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Author Topic: Sentinels of the Multiverse Game 11  (Read 20087 times)

Offline Deaths Jester

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Re: Sentinels of the Multiverse Game 11
« Reply #180 on: July 17, 2017, 11:31:36 PM »
I guess I'll take one...
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Offline Reepicheep

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Re: Sentinels of the Multiverse Game 11
« Reply #181 on: July 18, 2017, 10:38:47 AM »
I'll take one instance.

Offline catwhowalksbyhimself

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Re: Sentinels of the Multiverse Game 11
« Reply #182 on: July 18, 2017, 09:37:08 PM »
This makes it Expat's turn.

Villain Ongoing Effects
Whenever Proletariat would be dealt non-psychic damage, redirect that damage to the clone card with the lowest HP.(Proletariat)
Reduce the first damage dealt to Biomancer each turn by 2.At the end of Biomancer's turn, Biomancer and each Fleshchild regains 2 HP.(Biomancer)
If Mr. Fascimile is dealt exactly 1 damage, redirect it to the Hero target with the highest HP.(Biomancer--Mr. Fascimile)
At the end of Ermine's turn, reveal the top card of Ermine's villain deck. If it is a one-shot, put it into play. If not, discard it and Ermine deals the Hero target with the second-lowest HP 2 melee damage.(Ermine)
At the End of Ermine's turn discard the top card of ever deck.(Ermine--Constant Prattle)
The First time Ermine is dealt damage each turn, redirect it to the Hero target with the highest HP.(Ermine--Subtile Diversion)
At the end of Miss Information's turn, move the top card of each Hero deck to the Bottom of that deck.(Miss Information)


Hero Ongoing Effects
Whenever Absolute Zero is dealt Fire damage, he may deal a target that much Cold damage.(Isothermic Transducer)
Whenever Absoltue Zero is dealt Cold damage, he heals the same amount instead(Null Point Calibration Unit)
All Cold damage dealt by Absolute Zero is increased by 1(Focused Apetures)
All Projectile damage dealt by Wraith is increased by 2(Micro Targeting Computers)
Wraith may use 2 powers during her powers phase(Utility Belt)
Until the end of her next turn, all damage dealt by Expatriette is increased by one.

Environment Ongoing Effects


Side: The Every Man
HP: 7/20

Spoiler: ShowHide

The Every Man
Whenever this card would be dealt non-psychic damage, redirect that damage to the clone card with the lowest HP. At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.

Incapacitated
At the start of Proletariat's turn, shuffle the hero trash with the most cards into its associated deck.


Deck: 12
Trash: 6

In Play: 1
-Proletariat--Clone, HP: 1/6

Spoiler: ShowHide

Proletariate: Clone, 6 HP--At the start of Proletariat's turn, the Proletariat character card deals itself 1 psychic damage. At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.




HP: 4/29

Available Powers:
Thermodynamics: Absolute Zero deals himself 1 Fire Damage or 1 Cold Damage.

Deck: 30
Hand: 5
Spoiler: ShowHide

Fueled Freeze: One-Shot--Destroy up to 3 Ongoing cards.Absolute Zero deals each non-Hero Target X Cold Damage, where X = the number of Ongoing cards destroyed by this card.
Thermal Shockwave: Ongoing, Limited--Power: Absolute Zero deals up to 3 Targets 1 Cold Damage each. Absolute Zero deals himself X Fire Damage, where X = the total amount of Cold Damage dealt by Absolute Zero this turn.
Cryo Chamber: Equipment, Limited--Cold Damage dealt to Absolute Zero is increased by 1. Fire Damage dealt to Absolute Zero is reduced by 1. Power: Absolute Zero deals himself 5 Fire Damage. Destroy this card.
Modular Realignment: One-Shot--Select 1 Equipment card from your trash and put it either into your hand or into play. Absolute Zero deals himself 1 Fire Damage and 1 Cold Damage.
Coolant Blast: Ongoing--Power: Absolute Zero deals 1 non-Hero Target X Cold Damage, where X = the amount of Fire Damage that has been dealt to Absolute Zero since the end of your last turn.


Trash: 2
In Play: 3
-Isothermic Transducer--Equipment, Limited, Module

Spoiler: ShowHide

Thermal Shockwave: Ongoing, Limited--Power: Absolute Zero deals up to 3 Targets 1 Cold Damage each. Absolute Zero deals himself X Fire Damage, where X = the total amount of Cold Damage dealt by Absolute Zero this turn.
Focused Apertures: Equipment, Limited--Increase Cold Damage dealt by Absolute Zero by 1.
Null-Point Calibration Unit: Equipment, Limited, Module--When Absolute Zero would take Cold Damage, he regains that many HP instead.
Isothermic Transducer: Equipment, Limited, Module--When Absolute Zero is dealt Fire Damage, Absolute Zero deals 1 Target that much Cold Damage.




Side: Flesh Moulder
HP: 17/18

Spoiler: ShowHide

Flesh Moulder
Reduce the first damage dealt to Biomancer each turn by 2.At the end of Biomancer's turn, Biomancer and each Fleshchild regains 2 HP.

Incapacitated
Increase damage dealt to Hero targets by Hero targets by 1.


Deck: 12
Trash: 5

In Play: 2
-Homunculus--Fleshchild, HP: 4/7
-Homunculus--Fleshchild, HP: 4/7


Spoiler: ShowHide

Homunculus:Fleshchild, HP:7--Reduce damage dealt to this card by 1. At the end of Biomancer's turn, this card deals the Hero target with the highest HP 2 melee damage.




HP: 4/30
Available Powers:
Aim: Increase Damage dealt by Expatriette by 1 until the end of your next turn.
"Pride": Expatriette deals 1 Target 2 Projectile Damage. If "Prejudice" is in play, you may use its Power now.
Submachine Gun: Expatriette deals each non-Hero Target 1 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.

Deck: 27
Hand: 6
Spoiler: ShowHide

Arsenal Access: One-Shot--Reveal cards from the top of your deck until you reveal 2 Equipment cards. Put one of them either into play or into your hand. Shuffle the rest of the revealed cards into your deck.
Reload: One-Shot--Take an Ammo card from your trash and put it into play or into your hand.
Flak Jacket: Equipment, Limited--If Expatriette would be dealt 3 or more Damage from a single source, prevent all of it and destroy this card.
Arsenal Access: One-Shot--Reveal cards from the top of your deck until you reveal 2 Equipment cards. Put one of them either into play or into your hand. Shuffle the rest of the revealed cards into your deck.
Shock Rounds: Equipment, Ammo--Play this card next to a Gun card.When that card's Power is used to Damage a Target, Expatriette deals each non-Hero Target 1 Lightning Damage.After that Power is used, destroy this card.
Unload: One-Shot--This turn, you may use as many Powers as you have Guns in play.

Trash: 5
In Play: 2
-"Pride"--Equipment, Gun
-Submachine Gun--Equipment, Limited, Gu

Spoiler: ShowHide

Submachine Gun: Equipment, Limited, Gun--Power: Expatriette deals each non-Hero Target 1 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.
"Pride": Equipment, Gun--Power: Expatriette deals 1 Target 2 Projectile Damage. If "Prejudice" is in play, you may use its Power now. Up to 2 Ammo cards may be in play next to this card at a time.




Side: Con Artist Extraordinaire
HP: 22/25

Spoiler: ShowHide

Con Artist Extraordinaire
At the end of Ermine's turn, reveal the top card of Ermine's villain deck. If it is a one-shot, put it into play. If not, discard it and Ermine deals the Hero target with the second-lowest HP 2 melee damage.

Incapacitated
At the start of Ermine's turn, discard the top 2 cards of each Hero deck.


Deck: 15
Trash: 5

In Play: 0


Spoiler: ShowHide

Constant Prattle: Ongoing--At the end of Ermine's turn, discard the top card of each deck.
Subtle Diversion: Ongoing--The first time Ermine would be dealt damage each turn, redirect that damage to the Hero target with the highest HP.




HP: 6/26

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


Deck: 31
Hand: 3
Spoiler: ShowHide

Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
Grappling Hook: One-Shot--Destroy 1 Ongoing or Environment card. You may draw a card.
Inventory Barrage: One-Shot--Destroy all of your Equipment cards. The Wraith deals 1 Target X Projectile Damage, where X = 2 times the number of cards destroyed this way.

Trash: 4

In Play: 4
-Infrared Eyepiece--Equipment, Limited
-Micro Targeting Computer--Equipment, Limited
-Utility Belt--Equipment, Limited
-Throwing Knives--Equipment, Limited

Spoiler: ShowHide

Throwing Knives: Equipment, Limited--Power: The Wraith deals up to 3 Targets 1 Projectile Damage each.
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.
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.



Side: Reality Rewriter
HP: 16/23

Spoiler: ShowHide

Reality Rewriter
At the end of Miss Information's turn, move the top card of each Hero deck to the Bottom of that deck.

Incapacitated
At the end of Miss Information's turn, each player discards 1 card and draws 1 card.


Deck: 11
Trash: 9

In Play: 0

Spoiler: ShowHide

Green Grosser: Nemesis(Guise), HP:6--At the end of Miss Information's turn, this card deals the Hero character card with the most Ongoing cards in play 1 energy damage and 1 fire damage. Then, if Guise is in play, this card deals 1 fire damage to each Hero target.




HP: 5/24

Available Powers
Conduct: Put the bottom card of your deck into play. You may activate an Accompany text.

Deck: 29
Hand: 4
Spoiler: ShowHide

Syncopated Onslaught: Ongoing, Rhythm--Perform: Select up to 2 Targets. Until the start of your next turn, increase Damage dealt by those Targets by 1. Accompany: The Argent Adept deals 1 Target 1 Sonic Damage.
Instrumental Conjuration: One-Shot--Search your deck or trash for an Instrument card and put it into play. If you searched your deck, shuffle your deck.You may draw a card.
Counterpoint Bulwark: Ongoing, Rhythm--Perform: Select up to 2 Targets. Until the start of your next turn, reduce Damage dealt to those Targets by 1. Accompany: One Player may draw 1 card now.
Sarabande of Destruction: Ongoing, Melody--Perform: Destroy 1 Ongoing or Environment card.

Trash: 6
In Play: 5
-Musaragni's Harp--Equipment, Instrument
-Telamon's Lyra--Equipment, Instrument
-Inspiring Supertonic--Ongoing, Harmony
-Inventive Preparation--Ongoing, Rhythm
-Scherzo of Frost and Flame--Ongoing, Melody

Spoiler: ShowHide

Scherzo of Frost and Flame: Ongoing, Melody--Perform: The Argent Adept deals 1 Target 1 Cold Damage, then deals 1 Target 1 Fire Damage.
Telamon's Lyra: Equipment, Instrument--Power: Activate the Perform text of a Harmony card and the Accompany text of a Rhythm card.
Inventive Preparation   : Ongoing, Rhythm--Perform: Each Player may look at the top card of their Hero deck, then replace it or discard it. Accompany: One Player, other than you, may play 1 card now.
Inspiring Supertonic: Ongoing, Harmony--Perform: One Player may use a Power now. Accompany: The Argent Adept regains 2 HP.
Musaragni's Harp: Equipment, Instrument--Power: Activate the Perform text of a Harmony card and the Accompany text of a Harmony card.




Deck: 10
Trash: 1
In Play: 2
-Mysterious Ceremonies
-Shinobi Assassin--Dragon's Student, HP: 3/3
-Shinobi Assassin--Dragon's Student, HP: 3/3

Spoiler: ShowHide

Mysterious Ceremonies--At the start of the Environment turn, reveal the top card of the Environment deck. If it is a target, discard it. Otherwise, put it into play. At the end of the Environment turn, 1 player may either draw 3 cards or play 1 card. If no cards are drawn or played this way, destroy this card.
Shinobi Assassin: Dragon's Student, HP: 3--When this card enters play, it deals the non-Environment target with the lowest HP 3 melee damage. When this card would be destroyed, move it to the top of a Hero deck instead. When this card would be drawn, discarded, revealed, or played, put it into play in the Environment play area.
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Offline catwhowalksbyhimself

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Re: Sentinels of the Multiverse Game 11
« Reply #183 on: July 18, 2017, 09:39:45 PM »
Arsenal Access pulls out the following from your deck

Flak Jacket: Equipment, Limited--If Expatriette would be dealt 3 or more Damage from a single source, prevent all of it and destroy this card.
Tactical Shotgun: Equipment, Limited, Gun--Power: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.

Choose one to put into play or your hand.
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Offline Deaths Jester

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Re: Sentinels of the Multiverse Game 11
« Reply #184 on: July 18, 2017, 09:52:40 PM »
Shotgun into play, use Pride on Clone, draw one and end turn...had so hoped for Assault Rifle....
Avatar picture originally a Brom painting entitled Marionette.

Offline catwhowalksbyhimself

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Re: Sentinels of the Multiverse Game 11
« Reply #185 on: July 18, 2017, 10:26:33 PM »
You still have that plus +2 damage effect and a machine gun.
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Offline Deaths Jester

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Re: Sentinels of the Multiverse Game 11
« Reply #186 on: July 18, 2017, 10:42:17 PM »
You still have that plus +2 damage effect and a machine gun.

Oh, all right, then switch the Pride useage to the machine gun then.

Who gets the damage from Ermine's retaliation?
Avatar picture originally a Brom painting entitled Marionette.

Offline catwhowalksbyhimself

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Re: Sentinels of the Multiverse Game 11
« Reply #187 on: July 18, 2017, 11:10:33 PM »
You still have that plus +2 damage effect and a machine gun.

Oh, all right, then switch the Pride useage to the machine gun then.

Who gets the damage from Ermine's retaliation?

No one.  AZ destroyed all enemy Ongoing cards.  Ermine will take the damage and she will like it.  Or not.  I don't care.

EDIT: I finally fixed the effect list to remove it and other things.  Sorry about forgetting.
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Offline Deaths Jester

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Re: Sentinels of the Multiverse Game 11
« Reply #188 on: July 18, 2017, 11:29:23 PM »
Nice! So yeah, will go with that then, draw one, and end turn.
Avatar picture originally a Brom painting entitled Marionette.

Offline Reepicheep

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Re: Sentinels of the Multiverse Game 11
« Reply #189 on: July 19, 2017, 11:55:22 AM »
That would kill the assassins. Shall we put them on Wraith and Argent's decks so that they knock out the homunculuses. Homunculi.

Offline Deaths Jester

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Re: Sentinels of the Multiverse Game 11
« Reply #190 on: July 19, 2017, 02:24:56 PM »
Wait, I should only have a +1 to my attack cause that's all my base power does...
Avatar picture originally a Brom painting entitled Marionette.

Offline catwhowalksbyhimself

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Re: Sentinels of the Multiverse Game 11
« Reply #191 on: July 19, 2017, 08:21:13 PM »
Wait, I should only have a +1 to my attack cause that's all my base power does...

Yeah, I already figured that out and corrected that.  As a result, the assassins live.
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Offline Deaths Jester

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Re: Sentinels of the Multiverse Game 11
« Reply #192 on: July 20, 2017, 12:05:46 AM »
All right, so we can move onward: I play the shotgun from the Arsenal Access, use Uzi power, draw a card, and end my turn.
Avatar picture originally a Brom painting entitled Marionette.

Offline catwhowalksbyhimself

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Re: Sentinels of the Multiverse Game 11
« Reply #193 on: July 21, 2017, 02:11:11 AM »
Expat draws Quick Draw: One-Shot--Search your trash of your deck for either "Pride" or "Prejudice" and put it into play. If you searched your deck, shuffle your deck.

It is now Ermine's turn.



Start: None

Play: Subtle Diversion: Ongoing--The first time Ermine would be dealt damage each turn, redirect that damage to the Hero target with the highest HP.

End: Ermine reveals Uncatchable: Ongoing--If Ermine would be dealt damage, prevent that damage and destroy this card.

It is discarded and Argent Adepts take 2 damage.

It is now Wraith's turn.

Villain Ongoing Effects
Whenever Proletariat would be dealt non-psychic damage, redirect that damage to the clone card with the lowest HP.(Proletariat)
Reduce the first damage dealt to Biomancer each turn by 2.At the end of Biomancer's turn, Biomancer and each Fleshchild regains 2 HP.(Biomancer)
At the end of Ermine's turn, reveal the top card of Ermine's villain deck. If it is a one-shot, put it into play. If not, discard it and Ermine deals the Hero target with the second-lowest HP 2 melee damage.(Ermine)
At the end of Miss Information's turn, move the top card of each Hero deck to the Bottom of that deck.(Miss Information)


Hero Ongoing Effects
Whenever Absolute Zero is dealt Fire damage, he may deal a target that much Cold damage.(Isothermic Transducer)
Whenever Absoltue Zero is dealt Cold damage, he heals the same amount instead(Null Point Calibration Unit)
All Cold damage dealt by Absolute Zero is increased by 1(Focused Apetures)
All Projectile damage dealt by Wraith is increased by 2(Micro Targeting Computers)
Wraith may use 2 powers during her powers phase(Utility Belt)
Until the end of her next turn, all damage dealt by Expatriette is increased by one.

Environment Ongoing Effects


Side: The Every Man
HP: 5/20

Spoiler: ShowHide

The Every Man
Whenever this card would be dealt non-psychic damage, redirect that damage to the clone card with the lowest HP. At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.

Incapacitated
At the start of Proletariat's turn, shuffle the hero trash with the most cards into its associated deck.


Deck: 12
Trash: 7

In Play: 0

Spoiler: ShowHide

Proletariate: Clone, 6 HP--At the start of Proletariat's turn, the Proletariat character card deals itself 1 psychic damage. At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.




HP: 4/29

Available Powers:
Thermodynamics: Absolute Zero deals himself 1 Fire Damage or 1 Cold Damage.

Deck: 30
Hand: 5
Spoiler: ShowHide

Fueled Freeze: One-Shot--Destroy up to 3 Ongoing cards.Absolute Zero deals each non-Hero Target X Cold Damage, where X = the number of Ongoing cards destroyed by this card.
Thermal Shockwave: Ongoing, Limited--Power: Absolute Zero deals up to 3 Targets 1 Cold Damage each. Absolute Zero deals himself X Fire Damage, where X = the total amount of Cold Damage dealt by Absolute Zero this turn.
Cryo Chamber: Equipment, Limited--Cold Damage dealt to Absolute Zero is increased by 1. Fire Damage dealt to Absolute Zero is reduced by 1. Power: Absolute Zero deals himself 5 Fire Damage. Destroy this card.
Modular Realignment: One-Shot--Select 1 Equipment card from your trash and put it either into your hand or into play. Absolute Zero deals himself 1 Fire Damage and 1 Cold Damage.
Coolant Blast: Ongoing--Power: Absolute Zero deals 1 non-Hero Target X Cold Damage, where X = the amount of Fire Damage that has been dealt to Absolute Zero since the end of your last turn.


Trash: 2
In Play: 3
-Isothermic Transducer--Equipment, Limited, Module

Spoiler: ShowHide

Thermal Shockwave: Ongoing, Limited--Power: Absolute Zero deals up to 3 Targets 1 Cold Damage each. Absolute Zero deals himself X Fire Damage, where X = the total amount of Cold Damage dealt by Absolute Zero this turn.
Focused Apertures: Equipment, Limited--Increase Cold Damage dealt by Absolute Zero by 1.
Null-Point Calibration Unit: Equipment, Limited, Module--When Absolute Zero would take Cold Damage, he regains that many HP instead.
Isothermic Transducer: Equipment, Limited, Module--When Absolute Zero is dealt Fire Damage, Absolute Zero deals 1 Target that much Cold Damage.




Side: Flesh Moulder
HP: 17/18

Spoiler: ShowHide

Flesh Moulder
Reduce the first damage dealt to Biomancer each turn by 2.At the end of Biomancer's turn, Biomancer and each Fleshchild regains 2 HP.

Incapacitated
Increase damage dealt to Hero targets by Hero targets by 1.


Deck: 12
Trash: 5

In Play: 2
-Homunculus--Fleshchild, HP: 4/7
-Homunculus--Fleshchild, HP: 4/7


Spoiler: ShowHide

Homunculus:Fleshchild, HP:7--Reduce damage dealt to this card by 1. At the end of Biomancer's turn, this card deals the Hero target with the highest HP 2 melee damage.




HP: 4/30
Available Powers:
Aim: Increase Damage dealt by Expatriette by 1 until the end of your next turn.
"Pride": Expatriette deals 1 Target 2 Projectile Damage. If "Prejudice" is in play, you may use its Power now.
Submachine Gun: Expatriette deals each non-Hero Target 1 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.

Deck: 23
Hand: 5
Spoiler: ShowHide

Quick Draw: One-Shot--Search your trash of your deck for either "Pride" or "Prejudice" and put it into play. If you searched your deck, shuffle your deck.
Reload: One-Shot--Take an Ammo card from your trash and put it into play or into your hand.
Flak Jacket: Equipment, Limited--If Expatriette would be dealt 3 or more Damage from a single source, prevent all of it and destroy this card.
Arsenal Access: One-Shot--Reveal cards from the top of your deck until you reveal 2 Equipment cards. Put one of them either into play or into your hand. Shuffle the rest of the revealed cards into your deck.
Unload: One-Shot--This turn, you may use as many Powers as you have Guns in play.

Trash: 9
In Play: 3
-"Pride"--Equipment, Gun
-Submachine Gun--Equipment, Limited, Gun
-Tactical Shotgun--Equipment, Limited, Gun

Spoiler: ShowHide

Tactical Shotgun: Equipment, Limited, Gun--Power: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.
Submachine Gun: Equipment, Limited, Gun--Power: Expatriette deals each non-Hero Target 1 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.
"Pride": Equipment, Gun--Power: Expatriette deals 1 Target 2 Projectile Damage. If "Prejudice" is in play, you may use its Power now. Up to 2 Ammo cards may be in play next to this card at a time.




Side: Con Artist Extraordinaire
HP: 20/25

Spoiler: ShowHide

Con Artist Extraordinaire
At the end of Ermine's turn, reveal the top card of Ermine's villain deck. If it is a one-shot, put it into play. If not, discard it and Ermine deals the Hero target with the second-lowest HP 2 melee damage.

Incapacitated
At the start of Ermine's turn, discard the top 2 cards of each Hero deck.


Deck: 15
Trash: 5

In Play: 1
-Subtle Diversion--Ongoing

Spoiler: ShowHide

Subtle Diversion: Ongoing--The first time Ermine would be dealt damage each turn, redirect that damage to the Hero target with the highest HP.




HP: 6/26

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


Deck: 31
Hand: 3
Spoiler: ShowHide

Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
Grappling Hook: One-Shot--Destroy 1 Ongoing or Environment card. You may draw a card.
Inventory Barrage: One-Shot--Destroy all of your Equipment cards. The Wraith deals 1 Target X Projectile Damage, where X = 2 times the number of cards destroyed this way.

Trash: 4

In Play: 4
-Infrared Eyepiece--Equipment, Limited
-Micro Targeting Computer--Equipment, Limited
-Utility Belt--Equipment, Limited
-Throwing Knives--Equipment, Limited

Spoiler: ShowHide

Throwing Knives: Equipment, Limited--Power: The Wraith deals up to 3 Targets 1 Projectile Damage each.
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.
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.



Side: Reality Rewriter
HP: 14/23

Spoiler: ShowHide

Reality Rewriter
At the end of Miss Information's turn, move the top card of each Hero deck to the Bottom of that deck.

Incapacitated
At the end of Miss Information's turn, each player discards 1 card and draws 1 card.


Deck: 11
Trash: 9

In Play: 0

Spoiler: ShowHide

Green Grosser: Nemesis(Guise), HP:6--At the end of Miss Information's turn, this card deals the Hero character card with the most Ongoing cards in play 1 energy damage and 1 fire damage. Then, if Guise is in play, this card deals 1 fire damage to each Hero target.




HP: 3/24

Available Powers
Conduct: Put the bottom card of your deck into play. You may activate an Accompany text.

Deck: 29
Hand: 4
Spoiler: ShowHide

Syncopated Onslaught: Ongoing, Rhythm--Perform: Select up to 2 Targets. Until the start of your next turn, increase Damage dealt by those Targets by 1. Accompany: The Argent Adept deals 1 Target 1 Sonic Damage.
Instrumental Conjuration: One-Shot--Search your deck or trash for an Instrument card and put it into play. If you searched your deck, shuffle your deck.You may draw a card.
Counterpoint Bulwark: Ongoing, Rhythm--Perform: Select up to 2 Targets. Until the start of your next turn, reduce Damage dealt to those Targets by 1. Accompany: One Player may draw 1 card now.
Sarabande of Destruction: Ongoing, Melody--Perform: Destroy 1 Ongoing or Environment card.

Trash: 6
In Play: 5
-Musaragni's Harp--Equipment, Instrument
-Telamon's Lyra--Equipment, Instrument
-Inspiring Supertonic--Ongoing, Harmony
-Inventive Preparation--Ongoing, Rhythm
-Scherzo of Frost and Flame--Ongoing, Melody

Spoiler: ShowHide

Scherzo of Frost and Flame: Ongoing, Melody--Perform: The Argent Adept deals 1 Target 1 Cold Damage, then deals 1 Target 1 Fire Damage.
Telamon's Lyra: Equipment, Instrument--Power: Activate the Perform text of a Harmony card and the Accompany text of a Rhythm card.
Inventive Preparation   : Ongoing, Rhythm--Perform: Each Player may look at the top card of their Hero deck, then replace it or discard it. Accompany: One Player, other than you, may play 1 card now.
Inspiring Supertonic: Ongoing, Harmony--Perform: One Player may use a Power now. Accompany: The Argent Adept regains 2 HP.
Musaragni's Harp: Equipment, Instrument--Power: Activate the Perform text of a Harmony card and the Accompany text of a Harmony card.




Deck: 10
Trash: 1
In Play: 2
-Mysterious Ceremonies
-Shinobi Assassin--Dragon's Student, HP: 3/3
-Shinobi Assassin--Dragon's Student, HP: 3/3

Spoiler: ShowHide

Mysterious Ceremonies--At the start of the Environment turn, reveal the top card of the Environment deck. If it is a target, discard it. Otherwise, put it into play. At the end of the Environment turn, 1 player may either draw 3 cards or play 1 card. If no cards are drawn or played this way, destroy this card.
Shinobi Assassin: Dragon's Student, HP: 3--When this card enters play, it deals the non-Environment target with the lowest HP 3 melee damage. When this card would be destroyed, move it to the top of a Hero deck instead. When this card would be drawn, discarded, revealed, or played, put it into play in the Environment play area.


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Offline Glitch Girl

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Re: Sentinels of the Multiverse Game 11
« Reply #194 on: July 21, 2017, 02:52:50 AM »
Put Razor Ordinance into play.

Use throwing knives on both Homonculi to get their HP below ours (for the assassins), plus the third attack on Miss Information (unless someone has a better idea).

Use Razor Ordinance to take out Proletariet.

Draw card and pray.
-Glitch Girl

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Offline catwhowalksbyhimself

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Re: Sentinels of the Multiverse Game 11
« Reply #195 on: July 21, 2017, 03:17:51 AM »
Put Razor Ordinance into play.

Use throwing knives on both Homonculi to get their HP below ours (for the assassins), plus the third attack on Miss Information (unless someone has a better idea).

Use Razor Ordinance to take out Proletariet.

Draw card and pray.

That's simple, brutal, and efficient.  I like it.  Also, I do think Miss Information makes sense as our next target.
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Offline catwhowalksbyhimself

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Re: Sentinels of the Multiverse Game 11
« Reply #196 on: July 21, 2017, 03:22:33 AM »
Wraith draws Grappling Hook: One-Shot--Destroy 1 Ongoing or Environment card. You may draw a card.

It is now Miss Information's turn.



Start: Nothing

Play: Memory Loss: One-Shot--Miss Information deals each Hero character card 2 psychic damage. Each player either discards 1 card or destroys 1 of their Ongoing cards.

Expat and Wraith have no Ongoings and must therefore discard a card.  Make your choices, folks.
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Offline Glitch Girl

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Re: Sentinels of the Multiverse Game 11
« Reply #197 on: July 21, 2017, 03:39:48 AM »
I'll dump my extra grappling hook.

I'm down to 1 hp aren't I.  Crap.
-Glitch Girl

"Cynicism is not maturity, do not mistake the one for the other. If you truly cannot accept a story where someone does the right thing because itís the right thing to do, that says far more about who you are than these characters." - Greg Rucka

Offline Deaths Jester

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Re: Sentinels of the Multiverse Game 11
« Reply #198 on: July 21, 2017, 03:51:50 AM »
Dump Shock Rounds and hope nobody hits me anytime soon...

You got 4 hp, GG. It's Cat who is down to one while Reep and myself are at 2.
« Last Edit: July 21, 2017, 03:54:10 AM by Deaths Jester »
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Offline Reepicheep

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Re: Sentinels of the Multiverse Game 11
« Reply #199 on: July 21, 2017, 12:07:16 PM »
I'll discard my other Thermal Shockwave

Offline Glitch Girl

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Re: Sentinels of the Multiverse Game 11
« Reply #200 on: July 21, 2017, 02:04:46 PM »
You got 4 hp, GG. It's Cat who is down to one while Reep and myself are at 2.

I think I read the wrong line, and I was tired.  Thanks for the correction.

We're still screwed.  :(
-Glitch Girl

"Cynicism is not maturity, do not mistake the one for the other. If you truly cannot accept a story where someone does the right thing because itís the right thing to do, that says far more about who you are than these characters." - Greg Rucka

Offline Deaths Jester

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Re: Sentinels of the Multiverse Game 11
« Reply #201 on: July 21, 2017, 06:16:55 PM »
You got 4 hp, GG. It's Cat who is down to one while Reep and myself are at 2.

I think I read the wrong line, and I was tired.  Thanks for the correction.

We're still screwed.  :(

I don't know....Cat and Reep can heal themselves.....you are the highest...it's me that seems screwed the worst.....if I don't go down in the next round or two..I'll be amazed....hopefully I can last that long cause I at least want to go out with a bang and use my unload...

Reep, for future knowledge, we should never pick Proletariat again!!!
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Offline Reepicheep

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Re: Sentinels of the Multiverse Game 11
« Reply #202 on: July 21, 2017, 06:55:51 PM »
I was just pleased that I could spell his name. I didn't think it would come to this!

I don't kniw how we can keep you alive, other than hoping everyone goes for highest HP targets over the next few rounds. I netted negative so far this round but hopefully with prolateralitat out of the picture, I'll be able to neutralise damage.

Offline Deaths Jester

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Re: Sentinels of the Multiverse Game 11
« Reply #203 on: July 21, 2017, 07:12:24 PM »
I was just pleased that I could spell his name. I didn't think it would come to this!

I don't kniw how we can keep you alive, other than hoping everyone goes for highest HP targets over the next few rounds. I netted negative so far this round but hopefully with prolateralitat out of the picture, I'll be able to neutralise damage.

Well, if we can keep me alive for one round..I'll use it to just unload, not even worry with getting the other pistol out..I mean, best to go out in a blaze of glory, right?
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Offline catwhowalksbyhimself

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Re: Sentinels of the Multiverse Game 11
« Reply #204 on: July 21, 2017, 09:48:39 PM »

Well, if we can keep me alive for one round..I'll use it to just unload, not even worry with getting the other pistol out..I mean, best to go out in a blaze of glory, right?

I can give you an extra card play so you can make that happen.  With the two pistols, the shotgun, and your innate power, you can deal 5, 3, 3, and 3 damage for a pretty good total of 14.  Enough to take someone down, or perhaps knock Biomancer down low.

Edit: in case you were wondering, the creator of the game has ruled the Prides ability to fire off Prejudice works even if Prejudice has already been fired during that turn.  So bring that one more gun out would almost double your damage potential from Unload.
« Last Edit: July 21, 2017, 09:53:13 PM by catwhowalksbyhimself »
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Offline Deaths Jester

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Re: Sentinels of the Multiverse Game 11
« Reply #205 on: July 21, 2017, 10:11:26 PM »

Well, if we can keep me alive for one round..I'll use it to just unload, not even worry with getting the other pistol out..I mean, best to go out in a blaze of glory, right?

I can give you an extra card play so you can make that happen.  With the two pistols, the shotgun, and your innate power, you can deal 5, 3, 3, and 3 damage for a pretty good total of 14.  Enough to take someone down, or perhaps knock Biomancer down low.

Edit: in case you were wondering, the creator of the game has ruled the Prides ability to fire off Prejudice works even if Prejudice has already been fired during that turn.  So bring that one more gun out would almost double your damage potential from Unload.

That would mean you wouldn't get at much healing though done on you....also would have to time it: base power, pistols, and then shotgun...depends on what happens....and your call.
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Offline catwhowalksbyhimself

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Re: Sentinels of the Multiverse Game 11
« Reply #206 on: July 22, 2017, 03:52:02 PM »
I will dump my extra Sycopated onslaught.  And it won't slow down my healing because my healing is a different song type.

It is Argent's turn.




Play: Counterpoint Bulwark

Power:  To save time, I will summarize.  I grant myself a power, grant myself another power, then grant AZ a power.

Over to AZ
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Offline Reepicheep

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Re: Sentinels of the Multiverse Game 11
« Reply #207 on: July 22, 2017, 04:01:55 PM »
Aw, sweet. Mad heals.

I will play Thermal Shockwave, hitting Miss Information, Biomancer and myself. Then use the fire damage cold reaction thingy on myself for more heals.

I'll be knocking Biomancer down to 13 on my next turn. Does that mean if DJ survives to his turn and we go through with your plan, we'll be able to knock him out? A dead biomancer means even more heals for me.
« Last Edit: July 22, 2017, 04:06:57 PM by Reepicheep »

Offline catwhowalksbyhimself

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Re: Sentinels of the Multiverse Game 11
« Reply #208 on: July 22, 2017, 04:54:32 PM »
Biomancer reduces damage dealt to him 2 the first time he is hit every turn, so your cold damage will do exactly nothing to him.
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Offline Reepicheep

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Re: Sentinels of the Multiverse Game 11
« Reply #209 on: July 22, 2017, 07:38:12 PM »
What a buttface.

In that case, that damage will go to Ermine. I can tank the homunculae for the time being, especially with the power you've given me.