Powers
Quick Shot: Chrono-Ranger deals 1 Target 1 Projectile Damage.

Deck: 29
Hand: 3
Spoiler

Sudden Contract: One-Shot--Search your deck for a Bounty card and put it into play. Shuffle your deck. Chrono-Ranger may deal 1 Target 1 Projectile Damage.
"Dead or Alive": Ongoing, Bounty--Play this card next to a non-Hero Target. At the start of your turn, Chrono-Ranger regains a HP. When that Target leaves play, draw 1 card and destroy this card.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.
Trash: 5
In Play: 4
-Jim's Hat--Equipment
-The Ultimate Target--Ongoing, Bounty
-Compounded Bow--Equipment
-Temporal Grenade--Equipment

Spoiler

Jim's Hat: Equipment--You may play an additional card during your play phase.At the start of your turn, you may destroy a Bounty card.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.
Compounded Bow: Equipment--Power: Chrono-Ranger deals 1 Target 1 Projectile Damage and 1 Damage of a type of your choice.
"The Ultimate Target": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt by Chrono-Ranger to that Target by 1. The first time that Target deals Damage each turn, you may use a Power.

All Equipment in your deck
Spoiler

The Masadah: Equipment--Power: Chrono-Ranger deals 1 Target X Irreducible Energy Damage, where X = the number of Bounty cards in play.
Neuro-Toxin Dart Thrower: Equipment--Power: Chrono-Ranger deals 1 Target 1 Toxic Damage. Reduce Damage dealt by that Target by 1 until the start of your next turn.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.

All Bounties in your deck
Spoiler

"By Any Means": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt to that Target by 1. When that Target leaves play, destroy this card.
"No Executions": Ongoing, Bounty--Play this card next to a non-Character card Target. When that target would be destroyed, put it on the bottom of its deck instead. Then destroy this card.


(http://www.sotm.freedomforceforever.com/banners/setback.png)
HP: 13/31

Available Powers
Risk: Add 1 Token to your Unlucky Pool. Play the top card of your deck.
Unlucky Pool: 4

Deck: 28
Hand: 6
Spoiler

High Risk Behavior: Ongoing--Increase Damage dealt to and by Setback to and by Villain Targets by 1 for every 3 Tokens in your Unlucky Pool. At the start of your turn, you may add or remove 1 Token from your Unlucky Pool.
Exceeded Expectations: One-Shot--Remove any number of Tokens from your Unlucky Pool. Setback deals that many Targets 3 Melee Damage each.
"Whoops! Sorry!": One-Shot--Destroy 1 non-Character card belonging to another Hero. You may destroy 1 Ongoing or Environment card .Add or remove 3 Tokens from your Unlucky Pool.
Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Plucky Break   : One-Shot--Remove 2 Tokens from your Unlucky Pool. If you do, draw 1 card and Setback deals 1 target 2 Melee Damage. If there are zero Tokens in your Unlucky Pool, Setback regains 3 HP.
Uncharmed Life: Ongoing--When a Hero Target would be dealt Damage, you may remove 2 Tokens from your Unlucky Pool to redirect that Damage to Setback. Power: Setback regains 3 HP. Destroy this card.
Trash: 6
In Play: 1
-Looking Up--Ongoing

Spoiler

Looking Up: Ongoing--Power: Add 3 Tokens to your Unlucky Pool. Setback deals 1 Target 3 Melee Damage. At the start of your turn, if you have 10 or more Tokens, Setback deals himself 3 Psychic damage


(http://www.sotm.freedomforceforever.com/banners/wraith.png)
HP: 15/26

Available Powers
Stealth: Reduce the next Damage that would be dealt to The Wraith by 2.

Deck: 28
Hand: 7
Spoiler

Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Trust Fund: One-Shot--Draw 4 cards, then discard 2 cards.
Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Grappling Hook: One-Shot--Destroy 1 Ongoing or Environment card. You may draw a card.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Trust Fund: One-Shot--Draw 4 cards, then discard 2 cards.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Trash: 1
In Play: 5
-Utility Belt--Equipment, Limited
-Infrared Eyepiece--Equipment, Limited
-Mega Computer--Equipment
-Micro Targeting Computer--Equipment, Limited
-Stun Bolt--Equipment

Spoiler

Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Utility Belt: Equipment, Limited--You may use an additional power during your power phase.

All Equipment in your deck
Spoiler

Utility Belt: Equipment, Limited--You may use an additional power during your power phase.
Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Throwing Knives:Equipment, Limited--Power: The Wraith deals up to 3 Targets 1 Projectile Damage each.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Micro Targeting Computer:Equipment, Limited--Increase Projectile Damage dealt by The Wraith by 2.

(http://www.sotm.freedomforceforever.com/banners/rookcity.png)

Deck: 12
Trash: 3
In Play: 0


Spoiler

Title: Re: Sentinels of the Multiverse Game 8
Post by: HarryTrotter on October 10, 2015, 05:52:09 AM
Still 3 cards to save the Bystanders?If so,I discard ESI and 2 griveous hailstorms.
Play Ball Lighting(cant destroy any ongoing?),use my power and draw a card.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Reepicheep on October 10, 2015, 11:18:53 AM
Shall we agree now that we're saving the good samaritan at the start of the environment's turn?

Man, that last round really messed with my predictions. We've gone from having this game in the bag to being kinda screwed. Can Spite be flipped back from drug-wracked monstrosity?
Title: Re: Sentinels of the Multiverse Game 8
Post by: HarryTrotter on October 10, 2015, 11:31:03 AM
In advance,I vote for saving Samaritan.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Glitch Girl on October 10, 2015, 12:34:59 PM
Quote from: Reepicheep on October 10, 2015, 11:18:53 AM
Shall we agree now that we're saving the good samaritan at the start of the environment's turn?

Man, that last round really messed with my predictions. We've gone from having this game in the bag to being kinda screwed. Can Spite be flipped back from drug-wracked monstrosity?

I'm not sure but I don't think so since all the drug cards are indestructible.  I did send one of his drugs to the bottom of the deck last round so we may have some time, but yeah it's gotten ugly.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on October 10, 2015, 02:39:24 PM
Quote from: Reepicheep on October 10, 2015, 11:18:53 AM
Shall we agree now that we're saving the good samaritan at the start of the environment's turn?

Man, that last round really messed with my predictions. We've gone from having this game in the bag to being kinda screwed. Can Spite be flipped back from drug-wracked monstrosity?

No you can't, but it might actually be better at this point because

1. He stops healing
2. He takes damage from the rescued Victims
3. He stops doing damage to the highest and does 1 point to everyone but the lowest whenever he'd normally play a card instead.

This is by far the slowest I've ever seen his drugs come out by the way.  There are three copies of a card that can potentially bring them all out at once and all of them are still in his deck.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on October 10, 2015, 02:44:37 PM
Chrono can snipe him again if he wants.  Damage reduction is gone until next hero's turn.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Reepicheep on October 10, 2015, 11:19:10 PM
I'll leave it for now - I'm going to play another bounty to increase my shots from 4 to 6, so I'll save my remaining HP for when I can hit even harder.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on October 11, 2015, 03:45:16 AM
Tempest draws

Spoiler
Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck. Tempest deals the Villain Target with the highest HP 2 Projectile Damage.

It is now Guise's turn

Villain Ongoing Effects
When Spite deals damage, he regains that much HP.(Spite)
At the End of the Villain turn, destroy on Environment cards, then deals each hero target X damage, where X is the number of Environment cards destroyed.(Mynd-Phyre)
Whenever a Hero uses a Power, Spite deals them 2 Toxic Damage and that Hero's Player discards the top 5 cards of their deck.(PL626 Compound XI)
The first time per turn Spite is damaged, reduce that damage by 3.(PL602 Compound Omicron)
Spite's damage is increased by 1.(PL531 Compound Upsilon)

Hero Ongoing Effects
Damage dealt by Tempest to the Villain target with the highest HP is increased by 2.
Damage dealt by Chrono-Ranger to Spite is increased by 1.(The Ultimate Target)
Wraith may use an additional power on her turn.(Utility Belt)
Whenever a Hero would take 5 or more damage, reduce that damage by 2.(Shielding Winds)
Reduce damage dealt by Environment cards by 1(Mega Computer)
All Projectile damage deal by Wraith is increase by 2.(Mircro Targeting Computer)
Damage dealt by Spite is reduced by 1(Stun Bolt)

Environment Ongoing Effects
Damage dealt to Hero targets is increased by 1(Blighted Streets)

(http://www.sotm.freedomforceforever.com/banners/spite.png)
Side: Transhuman Serial Killer
Spoiler

Transhuman Serial Killer
At the start of the Villain turn, if there are 5 Drug cards in play, flip Spite's Villain Character card. When Spite deals Damage, he regains that much HP.At the end of the Villain turn, play the top card of the Villain deck. Then, Spite deals the Hero Target with the highest HP (H) minus 1 Energy Damage.

Drug-Wracked Monstrosity
When Spite's Villain Character card is flipped to this side, destroy all Villain cards in play other than Drugs and Spite's Villain Character card.Whenever a Villain card would be played, instead Spite deal each Hero Target other than the Hero Target with the lowest HP 1 Projectile Damage.
HP: 23/80
Deck: 10
Trash: 6
In Play: 6
-Safe House--3 Victims Saved
-Good Samaritan--Victim
-Mynd-Phyre--Drug
-PL626 Compound XI--Drug
-PL602 Compound Omicron--Drug
-PL531 Compound Upsilon--Drug

Spoiler

PL531 Compound Upsilon: Drug--Increase Damage dealt by Spite by 1. At the start of the Villain Turn, put (H) minus 2 Hero Ongoing and/or Equipment cards back into their Player's hand. This card is indestructible. If this card would be put into the trash, put it into play instead.
PL602 Compound Omicron: Drug--The first time Spite would be dealt Damage each turn, reduce that Damage by (H) minus 2. This card is indestructible. If this card would be put into the trash, put it into play instead.
PL626 Compound XI:Drug--Whenever a Hero uses a Power, Spite deals them 2 Toxic Damage and that Hero's Player discards the top 5 cards of their deck. This card is indestructible. If this card would be put into the trash, put it into play instead.
"Mynd-Phyre":Drug--At the end of the Villain turn, destroy all Environment cards. Spite deals each Hero Target X Psychic Damage, where X = the number of Environment cards destroyed this way. This card is indestructible. If this card would be put into the trash, put it into play instead.
Good Samaritan: Victim--At the start of the Environment turn, the Players may choose to play the top card of the Villain deck. If they do, put this card under the Safe House card. When this card is destroyed, Spite regains (H) HP.
Safe House: When this card enters play, reveal cards from the top of the Villain deck until a Victim card is revealed. Put it into play. Shuffle the rest of the revealed cards back into the Villain deck. When Spite flips to his "Drug-Wracked Monstrosity" side, he deals himself X Toxic Damage, where X = the number of cards under this card times 5. This card and cards under this card are indestructible. Cards under this card have no text.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 20/26

Available Powers
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.

Deck: 28
Hand: 3
Spoiler

Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck. Tempest deals the Villain Target with the highest HP 2 Projectile Damage.
Chain Lightning:One-Shot--Tempest deals 1 Target 4 Lightning Damage. Tempest may deal a second Target 3 Lightning Damage. Tempest may deal a third Target 2 Lightning Damage.
Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck. Tempest deals the Villain Target with the highest HP 2 Projectile Damage.
Trash: 9
In Play: 2
-Gene-Bound Shackles--Equipment, Limited
-Shielding Winds--Ongoing, Limited
Spoiler

Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Gene-Bound Shackles: Equipment, Limited--Increase Damage dealt by Tempest to the Villain Target with the highest HP by 2.


(http://www.sotm.freedomforceforever.com/banners/guise.png)
HP: 22/27
Available Powers:
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!

Deck: 27
Hand: 7
Spoiler

Super Ultra Kawaii!!   : Ongoing, Limited--I'm not just a hero, I'm a magical love prince! At the end of each Hero turn, if you have more than H cards in your hand, you may play a card.At the start of your turn, destroy this card.
Retcon: One-shot--Destroy 1 ongoing or environment card. Awesome! I'm a great hero. You may draw a card or play a card.
Uh, Yeah, I'm That Guy!: Ongoing, Limited--When this card enters play, give another player a high-five. If you do, treat this card as if it had the game text of every ongoing card in that player's play area, replacing their hero's name with Guise. At the start of your turn, destroy this card.
Say Cheese!: One-shot--Guise deals 1 target 1 cold damage. Then, if that target is still in play and has 5 or fewer HP, you may play 1 card.
X-treeeeeeeeme!!!: Ongoing, Limited--It's hard to tell if I'm the most awesome, or the most extreme. Probably both.Damage dealt by Guise is irreducible and cannot be redirected. At the start of your turn, destroy this card.
Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.
Selling Out: Ongoing, Limited--Gotta have all the best swag. At the end of the environment turn, you may discard 1 card. You may play up to 3 cards that share a keyword with the discarded card. At the start of your turn, destroy this card.
I Can Do That, Too!: One-shot--Guise uses a power printed on an active hero character card in play. If that power has the name of a hero in it, treat that name as if it were Guise instead.
Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
Trash: 4
In Play: 1
-Total Beefcake--Ongoing, Limited


Spoiler

Total Beefcake:Ongoing, Limited--Who would want to hurt such a beauty? The first time Guise would be dealt damage each turn, redirect that damage to the non-hero target with the lowest HP. At the start of your turn, destroy this card.


(http://www.sotm.freedomforceforever.com/banners/chronoranger.png)
HP: 11/28

Available Powers
Quick Shot: Chrono-Ranger deals 1 Target 1 Projectile Damage.

Deck: 29
Hand: 3
Spoiler

Sudden Contract: One-Shot--Search your deck for a Bounty card and put it into play. Shuffle your deck. Chrono-Ranger may deal 1 Target 1 Projectile Damage.
"Dead or Alive": Ongoing, Bounty--Play this card next to a non-Hero Target. At the start of your turn, Chrono-Ranger regains a HP. When that Target leaves play, draw 1 card and destroy this card.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.
Trash: 5
In Play: 4
-Jim's Hat--Equipment
-The Ultimate Target--Ongoing, Bounty
-Compounded Bow--Equipment
-Temporal Grenade--Equipment

Spoiler

Jim's Hat: Equipment--You may play an additional card during your play phase.At the start of your turn, you may destroy a Bounty card.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.
Compounded Bow: Equipment--Power: Chrono-Ranger deals 1 Target 1 Projectile Damage and 1 Damage of a type of your choice.
"The Ultimate Target": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt by Chrono-Ranger to that Target by 1. The first time that Target deals Damage each turn, you may use a Power.

All Equipment in your deck
Spoiler

The Masadah: Equipment--Power: Chrono-Ranger deals 1 Target X Irreducible Energy Damage, where X = the number of Bounty cards in play.
Neuro-Toxin Dart Thrower: Equipment--Power: Chrono-Ranger deals 1 Target 1 Toxic Damage. Reduce Damage dealt by that Target by 1 until the start of your next turn.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.

All Bounties in your deck
Spoiler

"By Any Means": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt to that Target by 1. When that Target leaves play, destroy this card.
"No Executions": Ongoing, Bounty--Play this card next to a non-Character card Target. When that target would be destroyed, put it on the bottom of its deck instead. Then destroy this card.


(http://www.sotm.freedomforceforever.com/banners/setback.png)
HP: 13/31

Available Powers
Risk: Add 1 Token to your Unlucky Pool. Play the top card of your deck.
Unlucky Pool: 4

Deck: 28
Hand: 6
Spoiler

High Risk Behavior: Ongoing--Increase Damage dealt to and by Setback to and by Villain Targets by 1 for every 3 Tokens in your Unlucky Pool. At the start of your turn, you may add or remove 1 Token from your Unlucky Pool.
Exceeded Expectations: One-Shot--Remove any number of Tokens from your Unlucky Pool. Setback deals that many Targets 3 Melee Damage each.
"Whoops! Sorry!": One-Shot--Destroy 1 non-Character card belonging to another Hero. You may destroy 1 Ongoing or Environment card .Add or remove 3 Tokens from your Unlucky Pool.
Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Plucky Break   : One-Shot--Remove 2 Tokens from your Unlucky Pool. If you do, draw 1 card and Setback deals 1 target 2 Melee Damage. If there are zero Tokens in your Unlucky Pool, Setback regains 3 HP.
Uncharmed Life: Ongoing--When a Hero Target would be dealt Damage, you may remove 2 Tokens from your Unlucky Pool to redirect that Damage to Setback. Power: Setback regains 3 HP. Destroy this card.
Trash: 6
In Play: 1
-Looking Up--Ongoing

Spoiler

Looking Up: Ongoing--Power: Add 3 Tokens to your Unlucky Pool. Setback deals 1 Target 3 Melee Damage. At the start of your turn, if you have 10 or more Tokens, Setback deals himself 3 Psychic damage


(http://www.sotm.freedomforceforever.com/banners/wraith.png)
HP: 15/26

Available Powers
Stealth: Reduce the next Damage that would be dealt to The Wraith by 2.

Deck: 28
Hand: 7
Spoiler

Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Trust Fund: One-Shot--Draw 4 cards, then discard 2 cards.
Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Grappling Hook: One-Shot--Destroy 1 Ongoing or Environment card. You may draw a card.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Trust Fund: One-Shot--Draw 4 cards, then discard 2 cards.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Trash: 1
In Play: 5
-Utility Belt--Equipment, Limited
-Infrared Eyepiece--Equipment, Limited
-Mega Computer--Equipment
-Micro Targeting Computer--Equipment, Limited
-Stun Bolt--Equipment

Spoiler

Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Utility Belt: Equipment, Limited--You may use an additional power during your power phase.

All Equipment in your deck
Spoiler

Utility Belt: Equipment, Limited--You may use an additional power during your power phase.
Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Throwing Knives:Equipment, Limited--Power: The Wraith deals up to 3 Targets 1 Projectile Damage each.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Micro Targeting Computer:Equipment, Limited--Increase Projectile Damage dealt by The Wraith by 2.

(http://www.sotm.freedomforceforever.com/banners/rookcity.png)

Deck: 12
Trash: 3
In Play: 0


Spoiler

Title: Re: Sentinels of the Multiverse Game 8
Post by: Deaths Jester on October 11, 2015, 06:55:09 PM
I'll just draw 2 cards and end my turn...don't really see a good combo or card to play this turn...
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on October 11, 2015, 08:24:12 PM
You draw
Spoiler

Best Card Ever!: One-Shot--Draw 2 Cards!Guise deals 1 target 2 melee damage! Guise regains 1 HP! If you throw your hands in the air and yell, "Woo!" you may play a card.
Look What I Found!: One-shot--Guise deals 1 target 3 melee damage. Is that target still around? You should do more damage next time. If that target is still in play, increase the next damage dealt by Guise by 1.

It is now Chrono-Ranger's turn

Villain Ongoing Effects
When Spite deals damage, he regains that much HP.(Spite)
At the End of the Villain turn, destroy on Environment cards, then deals each hero target X damage, where X is the number of Environment cards destroyed.(Mynd-Phyre)
Whenever a Hero uses a Power, Spite deals them 2 Toxic Damage and that Hero's Player discards the top 5 cards of their deck.(PL626 Compound XI)
The first time per turn Spite is damaged, reduce that damage by 3.(PL602 Compound Omicron)
Spite's damage is increased by 1.(PL531 Compound Upsilon)

Hero Ongoing Effects
Damage dealt by Tempest to the Villain target with the highest HP is increased by 2.
Damage dealt by Chrono-Ranger to Spite is increased by 1.(The Ultimate Target)
Wraith may use an additional power on her turn.(Utility Belt)
Whenever a Hero would take 5 or more damage, reduce that damage by 2.(Shielding Winds)
Reduce damage dealt by Environment cards by 1(Mega Computer)
All Projectile damage deal by Wraith is increase by 2.(Mircro Targeting Computer)
Damage dealt by Spite is reduced by 1(Stun Bolt)

Environment Ongoing Effects
Damage dealt to Hero targets is increased by 1(Blighted Streets)

(http://www.sotm.freedomforceforever.com/banners/spite.png)
Side: Transhuman Serial Killer
Spoiler

Transhuman Serial Killer
At the start of the Villain turn, if there are 5 Drug cards in play, flip Spite's Villain Character card. When Spite deals Damage, he regains that much HP.At the end of the Villain turn, play the top card of the Villain deck. Then, Spite deals the Hero Target with the highest HP (H) minus 1 Energy Damage.

Drug-Wracked Monstrosity
When Spite's Villain Character card is flipped to this side, destroy all Villain cards in play other than Drugs and Spite's Villain Character card.Whenever a Villain card would be played, instead Spite deal each Hero Target other than the Hero Target with the lowest HP 1 Projectile Damage.
HP: 23/80
Deck: 10
Trash: 6
In Play: 6
-Safe House--3 Victims Saved
-Good Samaritan--Victim
-Mynd-Phyre--Drug
-PL626 Compound XI--Drug
-PL602 Compound Omicron--Drug
-PL531 Compound Upsilon--Drug

Spoiler

PL531 Compound Upsilon: Drug--Increase Damage dealt by Spite by 1. At the start of the Villain Turn, put (H) minus 2 Hero Ongoing and/or Equipment cards back into their Player's hand. This card is indestructible. If this card would be put into the trash, put it into play instead.
PL602 Compound Omicron: Drug--The first time Spite would be dealt Damage each turn, reduce that Damage by (H) minus 2. This card is indestructible. If this card would be put into the trash, put it into play instead.
PL626 Compound XI:Drug--Whenever a Hero uses a Power, Spite deals them 2 Toxic Damage and that Hero's Player discards the top 5 cards of their deck. This card is indestructible. If this card would be put into the trash, put it into play instead.
"Mynd-Phyre":Drug--At the end of the Villain turn, destroy all Environment cards. Spite deals each Hero Target X Psychic Damage, where X = the number of Environment cards destroyed this way. This card is indestructible. If this card would be put into the trash, put it into play instead.
Good Samaritan: Victim--At the start of the Environment turn, the Players may choose to play the top card of the Villain deck. If they do, put this card under the Safe House card. When this card is destroyed, Spite regains (H) HP.
Safe House: When this card enters play, reveal cards from the top of the Villain deck until a Victim card is revealed. Put it into play. Shuffle the rest of the revealed cards back into the Villain deck. When Spite flips to his "Drug-Wracked Monstrosity" side, he deals himself X Toxic Damage, where X = the number of cards under this card times 5. This card and cards under this card are indestructible. Cards under this card have no text.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 20/26

Available Powers
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.

Deck: 28
Hand: 3
Spoiler

Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck. Tempest deals the Villain Target with the highest HP 2 Projectile Damage.
Chain Lightning:One-Shot--Tempest deals 1 Target 4 Lightning Damage. Tempest may deal a second Target 3 Lightning Damage. Tempest may deal a third Target 2 Lightning Damage.
Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck. Tempest deals the Villain Target with the highest HP 2 Projectile Damage.
Trash: 9
In Play: 2
-Gene-Bound Shackles--Equipment, Limited
-Shielding Winds--Ongoing, Limited
Spoiler

Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Gene-Bound Shackles: Equipment, Limited--Increase Damage dealt by Tempest to the Villain Target with the highest HP by 2.


(http://www.sotm.freedomforceforever.com/banners/guise.png)
HP: 22/27
Available Powers:
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!

Deck: 25
Hand: 9
Spoiler

Best Card Ever!: One-Shot--Draw 2 Cards!Guise deals 1 target 2 melee damage! Guise regains 1 HP! If you throw your hands in the air and yell, "Woo!" you may play a card.
Look What I Found!: One-shot--Guise deals 1 target 3 melee damage. Is that target still around? You should do more damage next time. If that target is still in play, increase the next damage dealt by Guise by 1.
Super Ultra Kawaii!!   : Ongoing, Limited--I'm not just a hero, I'm a magical love prince! At the end of each Hero turn, if you have more than H cards in your hand, you may play a card.At the start of your turn, destroy this card.
Retcon: One-shot--Destroy 1 ongoing or environment card. Awesome! I'm a great hero. You may draw a card or play a card.
Uh, Yeah, I'm That Guy!: Ongoing, Limited--When this card enters play, give another player a high-five. If you do, treat this card as if it had the game text of every ongoing card in that player's play area, replacing their hero's name with Guise. At the start of your turn, destroy this card.
Say Cheese!: One-shot--Guise deals 1 target 1 cold damage. Then, if that target is still in play and has 5 or fewer HP, you may play 1 card.
X-treeeeeeeeme!!!: Ongoing, Limited--It's hard to tell if I'm the most awesome, or the most extreme. Probably both.Damage dealt by Guise is irreducible and cannot be redirected. At the start of your turn, destroy this card.
Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.
Selling Out: Ongoing, Limited--Gotta have all the best swag. At the end of the environment turn, you may discard 1 card. You may play up to 3 cards that share a keyword with the discarded card. At the start of your turn, destroy this card.
I Can Do That, Too!: One-shot--Guise uses a power printed on an active hero character card in play. If that power has the name of a hero in it, treat that name as if it were Guise instead.
Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
Trash: 5
In Play: 0


Spoiler

Total Beefcake:Ongoing, Limited--Who would want to hurt such a beauty? The first time Guise would be dealt damage each turn, redirect that damage to the non-hero target with the lowest HP. At the start of your turn, destroy this card.


(http://www.sotm.freedomforceforever.com/banners/chronoranger.png)
HP: 11/28

Available Powers
Quick Shot: Chrono-Ranger deals 1 Target 1 Projectile Damage.

Deck: 29
Hand: 3
Spoiler

Sudden Contract: One-Shot--Search your deck for a Bounty card and put it into play. Shuffle your deck. Chrono-Ranger may deal 1 Target 1 Projectile Damage.
"Dead or Alive": Ongoing, Bounty--Play this card next to a non-Hero Target. At the start of your turn, Chrono-Ranger regains a HP. When that Target leaves play, draw 1 card and destroy this card.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.
Trash: 5
In Play: 4
-Jim's Hat--Equipment
-The Ultimate Target--Ongoing, Bounty
-Compounded Bow--Equipment
-Temporal Grenade--Equipment

Spoiler

Jim's Hat: Equipment--You may play an additional card during your play phase.At the start of your turn, you may destroy a Bounty card.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.
Compounded Bow: Equipment--Power: Chrono-Ranger deals 1 Target 1 Projectile Damage and 1 Damage of a type of your choice.
"The Ultimate Target": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt by Chrono-Ranger to that Target by 1. The first time that Target deals Damage each turn, you may use a Power.

All Equipment in your deck
Spoiler

The Masadah: Equipment--Power: Chrono-Ranger deals 1 Target X Irreducible Energy Damage, where X = the number of Bounty cards in play.
Neuro-Toxin Dart Thrower: Equipment--Power: Chrono-Ranger deals 1 Target 1 Toxic Damage. Reduce Damage dealt by that Target by 1 until the start of your next turn.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.

All Bounties in your deck
Spoiler

"By Any Means": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt to that Target by 1. When that Target leaves play, destroy this card.
"No Executions": Ongoing, Bounty--Play this card next to a non-Character card Target. When that target would be destroyed, put it on the bottom of its deck instead. Then destroy this card.


(http://www.sotm.freedomforceforever.com/banners/setback.png)
HP: 13/31

Available Powers
Risk: Add 1 Token to your Unlucky Pool. Play the top card of your deck.
Unlucky Pool: 4

Deck: 28
Hand: 6
Spoiler

High Risk Behavior: Ongoing--Increase Damage dealt to and by Setback to and by Villain Targets by 1 for every 3 Tokens in your Unlucky Pool. At the start of your turn, you may add or remove 1 Token from your Unlucky Pool.
Exceeded Expectations: One-Shot--Remove any number of Tokens from your Unlucky Pool. Setback deals that many Targets 3 Melee Damage each.
"Whoops! Sorry!": One-Shot--Destroy 1 non-Character card belonging to another Hero. You may destroy 1 Ongoing or Environment card .Add or remove 3 Tokens from your Unlucky Pool.
Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Plucky Break   : One-Shot--Remove 2 Tokens from your Unlucky Pool. If you do, draw 1 card and Setback deals 1 target 2 Melee Damage. If there are zero Tokens in your Unlucky Pool, Setback regains 3 HP.
Uncharmed Life: Ongoing--When a Hero Target would be dealt Damage, you may remove 2 Tokens from your Unlucky Pool to redirect that Damage to Setback. Power: Setback regains 3 HP. Destroy this card.
Trash: 6
In Play: 1
-Looking Up--Ongoing

Spoiler

Looking Up: Ongoing--Power: Add 3 Tokens to your Unlucky Pool. Setback deals 1 Target 3 Melee Damage. At the start of your turn, if you have 10 or more Tokens, Setback deals himself 3 Psychic damage


(http://www.sotm.freedomforceforever.com/banners/wraith.png)
HP: 15/26

Available Powers
Stealth: Reduce the next Damage that would be dealt to The Wraith by 2.

Deck: 28
Hand: 7
Spoiler

Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Trust Fund: One-Shot--Draw 4 cards, then discard 2 cards.
Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Grappling Hook: One-Shot--Destroy 1 Ongoing or Environment card. You may draw a card.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Trust Fund: One-Shot--Draw 4 cards, then discard 2 cards.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Trash: 1
In Play: 5
-Utility Belt--Equipment, Limited
-Infrared Eyepiece--Equipment, Limited
-Mega Computer--Equipment
-Micro Targeting Computer--Equipment, Limited
-Stun Bolt--Equipment

Spoiler

Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Utility Belt: Equipment, Limited--You may use an additional power during your power phase.

All Equipment in your deck
Spoiler

Utility Belt: Equipment, Limited--You may use an additional power during your power phase.
Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Throwing Knives:Equipment, Limited--Power: The Wraith deals up to 3 Targets 1 Projectile Damage each.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Micro Targeting Computer:Equipment, Limited--Increase Projectile Damage dealt by The Wraith by 2.

(http://www.sotm.freedomforceforever.com/banners/rookcity.png)

Deck: 12
Trash: 3
In Play: 0


Spoiler

Title: Re: Sentinels of the Multiverse Game 8
Post by: Reepicheep on October 12, 2015, 08:40:46 AM
I'll play sudden contract to put By Any Means into play (shooting Spite for 3 in the process, all reduced) as well as Dead or Alive thanks to Jim's hat. Then I'll shoot Spite with the compound bow for another 6 damage.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on October 12, 2015, 10:04:35 PM
You guys are nearly at the point where he'll take himself out when he flips.

You draw
Spoiler

Bounty Board: One-Shot--Move all Bounty cards from your trash into your hand. Chrono-Ranger may deal 1 Target 1 Projectile Damage.

It is now Setback's turn.

Villain Ongoing Effects
When Spite deals damage, he regains that much HP.(Spite)
At the End of the Villain turn, destroy on Environment cards, then deals each hero target X damage, where X is the number of Environment cards destroyed.(Mynd-Phyre)
Whenever a Hero uses a Power, Spite deals them 2 Toxic Damage and that Hero's Player discards the top 5 cards of their deck.(PL626 Compound XI)
The first time per turn Spite is damaged, reduce that damage by 3.(PL602 Compound Omicron)
Spite's damage is increased by 1.(PL531 Compound Upsilon)

Hero Ongoing Effects
Damage dealt by Tempest to the Villain target with the highest HP is increased by 2.
Damage dealt by Chrono-Ranger to Spite is increased by 1.(The Ultimate Target)
Wraith may use an additional power on her turn.(Utility Belt)
Whenever a Hero would take 5 or more damage, reduce that damage by 2.(Shielding Winds)
Reduce damage dealt by Environment cards by 1(Mega Computer)
All Projectile damage deal by Wraith is increase by 2.(Mircro Targeting Computer)
Damage dealt by Spite is reduced by 1(Stun Bolt)
Damage dealt to Spite is increased by 1.(By Any Means)

Environment Ongoing Effects
Damage dealt to Hero targets is increased by 1(Blighted Streets)

(http://www.sotm.freedomforceforever.com/banners/spite.png)
Side: Transhuman Serial Killer
Spoiler

Transhuman Serial Killer
At the start of the Villain turn, if there are 5 Drug cards in play, flip Spite's Villain Character card. When Spite deals Damage, he regains that much HP.At the end of the Villain turn, play the top card of the Villain deck. Then, Spite deals the Hero Target with the highest HP (H) minus 1 Energy Damage.

Drug-Wracked Monstrosity
When Spite's Villain Character card is flipped to this side, destroy all Villain cards in play other than Drugs and Spite's Villain Character card.Whenever a Villain card would be played, instead Spite deal each Hero Target other than the Hero Target with the lowest HP 1 Projectile Damage.
HP: 19/80
Deck: 10
Trash: 6
In Play: 6
-Safe House--3 Victims Saved
-Good Samaritan--Victim
-Mynd-Phyre--Drug
-PL626 Compound XI--Drug
-PL602 Compound Omicron--Drug
-PL531 Compound Upsilon--Drug

Spoiler

PL531 Compound Upsilon: Drug--Increase Damage dealt by Spite by 1. At the start of the Villain Turn, put (H) minus 2 Hero Ongoing and/or Equipment cards back into their Player's hand. This card is indestructible. If this card would be put into the trash, put it into play instead.
PL602 Compound Omicron: Drug--The first time Spite would be dealt Damage each turn, reduce that Damage by (H) minus 2. This card is indestructible. If this card would be put into the trash, put it into play instead.
PL626 Compound XI:Drug--Whenever a Hero uses a Power, Spite deals them 2 Toxic Damage and that Hero's Player discards the top 5 cards of their deck. This card is indestructible. If this card would be put into the trash, put it into play instead.
"Mynd-Phyre":Drug--At the end of the Villain turn, destroy all Environment cards. Spite deals each Hero Target X Psychic Damage, where X = the number of Environment cards destroyed this way. This card is indestructible. If this card would be put into the trash, put it into play instead.
Good Samaritan: Victim--At the start of the Environment turn, the Players may choose to play the top card of the Villain deck. If they do, put this card under the Safe House card. When this card is destroyed, Spite regains (H) HP.
Safe House: When this card enters play, reveal cards from the top of the Villain deck until a Victim card is revealed. Put it into play. Shuffle the rest of the revealed cards back into the Villain deck. When Spite flips to his "Drug-Wracked Monstrosity" side, he deals himself X Toxic Damage, where X = the number of cards under this card times 5. This card and cards under this card are indestructible. Cards under this card have no text.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 20/26

Available Powers
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.

Deck: 28
Hand: 3
Spoiler

Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck. Tempest deals the Villain Target with the highest HP 2 Projectile Damage.
Chain Lightning:One-Shot--Tempest deals 1 Target 4 Lightning Damage. Tempest may deal a second Target 3 Lightning Damage. Tempest may deal a third Target 2 Lightning Damage.
Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck. Tempest deals the Villain Target with the highest HP 2 Projectile Damage.
Trash: 9
In Play: 2
-Gene-Bound Shackles--Equipment, Limited
-Shielding Winds--Ongoing, Limited
Spoiler

Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Gene-Bound Shackles: Equipment, Limited--Increase Damage dealt by Tempest to the Villain Target with the highest HP by 2.


(http://www.sotm.freedomforceforever.com/banners/guise.png)
HP: 22/27
Available Powers:
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!

Deck: 25
Hand: 9
Spoiler

Best Card Ever!: One-Shot--Draw 2 Cards!Guise deals 1 target 2 melee damage! Guise regains 1 HP! If you throw your hands in the air and yell, "Woo!" you may play a card.
Look What I Found!: One-shot--Guise deals 1 target 3 melee damage. Is that target still around? You should do more damage next time. If that target is still in play, increase the next damage dealt by Guise by 1.
Super Ultra Kawaii!!   : Ongoing, Limited--I'm not just a hero, I'm a magical love prince! At the end of each Hero turn, if you have more than H cards in your hand, you may play a card.At the start of your turn, destroy this card.
Retcon: One-shot--Destroy 1 ongoing or environment card. Awesome! I'm a great hero. You may draw a card or play a card.
Uh, Yeah, I'm That Guy!: Ongoing, Limited--When this card enters play, give another player a high-five. If you do, treat this card as if it had the game text of every ongoing card in that player's play area, replacing their hero's name with Guise. At the start of your turn, destroy this card.
Say Cheese!: One-shot--Guise deals 1 target 1 cold damage. Then, if that target is still in play and has 5 or fewer HP, you may play 1 card.
X-treeeeeeeeme!!!: Ongoing, Limited--It's hard to tell if I'm the most awesome, or the most extreme. Probably both.Damage dealt by Guise is irreducible and cannot be redirected. At the start of your turn, destroy this card.
Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.
Selling Out: Ongoing, Limited--Gotta have all the best swag. At the end of the environment turn, you may discard 1 card. You may play up to 3 cards that share a keyword with the discarded card. At the start of your turn, destroy this card.
I Can Do That, Too!: One-shot--Guise uses a power printed on an active hero character card in play. If that power has the name of a hero in it, treat that name as if it were Guise instead.
Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
Trash: 5
In Play: 0


Spoiler

Total Beefcake:Ongoing, Limited--Who would want to hurt such a beauty? The first time Guise would be dealt damage each turn, redirect that damage to the non-hero target with the lowest HP. At the start of your turn, destroy this card.


(http://www.sotm.freedomforceforever.com/banners/chronoranger.png)
HP: 9/28

Available Powers
Quick Shot: Chrono-Ranger deals 1 Target 1 Projectile Damage.

Deck: 29
Hand: 3
Spoiler

Bounty Board: One-Shot--Move all Bounty cards from your trash into your hand. Chrono-Ranger may deal 1 Target 1 Projectile Damage.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.
Trash: 5
In Play: 4
-Jim's Hat--Equipment
-The Ultimate Target--Ongoing, Bounty
-By Any Means--Ongoing, Bounty
-Dead or Alive--Ongoing, Bounty
-Compounded Bow--Equipment
-Temporal Grenade--Equipment

Spoiler

"Dead or Alive": Ongoing, Bounty--Play this card next to a non-Hero Target. At the start of your turn, Chrono-Ranger regains a HP. When that Target leaves play, draw 1 card and destroy this card.
"By Any Means": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt to that Target by 1. When that Target leaves play, destroy this card.
Jim's Hat: Equipment--You may play an additional card during your play phase.At the start of your turn, you may destroy a Bounty card.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.
Compounded Bow: Equipment--Power: Chrono-Ranger deals 1 Target 1 Projectile Damage and 1 Damage of a type of your choice.
"The Ultimate Target": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt by Chrono-Ranger to that Target by 1. The first time that Target deals Damage each turn, you may use a Power.

All Equipment in your deck
Spoiler

The Masadah: Equipment--Power: Chrono-Ranger deals 1 Target X Irreducible Energy Damage, where X = the number of Bounty cards in play.
Neuro-Toxin Dart Thrower: Equipment--Power: Chrono-Ranger deals 1 Target 1 Toxic Damage. Reduce Damage dealt by that Target by 1 until the start of your next turn.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.

All Bounties in your deck
Spoiler

"No Executions": Ongoing, Bounty--Play this card next to a non-Character card Target. When that target would be destroyed, put it on the bottom of its deck instead. Then destroy this card.


(http://www.sotm.freedomforceforever.com/banners/setback.png)
HP: 13/31

Available Powers
Risk: Add 1 Token to your Unlucky Pool. Play the top card of your deck.
Unlucky Pool: 4

Deck: 28
Hand: 6
Spoiler

High Risk Behavior: Ongoing--Increase Damage dealt to and by Setback to and by Villain Targets by 1 for every 3 Tokens in your Unlucky Pool. At the start of your turn, you may add or remove 1 Token from your Unlucky Pool.
Exceeded Expectations: One-Shot--Remove any number of Tokens from your Unlucky Pool. Setback deals that many Targets 3 Melee Damage each.
"Whoops! Sorry!": One-Shot--Destroy 1 non-Character card belonging to another Hero. You may destroy 1 Ongoing or Environment card .Add or remove 3 Tokens from your Unlucky Pool.
Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Plucky Break   : One-Shot--Remove 2 Tokens from your Unlucky Pool. If you do, draw 1 card and Setback deals 1 target 2 Melee Damage. If there are zero Tokens in your Unlucky Pool, Setback regains 3 HP.
Uncharmed Life: Ongoing--When a Hero Target would be dealt Damage, you may remove 2 Tokens from your Unlucky Pool to redirect that Damage to Setback. Power: Setback regains 3 HP. Destroy this card.
Trash: 6
In Play: 1
-Looking Up--Ongoing

Spoiler

Looking Up: Ongoing--Power: Add 3 Tokens to your Unlucky Pool. Setback deals 1 Target 3 Melee Damage. At the start of your turn, if you have 10 or more Tokens, Setback deals himself 3 Psychic damage


(http://www.sotm.freedomforceforever.com/banners/wraith.png)
HP: 15/26

Available Powers
Stealth: Reduce the next Damage that would be dealt to The Wraith by 2.

Deck: 28
Hand: 7
Spoiler

Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Trust Fund: One-Shot--Draw 4 cards, then discard 2 cards.
Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Grappling Hook: One-Shot--Destroy 1 Ongoing or Environment card. You may draw a card.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Trust Fund: One-Shot--Draw 4 cards, then discard 2 cards.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Trash: 1
In Play: 5
-Utility Belt--Equipment, Limited
-Infrared Eyepiece--Equipment, Limited
-Mega Computer--Equipment
-Micro Targeting Computer--Equipment, Limited
-Stun Bolt--Equipment

Spoiler

Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Utility Belt: Equipment, Limited--You may use an additional power during your power phase.

All Equipment in your deck
Spoiler

Utility Belt: Equipment, Limited--You may use an additional power during your power phase.
Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Throwing Knives:Equipment, Limited--Power: The Wraith deals up to 3 Targets 1 Projectile Damage each.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Micro Targeting Computer:Equipment, Limited--Increase Projectile Damage dealt by The Wraith by 2.

(http://www.sotm.freedomforceforever.com/banners/rookcity.png)

Deck: 12
Trash: 3
In Play: 0


Spoiler

Title: Re: Sentinels of the Multiverse Game 8
Post by: Outcast on October 13, 2015, 02:55:49 AM
I'll play High Risk Behavior then use Looking Up to add 3 tokens to my unlucky pool. Hopefully using this power i'll be able to deal him 2hp damage (3) +1 each from By Any Means and High Risk Behavior. Just enough to counter his healing of 2hp as he strikes me 2 toxic damage for using my power.

Draw a card to end my turn.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on October 13, 2015, 03:11:31 AM
Quote from: Outcast on October 13, 2015, 02:55:49 AM
I'll play High Risk Behavior then use Looking Up to add 3 tokens to my unlucky pool. Hopefully using this power i'll be able to deal him 2hp damage (3) +1 each from By Any Means and High Risk Behavior. Just enough to counter his healing of 2hp as he strikes me 2 toxic damage for using my power.

Draw a card to end my turn.

You calculations are off.  First you get 3 tokens, then you hit him for 3(+1 by any means and +2 high risk behavior -3 for Compount Omnicron) then he hits you back for 4 (2 +1 CompoundUpsilon +2 for High Risk behavoir, -1 for Stun bolt)and heals back more than what you hit him for.  Is that still what you wish to do?  Chrono may wish to snip him back, making it better than it seems.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Outcast on October 13, 2015, 03:16:37 AM
Hmmm..if he's gonna heal more than what i can dish out. I won't be doing that of course. Not really sure if Chrono would want to hit him back.

Not really much to do. I'll guess i'll play Uncharmed Life instead. Skip using a power cause he'll heal himself. And draw a card to end my turn.

Quote from: catwhowalksbyhimself on October 13, 2015, 03:11:31 AM
Quote from: Outcast on October 13, 2015, 02:55:49 AM
I'll play High Risk Behavior then use Looking Up to add 3 tokens to my unlucky pool. Hopefully using this power i'll be able to deal him 2hp damage (3) +1 each from By Any Means and High Risk Behavior. Just enough to counter his healing of 2hp as he strikes me 2 toxic damage for using my power.

Draw a card to end my turn.

You calculations are off.  First you get 3 tokens, then you hit him for 3(+1 by any means and +2 high risk behavior -3 for Compount Omnicron) then he hits you back for 4 (2 +1 CompoundUpsilon +2 for High Risk behavoir, -1 for Stun bolt)and heals back more than what you hit him for.  Is that still what you wish to do?  Chrono may wish to snip him back, making it better than it seems.

But you know. Letting him heal only 1hp doesn't seem that bad when i think about how playing those cards sets me up to playing a real good combo to deal Spite some good damage.

If i had that setup still next round, i was thinking i'll add 1 token on my turn. Play Exceeded Expectations take away 1 token to strike Spite for 3hp. Then use Looking Up's power while he can't reduce any damage. Dealing him maybe 7hp damage? (3) +1 by any means +3 High Risk. He'll probably be able to hit me once again for 4hp and heal 4hp.... so i deal 10hp damage but he heals 4hp back. (6hp damage overall, could be some help to you guys i think.)

Otherwise, if i continue with uncharmed life. I can take some hits Chrono could be getting from sniping Spite back. That's to say if i don't have to put it back on my hand by next round of course. :wacko:

Sorry. Might be too risky and not worth it. I'll just go ahead with Uncharmed Life. And Drawing a Card to end my turn.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Reepicheep on October 13, 2015, 06:24:01 PM
i'm definitely going to hold off shooting Spite again until he's flipped. I can heal up a little this way and make my last four reaction shots count more. But I see you've switched tactics anyway.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on October 14, 2015, 12:39:56 AM
Okay, to clarfiy, you are playing Ucharmed Life.  Are you using any powers?  You may be intending to use Uncharmed Life's power, but I'm not certain.

Also, there is a way one of you has that would make Chrono-Ranger able to snipe with no ill effects at all.  I'll let you try to sort that out.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Outcast on October 14, 2015, 01:28:36 AM
Yeah. Playing Uncharmed Life, just so if Chrono ever decides to snipe Spite, i can take the damage for him at least 2 times. Or it could act as decoy so that instead of my teammates' ongoings go back to their hand, it would return to my hand instead.

No powers at the moment i suppose. Since Spite would benefit more from it. If i use Uncharmed Life's power it would be destroyed, so i don't think i need 3hp at the moment. I could use Risk but it could backfire, so maybe not a good idea too.

I'll just a draw a card to end my turn.

I'm thinking Wraith's Smoke Bomb could divert damage to Chrono to a higher HP teammate. And if Wraith was the highest HP during that time and has Stealth probably on or Stun Bolt's in effect? Maybe?
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on October 14, 2015, 01:38:14 AM
Quote from: Outcast on October 14, 2015, 01:28:36 AM
Yeah. Playing Uncharmed Life, just so if Chrono ever decides to snipe Spite, i can take the damage for him at least 2 times. Or it could act as decoy so that instead of my teammates' ongoings go back to their hand, it would return to my hand instead.

No powers at the moment i suppose. Since Spite would benefit more from it. If i use Uncharmed Life's power it would be destroyed, so i don't think i need 3hp at the moment. I could use Risk but it could backfire, so maybe not a good idea too.

I'll just a draw a card to end my turn.

I'm thinking Wraith's Smoke Bomb could divert damage to Chrono to a higher HP teammate. And if Wraith was the highest HP during that time and has Stealth probably on or Stun Bolt's in effect? Maybe?

Yup.  It would move all damage to someone who can better take it.  It's not necessarily the best option, but is one.  I can think of at least two other good moves on Wraith's part though.

Stealth won't help though, since he'll just attack and take away the stealth again.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Outcast on October 14, 2015, 02:00:03 AM
Quote from: catwhowalksbyhimself on October 14, 2015, 01:38:14 AM
Quote from: Outcast on October 14, 2015, 01:28:36 AM
I'm thinking Wraith's Smoke Bomb could divert damage to Chrono to a higher HP teammate. And if Wraith was the highest HP during that time and has Stealth probably on or Stun Bolt's in effect? Maybe?

Yup.  It would move all damage to someone who can better take it.  It's not necessarily the best option, but is one.  I can think of at least two other good moves on Wraith's part though.

Stealth won't help though, since he'll just attack and take away the stealth again.

I wonder if Tempest's Chain Lightning could be used to penetrate Spite's first damage reduction effect? Guise has a card that can make his damage irreducible. It would be nice if he could use it together with Blatant Reference. But i think it's impossible to have Guise play two of his ongoings at the same time. (Edit: Wait i think Guise can play 2 cards a turn using his power. :doh:)
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on October 14, 2015, 02:03:19 AM
Guise can play as many ongoings at once as he likes.  Thanks to ability to play multiple cards and chain them together, that is potentially all of them.  Although I can think of few cases where that would be useful.

Chain Lightning could penetrate that effect, but only for his turn.  It's the first damage on every turn.  Each hero gets his own turn, so it resets ever time a deck starts their turn.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on October 14, 2015, 02:04:52 AM
Setback draws

Spoiler

High Risk Behavior: Ongoing--Increase Damage dealt to and by Setback to and by Villain Targets by 1 for every 3 Tokens in your Unlucky Pool. At the start of your turn, you may add or remove 1 Token from your Unlucky Pool.

It is now Wraith's turn.

Villain Ongoing Effects
When Spite deals damage, he regains that much HP.(Spite)
At the End of the Villain turn, destroy on Environment cards, then deals each hero target X damage, where X is the number of Environment cards destroyed.(Mynd-Phyre)
Whenever a Hero uses a Power, Spite deals them 2 Toxic Damage and that Hero's Player discards the top 5 cards of their deck.(PL626 Compound XI)
The first time per turn Spite is damaged, reduce that damage by 3.(PL602 Compound Omicron)
Spite's damage is increased by 1.(PL531 Compound Upsilon)

Hero Ongoing Effects
Damage dealt by Tempest to the Villain target with the highest HP is increased by 2.
Damage dealt by Chrono-Ranger to Spite is increased by 1.(The Ultimate Target)
Wraith may use an additional power on her turn.(Utility Belt)
Whenever a Hero would take 5 or more damage, reduce that damage by 2.(Shielding Winds)
Reduce damage dealt by Environment cards by 1(Mega Computer)
All Projectile damage deal by Wraith is increase by 2.(Mircro Targeting Computer)
Damage dealt by Spite is reduced by 1(Stun Bolt)
Damage dealt to Spite is increased by 1.(By Any Means)

Environment Ongoing Effects
Damage dealt to Hero targets is increased by 1(Blighted Streets)

(http://www.sotm.freedomforceforever.com/banners/spite.png)
Side: Transhuman Serial Killer
Spoiler

Transhuman Serial Killer
At the start of the Villain turn, if there are 5 Drug cards in play, flip Spite's Villain Character card. When Spite deals Damage, he regains that much HP.At the end of the Villain turn, play the top card of the Villain deck. Then, Spite deals the Hero Target with the highest HP (H) minus 1 Energy Damage.

Drug-Wracked Monstrosity
When Spite's Villain Character card is flipped to this side, destroy all Villain cards in play other than Drugs and Spite's Villain Character card.Whenever a Villain card would be played, instead Spite deal each Hero Target other than the Hero Target with the lowest HP 1 Projectile Damage.
HP: 19/80
Deck: 10
Trash: 6
In Play: 6
-Safe House--3 Victims Saved
-Good Samaritan--Victim
-Mynd-Phyre--Drug
-PL626 Compound XI--Drug
-PL602 Compound Omicron--Drug
-PL531 Compound Upsilon--Drug

Spoiler

PL531 Compound Upsilon: Drug--Increase Damage dealt by Spite by 1. At the start of the Villain Turn, put (H) minus 2 Hero Ongoing and/or Equipment cards back into their Player's hand. This card is indestructible. If this card would be put into the trash, put it into play instead.
PL602 Compound Omicron: Drug--The first time Spite would be dealt Damage each turn, reduce that Damage by (H) minus 2. This card is indestructible. If this card would be put into the trash, put it into play instead.
PL626 Compound XI:Drug--Whenever a Hero uses a Power, Spite deals them 2 Toxic Damage and that Hero's Player discards the top 5 cards of their deck. This card is indestructible. If this card would be put into the trash, put it into play instead.
"Mynd-Phyre":Drug--At the end of the Villain turn, destroy all Environment cards. Spite deals each Hero Target X Psychic Damage, where X = the number of Environment cards destroyed this way. This card is indestructible. If this card would be put into the trash, put it into play instead.
Good Samaritan: Victim--At the start of the Environment turn, the Players may choose to play the top card of the Villain deck. If they do, put this card under the Safe House card. When this card is destroyed, Spite regains (H) HP.
Safe House: When this card enters play, reveal cards from the top of the Villain deck until a Victim card is revealed. Put it into play. Shuffle the rest of the revealed cards back into the Villain deck. When Spite flips to his "Drug-Wracked Monstrosity" side, he deals himself X Toxic Damage, where X = the number of cards under this card times 5. This card and cards under this card are indestructible. Cards under this card have no text.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
HP: 20/26

Available Powers
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.

Deck: 28
Hand: 3
Spoiler

Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck. Tempest deals the Villain Target with the highest HP 2 Projectile Damage.
Chain Lightning:One-Shot--Tempest deals 1 Target 4 Lightning Damage. Tempest may deal a second Target 3 Lightning Damage. Tempest may deal a third Target 2 Lightning Damage.
Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck. Tempest deals the Villain Target with the highest HP 2 Projectile Damage.
Trash: 9
In Play: 2
-Gene-Bound Shackles--Equipment, Limited
-Shielding Winds--Ongoing, Limited
Spoiler

Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Gene-Bound Shackles: Equipment, Limited--Increase Damage dealt by Tempest to the Villain Target with the highest HP by 2.


(http://www.sotm.freedomforceforever.com/banners/guise.png)
HP: 22/27
Available Powers:
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!

Deck: 25
Hand: 9
Spoiler

Best Card Ever!: One-Shot--Draw 2 Cards!Guise deals 1 target 2 melee damage! Guise regains 1 HP! If you throw your hands in the air and yell, "Woo!" you may play a card.
Look What I Found!: One-shot--Guise deals 1 target 3 melee damage. Is that target still around? You should do more damage next time. If that target is still in play, increase the next damage dealt by Guise by 1.
Super Ultra Kawaii!!   : Ongoing, Limited--I'm not just a hero, I'm a magical love prince! At the end of each Hero turn, if you have more than H cards in your hand, you may play a card.At the start of your turn, destroy this card.
Retcon: One-shot--Destroy 1 ongoing or environment card. Awesome! I'm a great hero. You may draw a card or play a card.
Uh, Yeah, I'm That Guy!: Ongoing, Limited--When this card enters play, give another player a high-five. If you do, treat this card as if it had the game text of every ongoing card in that player's play area, replacing their hero's name with Guise. At the start of your turn, destroy this card.
Say Cheese!: One-shot--Guise deals 1 target 1 cold damage. Then, if that target is still in play and has 5 or fewer HP, you may play 1 card.
X-treeeeeeeeme!!!: Ongoing, Limited--It's hard to tell if I'm the most awesome, or the most extreme. Probably both.Damage dealt by Guise is irreducible and cannot be redirected. At the start of your turn, destroy this card.
Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.
Selling Out: Ongoing, Limited--Gotta have all the best swag. At the end of the environment turn, you may discard 1 card. You may play up to 3 cards that share a keyword with the discarded card. At the start of your turn, destroy this card.
I Can Do That, Too!: One-shot--Guise uses a power printed on an active hero character card in play. If that power has the name of a hero in it, treat that name as if it were Guise instead.
Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
Trash: 5
In Play: 0


Spoiler

Total Beefcake:Ongoing, Limited--Who would want to hurt such a beauty? The first time Guise would be dealt damage each turn, redirect that damage to the non-hero target with the lowest HP. At the start of your turn, destroy this card.


(http://www.sotm.freedomforceforever.com/banners/chronoranger.png)
HP: 9/28

Available Powers
Quick Shot: Chrono-Ranger deals 1 Target 1 Projectile Damage.

Deck: 29
Hand: 3
Spoiler

Bounty Board: One-Shot--Move all Bounty cards from your trash into your hand. Chrono-Ranger may deal 1 Target 1 Projectile Damage.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.
Trash: 5
In Play: 4
-Jim's Hat--Equipment
-The Ultimate Target--Ongoing, Bounty
-By Any Means--Ongoing, Bounty
-Dead or Alive--Ongoing, Bounty
-Compounded Bow--Equipment
-Temporal Grenade--Equipment

Spoiler

"Dead or Alive": Ongoing, Bounty--Play this card next to a non-Hero Target. At the start of your turn, Chrono-Ranger regains a HP. When that Target leaves play, draw 1 card and destroy this card.
"By Any Means": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt to that Target by 1. When that Target leaves play, destroy this card.
Jim's Hat: Equipment--You may play an additional card during your play phase.At the start of your turn, you may destroy a Bounty card.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.
Compounded Bow: Equipment--Power: Chrono-Ranger deals 1 Target 1 Projectile Damage and 1 Damage of a type of your choice.
"The Ultimate Target": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt by Chrono-Ranger to that Target by 1. The first time that Target deals Damage each turn, you may use a Power.

All Equipment in your deck
Spoiler

The Masadah: Equipment--Power: Chrono-Ranger deals 1 Target X Irreducible Energy Damage, where X = the number of Bounty cards in play.
Neuro-Toxin Dart Thrower: Equipment--Power: Chrono-Ranger deals 1 Target 1 Toxic Damage. Reduce Damage dealt by that Target by 1 until the start of your next turn.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.

All Bounties in your deck
Spoiler

"No Executions": Ongoing, Bounty--Play this card next to a non-Character card Target. When that target would be destroyed, put it on the bottom of its deck instead. Then destroy this card.


(http://www.sotm.freedomforceforever.com/banners/setback.png)
HP: 13/31

Available Powers
Risk: Add 1 Token to your Unlucky Pool. Play the top card of your deck.
Unlucky Pool: 4

Deck: 27
Hand: 6
Spoiler

High Risk Behavior: Ongoing--Increase Damage dealt to and by Setback to and by Villain Targets by 1 for every 3 Tokens in your Unlucky Pool. At the start of your turn, you may add or remove 1 Token from your Unlucky Pool.
High Risk Behavior: Ongoing--Increase Damage dealt to and by Setback to and by Villain Targets by 1 for every 3 Tokens in your Unlucky Pool. At the start of your turn, you may add or remove 1 Token from your Unlucky Pool.
Exceeded Expectations: One-Shot--Remove any number of Tokens from your Unlucky Pool. Setback deals that many Targets 3 Melee Damage each.
"Whoops! Sorry!": One-Shot--Destroy 1 non-Character card belonging to another Hero. You may destroy 1 Ongoing or Environment card .Add or remove 3 Tokens from your Unlucky Pool.
Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Plucky Break   : One-Shot--Remove 2 Tokens from your Unlucky Pool. If you do, draw 1 card and Setback deals 1 target 2 Melee Damage. If there are zero Tokens in your Unlucky Pool, Setback regains 3 HP.
Trash: 6
In Play: 2
-Looking Up--Ongoing
-Uncharmed Life--Ongoing

Spoiler

Uncharmed Life: Ongoing--When a Hero Target would be dealt Damage, you may remove 2 Tokens from your Unlucky Pool to redirect that Damage to Setback. Power: Setback regains 3 HP. Destroy this card.
Looking Up: Ongoing--Power: Add 3 Tokens to your Unlucky Pool. Setback deals 1 Target 3 Melee Damage. At the start of your turn, if you have 10 or more Tokens, Setback deals himself 3 Psychic damage


(http://www.sotm.freedomforceforever.com/banners/wraith.png)
HP: 15/26

Available Powers
Stealth: Reduce the next Damage that would be dealt to The Wraith by 2.

Deck: 28
Hand: 7
Spoiler

Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Trust Fund: One-Shot--Draw 4 cards, then discard 2 cards.
Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Grappling Hook: One-Shot--Destroy 1 Ongoing or Environment card. You may draw a card.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Trust Fund: One-Shot--Draw 4 cards, then discard 2 cards.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Trash: 1
In Play: 5
-Utility Belt--Equipment, Limited
-Infrared Eyepiece--Equipment, Limited
-Mega Computer--Equipment
-Micro Targeting Computer--Equipment, Limited
-Stun Bolt--Equipment

Spoiler

Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Utility Belt: Equipment, Limited--You may use an additional power during your power phase.

All Equipment in your deck
Spoiler

Utility Belt: Equipment, Limited--You may use an additional power during your power phase.
Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Throwing Knives:Equipment, Limited--Power: The Wraith deals up to 3 Targets 1 Projectile Damage each.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Micro Targeting Computer:Equipment, Limited--Increase Projectile Damage dealt by The Wraith by 2.

(http://www.sotm.freedomforceforever.com/banners/rookcity.png)

Deck: 12
Trash: 3
In Play: 0


Spoiler

Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on October 14, 2015, 02:08:59 AM
I just did some calulating.  If he were to flip his next turn and you save the last victim as you discussed, then he would knock himnself out immediately and you would win.

Flipping him on purpose is actually you easiest way to win right now.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Outcast on October 14, 2015, 02:25:26 AM
If he doesn't flip yet.

Maybe Tempest could also use Into the Stratosphere to take away his damage reduction drug, while the rest do an all out attack on him? If i had 7 tokens at the time, i'd also be able to deal him 7hp damage and maybe add 2 more from Looking Up?
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on October 14, 2015, 02:41:50 AM
Quote from: Outcast on October 14, 2015, 02:25:26 AM
If he doesn't flip yet.

Maybe Tempest could also use Into the Stratosphere to take away his damage reduction drug, while the rest do an all out attack on him? If i had 7 tokens at the time, i'd also be able to deal him 7hp damage and maybe add 2 more from Looking Up?

Drugs are indestructible.  This means they can't be moved out of play period.  Putting them on top of the deck is moving them out of play.  Can't be done.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Outcast on October 14, 2015, 02:46:41 AM
You're right.

:doh: Failed to notice that limiting keyword in "Into the Stratosphere" (in my haste).
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on October 14, 2015, 02:59:10 AM
Quote from: Outcast on October 14, 2015, 02:46:41 AM
You're right.

:doh: Failed to notice that limiting keyword in "Into the Stratosphere" (in my haste).

Technically the exception for indesctructible on that card is not necessary, since that's what indestructible means, but they put it there for clarity's sake.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Reepicheep on October 14, 2015, 11:30:57 AM
Ah, I forgot that the safe house deals damage to Spite. That's a game changer.

Saving the samaritan means letting Spite play a card, which he could regain a little bit of heath from. If we want to knock him out as he flips, then we may need to try and do a little more damage as a buffer.

Here's a question Cat - in saving the Samaritan, does Spite's attack hit before the samaritan is saved or after? If Wraith can manipulate the deck a little bit to try and get a drug on top, then he'll either regain 5 hp (netting just 10hp damage from safe house) or knock himself out with a totalled 20hp damage.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Glitch Girl on October 14, 2015, 01:32:24 PM
Shoot, I need another utility belt.  :P

I had been planning to doubleshot him with stun bolt to take his damage down by 2 but then I can't use the eyepiece. 

Which is preferable you guys?    I will bow to the whims of the group.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Reepicheep on October 15, 2015, 10:52:11 AM
Quote from: Glitch Girl on October 14, 2015, 01:32:24 PM
Shoot, I need another utility belt.  :P

I had been planning to doubleshot him with stun bolt to take his damage down by 2 but then I can't use the eyepiece. 

Which is preferable you guys?    I will bow to the whims of the group.

My idea is still totally down to chance of one of the top two of his cards being a drug. (and even then, of the order in which the top card is played and victim saved). Hitting him with two stun bolts at least gives us a round of much less damage if he doesn't flip - it's a much more reliable approach.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Outcast on October 15, 2015, 11:24:21 AM
2 Stun Bolts for less damage and less healing on Spite's part sounds good enough for me.

Let fate decide whatever comes up next on Spite's Deck. :P
Title: Re: Sentinels of the Multiverse Game 8
Post by: Glitch Girl on October 15, 2015, 01:03:22 PM
Okay then, Wraith draws a second Stun Bolt from her gear and hits Spite twice.
Title: Re: Sentinels of the Multiverse Game 8
Post by: catwhowalksbyhimself on October 15, 2015, 10:47:27 PM
Done.  You take a total of 5 damage and deal him a net of 3.  I'm not going to post your draw, because it won't matter anyway.

(http://www.sotm.freedomforceforever.com/banners/rookcity.png)

Start:  You save the Samaritan as agreed earlier.  This makes Spite play Lost Child: Victim--At the start of each Hero's turn, that Hero may choose for Spite to deal them (H) minus 1 Melee Damage. If they take Damage this wa, put this card under the Safe House card.When this card is destroyed, Spite regains (H) HP.

Play: Scum and Villany: At the end of the Environment turn, play the top card of the Villain deck. At the start of the Environment turn, the Villain Character card deals each Hero Target (H) minus 1 Melee Damage. Then, destroy this card.

End: Spite plays Lab Raid: One-Shot--Destroy all Environment cards. Reveal cards from the top of the Villain deck until X Drug cards are revealed, where X = the number of Environment cards destroyed by this card plus 1. Put the revealed Drug cards into play, shuffle the rest of the revealed cards into the Villain deck.

He bring out his last drug!

(http://www.sotm.freedomforceforever.com/banners/spite.png)

Start:  Spite flips.  He deals himself 19 points of damage.  He only has 16!  Bye bye.

Heroes Win!

I leave you with this official story segment

QuoteThe drugs had ravaged Spite's system, leaving his body a twisted mess. But Donovan's mind still worked, and it was overflowing with hatred. Hatred towards the weak people who filled Rook City with their filth. Hatred towards those costumed heroes who tried to get in his way. Hatred towards The Wraith as she raised her arm to point at him. Then, he died; killed both by his own system turning against itself and a speeding slice of serrated steel, which left a ragged trail as it passed through his head.

The demon god known as GloomWeaver felt Jack Donovan's hatred, even from his twisted throne in the Realm of Discord. The lord of despair strained to reach through the veil between worlds, parting it just enough to snatch Donovan's soul. He made the serial killer an offer to continue his work, but now with a new, infernal purpose.

If you like we can follow the story by going against Gloomweaver next, or fight the Ennead, a group of villains who work off a single deck.  Or whatever else you want.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Deaths Jester on October 16, 2015, 01:23:20 AM
Hmm, another game won in which I did very little due to my poor draws. Yay.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Reepicheep on October 16, 2015, 08:56:41 AM
Chrono Ranger was fun! Thanks for another fun game Cat. I'll be in for the next one. Gloomweaver sounds like a good time.
Title: Re: Sentinels of the Multiverse Game 8
Post by: HarryTrotter on October 16, 2015, 10:08:39 AM
GG everyone.Not sure if I can join for the next one.
Title: Re: Sentinels of the Multiverse Game 8
Post by: Glitch Girl on October 16, 2015, 02:46:40 PM
(good grief, did I just decapitate him in the outro?)

Quote from: Deaths Jester on October 16, 2015, 01:23:20 AM
Hmm, another game won in which I did very little due to my poor draws. Yay.

Could be you still haven't found that one character that really clicks with you.

Either that or you have my friend's d20 luck with cards.  (he once spent an entire session unconscious because of amazingly bad rolls).

Wraith definitely clicks with me.  She takes a little bit to build up but she's very useful in a lot of situations.    I'm game for another game. 
Title: Re: Sentinels of the Multiverse Game 8
Post by: Outcast on October 17, 2015, 01:47:59 AM
Well, Setback wasn't much of a setback as i thought he would become. So i think i just got lucky with my card draws.

I'm game. But i haven't still decided on which character i'll be using next. :)