Freedom Reborn

Community Forums => Posting Games => Topic started by: catwhowalksbyhimself on June 07, 2017, 11:57:19 PM

Title: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on June 07, 2017, 11:57:19 PM
It's time for another game of Sentinels of the Multiverse, a superhero co-op card game which happens to work really well in forum form.  New players are very much welcome.  It's an easy game to play.

Pick any hero from the below list and a variant from the spoiler below it.  If you aren't sure, just pick the first, default form

Our cast so far. . .

Death's Jester as Dark Watch Expatriette vs Biomancer

Reepicheep as Absolute Zero  vs Proletariate

Glitch Girl as Wraith vs Ermine

Catwhowalksbyhimself as Prime Warden Argent Adept vs Miss Information


(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.
Variants
Spoiler

Name: The Indestructible Bunker
Power: Initialize--Draw a card.
HP: 28
Story: Lieutenant Tyler Vance is the soldier currently driving the Bunker suit. the latest product of the US military's Ironclad Project.  He has been reassigned from his regular military duties to serve on the Freedom Five.

Name: GI Bunker
Power: Panzer-Buster--Select a target. Damage dealt to that target is irreducible until the start of your turn.
HP: 27
Story: During WWII, Corporal Carter became the first operator of a Bunker suit in combot conditions.  Known for being able to take on tanks head to head, he was nicknamed "Panzer-Buster" and served in operations alongside that era's Legacy.

Name: Engine of War
Power: Locomotion--Discard a Mode card. If you do, destroy an Ongoing card.
HP: 27
Story: In an alternate future where Legacy has become Iron Legacy, even foes can become allies.  Thus it was that Bunker's nemesis Fright Train donned the mantle of his former foe, joining the Freedom Six as the new Bunker.

Name: Termi-Nation Bunker
Power: Modulize--Destroy 1 of your Ongoing or Equipment cards. If you do, Draw 1 card, Play 1 card, and use a power in any order.
HP: 26
Story: When the Villian Choke re-emerged as Chokepoint, Bunker, Absolute Zero, and Unity donned the latest in crime-fighting equipment to investigate.

(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.
Variants
Spoiler


Name: Fanatic
Power: Exorcism   : Fanatic deals 1 Target 1 Melee Damage and 1 Radiant Damage
HP: 30
Story: Driven by faith and what she believes is her holy missions, Helena brings holy terror upon evildoers.  While others call her Fanatic, she sees herself as an angel of righteousness.

Name: Redeemer Fanatic
Power: Redeem: Fanatic regains 1 HP. Draw 1 card.
HP: 31
Story: After confronting Apostate, who tried to convince her that she was no angel, but a being like himself, Helena's faith was shaken to the core.  After disappearing for a time to meditate, she appeared again more resolute in her faith then ever.

Name: Prime Warden Fanatic
Power: Resolute: Fanatic deals herself 3 radiant damage. Play the top card of your deck. One Hero may use a power now.
HP: 29
Story: When the newest Virtuoso of the Void, the hero known as Argent Adept, first faced the chaos nature elemental known as Akash'Bhuta, Fanatic was among the heroes who rallied to his side, forming the Prime Wardens.  No longer alone, she now fights alongside her alies and friends.

(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.
Spoiler


Name: The Savage Haka
Power: Crush: Haka deals 1 Target 2 Melee Damage.
HP: 34
Story: Outcast by the Maori people after he seemingly returned from the dead, Aata has lived for centuries, seemingly made stronger by his many trials.  In an age of heroes, Aata has taken the name Haka and joined them to protect the world that once rejected him.

Name: Eternal Haka
Power: Haka of Knowledge: Draw 1 card. You may discard 1 card with "Haka" in the title. If you do, draw 2 cards.
HP: 33
Story: In an alternate future, Aata, once known as Haka is the last living human being on Earth.  Protecting his library of books from the monsters that destroyed the human race, the arrival of Chrono-Ranger has presented an oportunatiy to see his long dead friends once more--and possibly end this desolate future.

Name: Prime Warden Haka
Power: Guardian: Play a card. If that card has "Haka" in the title, you may apply the effects to a target other than Haka.
HP: 35
Story: When the newest Virtuoso of the Void, the hero known as Argent Adept, first faced the chaos nature elemental known as Akash'Bhuta, Haka could not help but join in the fight.  Pleased to be part of a tribe once more, he now fights as a member of the Prime Wardens.

(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.
Spoiler


Name: America's Finest Legacy
Power: Galvanize: Until the start of your next turn, increase Damage dealt by Hero Targets by 1.
HP: 32
Story: The current in a long line of Legacies, the newest Paul Parson's is a leader among the superhero community and inspiration to many.

Name: America's Newest Legacy
Power: Atomic Glare: Legacy deals 1 Target 3 Energy Damage
HP: 30
Story: For the first time in the family line, the oldest child and heir to the Legacy powers is a girl, Paula.  Adding the power of Atomic Glare to her family's inheritance, Paula has worked hard to make her ancestors proud.

Name: America's Greatest Legacy
Power: Gung-Ho: One Hero regains 1 HP and may use a power now.
HP: 30
Story: The Legacy active during WWII played an important role in defeating Hitler and the original Baron Blade.

Name: America's Cleverest Legacy
Power: Solve Puzzle: Discard the top card of a deck. You may either play or destroy a non-character card that shares a keyword with the discarded card.
HP: 32
Story: When faced by the latest challenge from the reality-altering Puzzle Master, Legacy was temporarily replaced by an alternate reality counterpart whose family gained puzzle solving as a power instead of flight.

(http://www.sotm.freedomforceforever.com/banners/ra.png)
Team: None
Nemses: 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.
Spoiler


Name: The Mighty Ra, God of the Sun
Power: Pyre: Ra deals 1 Target 2 Fire Damage.
HP: 30
Story: Blake was once just an archaeologist, but he's has now transformed into Ra, the God of the Sun.  Evildoers must beware, or face his cleansing fire!

Name: Horus of the Two Horizons
Power: Sunrise: Draw 3 cards. Discard 2 cards.
HP: 29
Story: When Ra faced the Ennead, he thought he was unstoppable.  He was wrong.  Utterly defeated, he disappeared for a time, re-emerging some time later to stop his rampaging foes.

(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.
Spoiler


Name: Tachyon, Quickest Woman on Earth
Power: Rapid Recon: Look at the top card of your Hero deck. You may discard that card.
HP: 27
Story: A genius scientist, Dr. Meredith Stinson was caught one day in the testing chamber chamber of her lab.  Exposed to a flood of tachyons, she survived, gaining incredible speed.

Name: Team Leader Tachyon
Power: Sunrise: Team Leader: Each Player draws 1 card.
HP: 28
Story: In an alternate timeline, after Legacy becomes the dictator known as Iron Legacy, Tachyon take over leadership of the Freedom Five, reforming it into the Freedom Six to oppose Iron Legacy.  When their foe inveaded the Prime Timeline, the Freedom Six were ready to do all they could to help.

Name: Super Scientific Tachyon
Power:  Experiment: Reveal the bottom two cards of a deck. If they share a keyword, put them into play. If not, discard them.
HP: 26
Story: While she may be a superhero, Tachyon is still primarily a scientist.  Using her super speed, she is able to accomplish more than ever before, benefiting the common man and the superhero community alike.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
Team: Prime Wardens
Nemesis: Grand Warlord Voss, Iron Legacy
Former alien slave who escaped from the warlord Voss only to end up in the hands of suspicious humans.  He has powers over the weather and is also aquatic.  He even sometimes talks to the fishes.
Spoiler


Name: Inhuman Tempest
Power: Rapid Recon: Look at the top card of your Hero deck. You may discard that card.
HP: 26
Story: A genius scientist, Dr. Meredith Stinson was caught one day in the testing chamber chamber of her lab.  Exposed to a flood of tachyons, she survived, gaining incredible speed.

Name: Freedom Six Tempest
Power: Sacrifice: Destroy 1 of your cards. If you do, draw 3 cards.
HP: 25
Story: In an alternate timeline, after Legacy becomes the dictator known as Iron Legacy, Tempest joins Tachyon's new Freedom Six team.  When their foe invaded the Prime Timeline, the Freedom Six were ready to do all they could to help.

Name: Prime Warden Tempest
Power: Arc of Power: Play up to 3 cards. Each time you play a card this way, the environment deals Tempest 3 lightning damage.
HP: 27
Story: When the newest Virtuoso of the Void, the hero known as Argent Adept, first faced the chaos nature elemental known as Akash'Bhuta, Tempest was eager to help to defend his adopted planet, helping to form the Prime Wardens afterward.  From their base in the ancient city of Atlantis, he and his friends are ever eager to defend the planet from threats great and small.

(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.
Spoiler


Name: Mystery Comics the Wraith
Power: Stealth: Reduce the next Damage that would be dealt to The Wraith by 2.
HP: 26
Story: At the age of 17, billionaire heiress Maia Montgomery and her boyfriend were savagely attacked by a gang of thieves and left for dead.  She survived, but her boyfriend did not.  Determined not to let this happen again, she trained with the best instructors money could afford of every martial art she could find.  When a rash of violence hit her campus, she became the Wraith.  Now she protects all of Rook City, and the world, from criminals and evildoers.

Name: Freedom Six Wraith
Power: Last Stand: The Wraith deals up to 2 Targets 1 Melee Damage each.
HP: 25
Story: In an alternate timeline, after Legacy becomes the dictator known as Iron Legacy, Wraith is one of the three surviving memebers of the Freedom Five who form the Freedom Six to oppose him.  She will stand against his tyranny, no matter what the cost.

Name: Rook City Wraith
Power: Sleuth: Reveal the top card of the Environment deck. Discard it or play it.
HP: 27
Story: While criminal may fear her combat skills and fighting prowess, in reality, it is her mind that is the Wraith's greatest weapon.  With her brilliant deductive skills, she is Rook City's greatest detective.  No evil can hide from her for long.

(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 leave his cryo chamber.  He isn't terribly thrilled about it.  One of the most complex heroes in the game, he relies on hurting himself to damage his enemies.
Spoiler


Name: Absolute Zero
Power: Thermodynamics: Absolute Zero deals himself 1 Fire Damage or 1 Cold Damage.
HP: 29
Story: An accident at the cryo lab where he worked left Ryan Frost frozen and in a coma.  He was later revived by the federal government as part of the Freedom Five program.  While he initially resisted the offer to join the team, two years of complete boredom stuck in his tiny cryo chamber changed his mind.  Until he can pay off the debt for the cryo suit that lets him leave the lab, Ryan Frost is forced to save the world as the world coolest hero.

Name: Freedom Six Absolute Zero
Power: Elemental Wrath: Absolute Zero deals 1 non-Hero Target 2 Cold Damage.
HP: 27
Story: In an alternate timeline, after Legacy becomes the dictator known as Iron Legacy, Absolute Zero is one of the three surviving memebers of the Freedom Five who form the Freedom Six to oppose him.  With his power increasingly out of control, his time seems limited, but he will do what can to save the world from tyranny, even when he longer has to.

Name: Termi-Nation Absolute Zero
Power: Violent Shivers: Until the end of your next turn, increase all damage dealt by and to Absolute Zero by 2.
HP: 25
Story: When the Villian Choke re-emerged as Chokepoint, Absolute Zero's suit became more a liability than a help.  Pushing his powers to him limits, he fashioned a temporary suit out of ice and a few key modules and sprung into action.

(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.
Spoiler


Name: The Visionary
Power: Enlighten: 1 Player draws 2 cards, then discards 1 card.
HP: 26
Story: In the early 2000's, a secret project by the US government injected pregnant woman with the secret compound PSY-2000.  Vannessa Long was the only survivor.  Raised by project cocoon after her mother's death, she fought against violence and chaos, but ultimately failed.  With her own world nearly destroyed, she risked several damage by psychically time traveling to the time of her birth, determined to change her fate, and that of her world.

Name: Dark Visionary
Power: Turmoil: Reveal the top 2 cards of a deck. Put 1 on top and 1 on the bottom of the deck.
HP: 25
Story: When Visionary traveled back to the present, she did not come alone.  She carried with her a passenger, the mind of another version of herself.  In the battle against Gloomweaver, her dark counterpart took advantage of the pain and stress she was under to take over.  Now is darker, more powerful, but still fights alongside the heroes.  For now.

(http://www.sotm.freedomforceforever.com/banners/Unity.png)
Team: Freedom Five (Auxiliary member)
Nemesis: Unknown, Iron Legacy
A technopath who serves as Tachyon's lab assistant.  She builds an army of robots to assist her in battle.
Spoiler


Name: Unity
Power: Bot-Hack: Destroy 1 Equipment card. If you do, put a Mechanical Golem from hand into play.
HP: 26
Story: Even as a child, Devra Caspit had a knack for machines.  Soon she discovered that she could create, change, and manipulate them with her mind.  In spite of her skill with technology and bright mind, she could never focus on anything long enough to succeed, until Tachyon offered to take her on as her personal intern.

Name: Freedom Six Unity
Power: Golem-Spawn: Unity deals herself 4 Energy Damage. Put a Mechanical Golem from hand into play.
HP: 25
Story: In an alternate timeline, after Legacy becomes the dictator known as Iron Legacy, Unity had long been missing.  In her place, a golem who believed herself to be the young hero appeared. Joining Tachyon's new Freedom Six, she has proven herself to be as great a hero as the original Unity.  Or is she somehow the same person?
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on June 07, 2017, 11:57:37 PM
(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.
Spoiler


Name: Scholar
Power: Better Living: The Scholar regains 1 HP.
HP: 29
Story: John Rhodes could always sense the Earth's natural ley-lines, but they they lead him to the Philosopher's stone, allowing him to manipulate nature itself.  John is a simple man and he uses his vast powers to smooth out the lines when he senses a disturbance.  Whether it be mad scientists or extradimensional entities, you can always count of the Scholar to lend a hand.

Name: Infite Scholar
Power: Channel: The Scholar deals himself and 1 target X infernal damage, where X = the number of cards you've discarded since the end of your last turn plus 1.
HP: 31
Story: The Scholar has looked too far into the Void and must now act as the doorway, holding back the endless Void from consuming the world.

(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.
Spoiler


Name: Mr. Fixer
Power: Strike: Mr. Fixer deals 1 Target 1 Melee Damage.
HP: 28
Story:  Once upon a time, the hero known as Black Fist retired to run a dojo a long time ago, where he was known simply as Old Slim.  His hero days behind him, he enjoyed passing his knowledge onto a new generation, until his greatest pupil turned against him.  Now he works as a mechanic.  Tried to keep out of trouble.  To not be involved.  But as crime spreads in Rook City, old Slim may be forced to come out of retirement and a certain old pupil of his may have more to do with it than he'd like to believe.

Name: Dark Watch Mr. Fixer
Power: Bitter Strike: Mr. Fixer deals 1 Target 3 Melee Damage. Destroy a Hero Ongoing or Equipment card.
HP: 29
Story: When Mr. Fixer was killed by his former pupil, he friend buried him and thought that was the end of it.  And it would have been, had not the ancient dragon mystic Zhu Long stolen his body and raised his corpse as a zombie.  Not content with this desecration, Zhu Long forced Fixer's ghost to haunt his own dead corpse.  Now a tortured soul unable to move on Mr. Fixer is full of barely contained rage, yet still manages to fight as a hero along his friends as the team Dark Watch.

(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.
Spoiler


Name: Expatriette
Power: Load: Play a card.
HP: 29
Story:  Those villain with powers sometimes make the mistake that they are superior to those who do not.  Expatriette has taught many just how much they are wrong.

Name: Dark Watch Expatriette
Power: Aim: Increase Damage dealt by Expatriette by 1 until the end of your next turn.
HP: 30
Story: When Mr. Fixer died, several of his dearest friends among the superhero community came together looking for answers.  They found and defeated his zombie, then managed to restore a partial connection to his tortured soul. Expatriette now serves as the tactician for the team that resulted.  She has had to learn to take things more slowly, plan carefully, and strike when it is most efficient.

(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.
Spoiler


Name: Argent Adept: Virtuoso of the Void
Power: Vocalize: Activate a Perform Text.
HP: 24
Story:  For generations, the chaos nature entity Akash'bhuta has fought the Virtuosos of the Void, agents of order who combat chaos with their magical instruments, passing them on to the next virtuoso.  Seeking to end the cyle of virtuosos, she began destroying their instruments.  She thought she had succeeded, but then bartender Anthony Drake encountered a surviving instrument in a museum and took up the lost mantle of Virtuoso of the Void.

Name: Prime Warden Argent Adept
Power: Conduct: Put the bottom card of your deck into play. You may activate an Accompany text.
HP: 24
Story: When Anthony Drake woke to his powers, Akash'bhuta attacked him, seeking to end of the cycle of heroic Virtuosos of the Void once and for all.  Fortunately, four other heroes assembled to assist him in this battle, landing Akash'bhuta such a resounding defeat, that she was forced to become dormant to recover her power.  Based in the lost city of Atlantis, the five now work together as the Prime Wardens, agents of order who always oppose chaos and injustice.

Name: The Argent Adept: Kvothe Six-String
Power: Sympathy   : Reveal the top card of any 2 decks. Put 1 into play and the other into the trash.
HP: 23
Story: ?  A crossover promo with another universe that will be adapted into an in-universe promo soon.  Story yet unknown.

(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.
Spoiler


Name: Nightmist
Power: Investigation: Nightmist deals herself 2 Infernal Damage. Draw 2 cards.
HP: 27
Story:  While investigating the disappearance of her grandfather from Arkham, Mass, Private Investigator Faye Diamond was taught the power of magic.  While cursed with a form of mist from a spell gone awry, she uses her powers to assist heroes in matters of magic as the hero Nightmist.

Name: Dark Watch Nightmist
Power: Attunement: Reveal the top 3 cards of your deck. Put them back on top of your deck in any order.
HP: 28
Story: When her friend Mr. Fixer went missing, Nightmist lead the heroes who went searching for their friend.  Her magic proved the key to winning the battle and freeing what was left of Mr. Fixer.  Now calling themselve the Dark Watch, these heroes stand against darkness whever it may hid.

(http://www.sotm.freedomforceforever.com/banners/Chronoranger.png)
Team: None
Nemeses: Plague Rat, La Capitan(Villains)
The Sheriff of the 1800's town of Silver Gultch who fell into a time portal, Jim Brooks soon found himself in a faroff future where the world has been destroyed and taken over by monster. His arm bitten off buy a rat-man, he survived by wandering into the friendly sapient bunker Con, but upgraded him with cyberneticss, gave him time travel technology and sent him into the past to the destroy those who would create this desolute future. Chrono is the master of the plink damage.  He deals one point of damage, and he deals it a LOT in addition to play bounties that let him do other things.
Spoiler


Name: Chrono-Ranger
Power: Quick Shot: Chrono-Ranger deals 1 Target 1 Projectile Damage.
HP: 28
Story: Jim Brooks was having a bad day.  Lost through is mysterious portal, his arm bitten off by a rat creature in a strange place, he was rescued by the living bunker Con.  Con not only saved him and gave him a bionic arm, he also gave him a new purpose--travel through time and hunt down the creatures who descendants would create the desolate future he now found himself.  If creatures like the Skunk Ape and the Chupacabra are mostly dismised as legends these days, it's because Chrono-Ranger got to them first.

Name: Best of Time Chrono-Ranger
Power: True Purpose   : Select a non-hero target. Until after the next time you use a power all Bounty cards also affect that target and are not destroyed when that target leaves play.
HP: 29
Story: Chrono-Ranger was lost, afloat in the time stream with his chrono-badge broken and no way to get out. He was rescued by a right nice lady in her time travelling ship.  She pulled him out of the void, fixed his chrono-badge and was real nice to him.  All she asked was that he stop her past self from causing trouble.  It would be rude not to do a favor for the nice lady.

(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.
Spoiler


Name: Omnitron-X
Power: Timeshift: Reveal the top card of a deck. Put it into play or into the trash.
HP: 25
Story: Teaming up with an Omnitron is strange, but the future incarnation of the killer robot has proven his worth. No one can stop him, however, from destroying his greatest foe--himself.

Name: Omnitron-U
Power: Volatile Wiring: Until the End of your next turn, whenever one of your cards is destroyed, Omnitron-U deals 1 targets 2 Fire damage. Either play a card, or move 1 Equipment card from your trash to your hand.
HP: 24
Story: He tried so many time to accomplish his mission.  When he shut down all Omnitron code to defeat Omnitron-1, he was able to reset himself, but the final battle with Omnitron-IV was too much.  His chassis was destroyed and there was no resetting this time.  His best friend Unity, however, would not let him die so easily.  Against the advice of the other heroes, she combined the chasis from Omnitron-X with parts from Omnitrons I, II, and IV.  The resulting Omni-bot was nothing more than a souless mockery of her friend.  When she laid it's remains to rest in the wreck of Omnitron IV, however, his surviving code was able to download itself into the reconstructed chasis.  The resulting Omnitron-U is missing a few memories, but is otherwise back to normal and happy to be alive.

(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.
Spoiler


Name: Parse
Power: Pinpoint Shot: Parse deals 1 Target 2 Projectile Damage.
HP: 26
Story: Her computerlike mind allows Parse to analyze and manipulate the odds in her favour.

(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 too.  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.
Spoiler


Name: Setback--A change from better to worse
Power: Risk: Add 1 Token to your Unlucky Pool. Play the top card of your deck.
HP: 31
Story: When Pete Riske broke up with his high school girlfriend when she told him her family was moving, she, unaware of her luck manipulation power, unknowingly cursed him but terrible luck, but also blessed him to come back from disaster.  Peter has ever since has terrible luck when things are going well and wonderful luck when things go terribly.  His luck swings allowed him to be the only successful test subject of Baron Blade's power-granting experiments and he has been the world's unluckiest--and luckiest--superhero ever since.

Name: Dark Watch Setback
Power: Mitigate: Remove 1 Token from your Unlucky Pool. Reduce the next Damage dealt to a Hero Target by 2.
HP: 30
Story: While trying to rescue Mr. Fixer, Setback was temporarily controlled by Zhu Long, who used his mystic powers to control his luck field.  Now aware of his luck, Setback is able to mitgate the worst of his bad luck while using his good luck to help his team mates.

(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.
Spoiler


Name: Naturalist
Power: Transform: Search your deck or trash for a Form and put it into play. If you searched your deck, shuffle your deck.
HP: 29
Story: With the power of his shapeshifting, Naturalist now protects the world that he once threatened.

Name: Hunted Naturalist
Power: Desperate Prey: Select Crocodile, Gazelle, or Rhino. Until the end of your next turn,  you may activate that icon's effects. Either draw a card or play a card.
HP: 27
Story: On the run from hero hunter Ambuscade, Naturalist's powers are out of control, shifting into more than one form at once.

(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.
Spoiler


Team: The Southwest Sentinels

Name: Dr. Medico
Power: M.D.: 1 Hero Target regains 3 HP.
HP: 13
Name: The Idealist
Power: Telekinetic Jab: The Idealist deals 1 Target 2 Psychic Damage.
HP: 11
Name: Mainstay
Power: Block: Reduce Damage dealt to all your Hero Targets by 1 until the start of your next turn.
HP: 14
Name: Writhe
Power: Extract: Reveal the bottom card of a deck. Discard it or put it on the top of that deck.
HP: 14
Story: A team of heroes from the Southwest, the Southwest Sentinels may not be as powerful individually as the other heroes, but they have teamwork on their side.

Team: The Fort Adamant Sentinels

Name: Adamant Dr Medico
Power: Regenerationr: Each of The Sentinels regains 1 HP. You may draw a card.
HP: 14
Name: Adamant Idealist
Power: T.K. Thump: the Idealist deals 1 target 1 psychic damage. Reduce damage dealt by a target dealt damage this way by 1 until the start of your next turn.
HP: 12
Name: Adamant Mainstay
Power: Haymaker: Mainstay deals 1 target 2 melee damage. The next damage dealt to that target is irreducible.
HP: 15
Name: Adamant Writhe
Power: Shroud: The next time a non-hero target is destroyed, you may move it to the bottom of its deck instead of the trash.
HP: 13
Story: With the support of the U.S. Army, the Southwest Sentinels have received combat training at Fort Adamant and are now ready for the greater challenged ahead.

(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.
Spoiler


Name: K.N.Y.F.E.
Power: Energy Lancer: KNYFE deals 1 Target 2 Energy Damage.
HP: 30
Story: FILTER Agent Paige Huntley was tasked with bring in an "alient terrorist."  Recognizing him as the hero Tempest, she instead helped him escape.  Now hunted by her former FILTER Team, KNYFE uses her knowledge of the destruction of countless other parallel Earths, including her own to help the heroes of this earth prepare for the coming storm.  Will it be enough?

Name: Rouge Agent K.N.Y.F.E.
Power: Infiltration: Reveal the bottom card of a deck. Either put it into play or discard it.
HP: 29
Story: When the alien herald Progeny was finally defeated, it's head detached and went into space. As the heroes of Earth rebuilt, KNYFE stole a FILTER space ship and pursued it.  Upgrading her equipment with alien tech, she is now in a unique position to defend Earth from spacebound threats.

(http://www.sotm.freedomforceforever.com/banners/captaincosmic.png)
Team: None
Nemesis: Infinitor
Infused with yellow energy, Captain Cosmic can create constructs out of yellow light!  Yes, he's Green Lantern, but with yellow.  Puts out lots of little targets that buff his teammates.
Spoiler


Name: Captain Cosmic
Power: Fabrication: Reveal the top card of your deck. Put it into play or into your hand.
HP: 27
Story: Empowered by the same cosmic energy that drove his brother mad and turned him into Infinitor, Cosmic seeks to protect the world--and redeem his brother.

Name: Prime Wardens Captain Cosmic
Power: Absorption: Until the start of your next turn, whenever a Construct card is destroyed, you may shuffle it into your deck instead and either draw a card or play a card.
HP: 28
Story: When the Argent Adept fought Akash'buhta, Captain Cosmic was one of the heroes who arrived to help him, forming the team known as the Prime Wardens.

(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.

(http://www.sotm.freedomforceforever.com/banners/guise.png)
Team: NoneI'm worth 5 or 6 teams at least!
Nemesis: Wager MasterHis jokes aren't as funny as mine, but he has great fashion sense!
Once an ordinaryBoring! You already know I'm awesome, so just pick me!
Spoiler


Name: Guise
Power: Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!
HP: 27
Story: I'm the original and the best!  Pick me and play all my cards!

Name: Santa Guise
Power 1: It's Gift-mas Time!(1): Put the top card of each hero deck face down in their play area.
Power 2: It's Gift-mas Time!(2): One player may flip all face-down cards in their play area, treating them as if they were just put into play.
HP: 25
Story: I'm the best!  I give presents to all the good little boys and girls.  How awesome is that!
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on June 08, 2017, 03:17:41 PM
Hmm...Guise or Expat, who to choose...hmm...
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on June 10, 2017, 04:50:38 PM
You could always try something new if you're not sure.

Also, where'e everybody else.  I keep getting people asking me to start this up again and when I do, crickets.

Oh well, people will sign up eventually.  And it's not like I exactly set a good example in the first place.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on June 10, 2017, 05:02:56 PM
I could try a new one but no one really calls to me like Expat and Guise do...
Title: Re: Sentinels of the Multiverse Game 11
Post by: Reepicheep on June 10, 2017, 07:06:02 PM
I'm going to try Absolute Zero.

Sorry for the late reply. I don't pop on to FR as often as I used to.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on June 11, 2017, 09:06:54 PM
Regular Expat, I guess...
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on June 13, 2017, 08:49:28 PM
I'm thinking we'll do team villains again.  There are another 10 available now besides the Vengeful 5, so everyone can just pick one villain.  No democracy required!

Also you.  Yes, I mean you!  The person who's reading this but not playing.  Come join us.  Now.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on June 13, 2017, 11:35:42 PM
I let GG know you got this up, so hopefully she pops in and joins in.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Glitch Girl on June 14, 2017, 02:31:13 AM
Heyo! 

Sorry, was a bit distracted.   My phone bricked saturday and been working around not having one until the replacement arrived today.

I was going to try someone new like Haka, but Wraith is always useful with her eyepiece.  What do y'all think?
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on June 14, 2017, 03:09:31 AM
If you're looking for something similar, Visionary, Parse, and sometimes Nightmist are capable of doing similar villain manipulation.  Dark Visionary especially.

However, if we're doing team villains that isn't quite as powerful as it is with a normal single villain, although it's still useful.  I'd advise doing whatever suits your fancy.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on June 14, 2017, 08:04:52 PM
Well, if that's the case on villians..then I guess I'll pick..Biomancer?

And change from Regular Expat to Dark Watch Expat instead.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on June 15, 2017, 01:01:24 AM
For the rest of you, the full list for team villains.  Pick any one you like!



(http://www.sotm.freedomforceforever.com/banners/veng%20blade.png)
Team: Vengeful Five
Nemesis: Legacy
Mini-Nemeses: Citizen Slash(Expatriette), Omni-Blade(Omnitron-X), Ruin(Argent Adept), Zhu Long(Mr. Fixer), Empyreon(Captain Cosmic)
Having been beaten by the Freedom Five and their allies, Baron Blade is determined to have his revenge!  Having enhanced himself with new powers, he has gathered others with grudges again the Freedom Five and, just to neutralize any friends they might bring, has placed under each of them lesser villains who have grudges against each and every hero that might be brought in to oppose him.  He is prepared and ready for his revenge!

(http://www.sotm.freedomforceforever.com/banners/veng%20proletariate.png)
Team: Vengeful Five
Nemesis: Absolute Zero
Mini-Nemeses: Vyktor(Tempest), Doc Tusser(Chrono-Ranger), Radioactivist(Unity), Hermetic(Scholar)
A former Soviet super-soldier rescued from cryo storage by Baron Blade, the self multiplying Proletariate was fooled into thinking that he best served the fallen soviet empire by defeating that poor brainwashed stooge of the American government--Absolute Zero.

(http://www.sotm.freedomforceforever.com/banners/veng%20friction.png)
Team: Vengeful Five
Nemesis: Tachyon
Mini-Nemeses: Highbrow(Parse), Argentium(Guise), The Hippo(Haka), Revenant(Setback)
Tachyon's former lab assistant who stole a dangerous experimental super speed suit in revenge for being fired.  The suit is highly dangerous, but with a few modifications by Baron Blade, she is prepared to risk all to seek her revenge!

(http://www.sotm.freedomforceforever.com/banners/veng%20fright%20train.png)
Team: Vengeful Five, Revocorp
Nemesis: Bunker
Mini-Nemeses: Man-Grove(Nightmist), Major Flay(Visionary), The Crackjaw Crew(The Sentinels), Choke(K.N.Y.F.E.)
A rival of Bunkers from his military days, Fright Train join an experiment to test an experimental super serum. His body torn apart by the resulting growth, he was rebuilt with cybernetics and used as a super mercenary.  Captured by FILTER, he was rescued to Baron Blade and was happy to join his quest for vengeance.

(http://www.sotm.freedomforceforever.com/banners/veng%20ermine.png)
Team: Vengeful Five
Nemesis: Wraith
Mini-Nemeses: The Seer(Fanatic), Tantrum(Sky-Scraper), Equity(Naturalist), Calypso(Ra)
Rich socialist by day, cat burgler by night, Cassandra Lilya was caught by the Wraith.  Her secret identity exposes, her social life was ruined.  Blaming the Wraith for destroying her life, she was more than happy to join Baron Blade in his search for vengeance.

Name: Ambuscade
Team: Slaughterhouse Six
Nemesis: Naturalist
Mini-Nemeses: Ray Manta(Omnitron-X), Re-Volt(Setback), Magman(Unity), Glamour(Tachyon), Desert Eagle(Haka)
Now backed by the Slaughterhouse Six, Ambuscade is more dangerous then ever, willing to join forces for other villains to hunt his prey.

(http://www.sotm.freedomforceforever.com/banners/biomancer.png)
Team: None
Nemesis: The Scholar
Mini-Nemeses: None
A mysterious villain who can create living flesh and graft it to artificial skeletons, Biomancer's creations mock life.  While disgusting, he's also useful, leading other villains to work with him.

Name: Bugbear
Team: None
Nemesis: Nightmist
Mini-Nemeses: Quetzalcoatl(The Sentinels), Ammit(Ra), Cueball(Guise)
Moris Dugal, a thug working for Drug smugglers, stumbled into an ancient temple as he was bleeding and dying.  His blood and lifeforce were turned into a magical stone, but now he must feed on the lifeforce of whoever he can catch.

Name: Citizen Hammer and Citizen Anvil
Team: Citizens of the Sun
Nemesis: Visionary
Mini-Nemeses: None
After Citizen Dawn was captured by FILTER, Hammer and Anvil, her last faithful disciples, freed her and other from the Block.  As she rebuilds the Citizens of the Sun, Hammer and Anvil are her left and right hands, often going on mission to recruit new citizens, willing or not.  They have not set their sights on Visionary, but would be willing to "recruit" any superpowered heroes they come across.

Name: La Capitan
Team: None
Nemesis: Chrono-Ranger
Mini-Nemeses: None
Having just found her timeship and still learning to use it, this is a younger version of the time pirate than the heroes have thought before.  Wreckless and not caring about the consequences of her actions, Chrono-Ranger has been hired to stop her--by her own future self!

(http://www.sotm.freedomforceforever.com/banners/information.png)
Team: None
Nemeses: Freedom Five(Legacy, Wraith, Bunker, Absolute Zero, Tachyon)
Mini-Nemeses: Judge Mental(Sentinels), Green Grosser(Guise), Balarian(Prime Wardens: Argent Adepts, Captain Cosmic, Haka, Tempest, Fanatic), Heartbreaker(Dark Watch: Expetriette, Setback, Nightmist, Mr. Fixer)
Believed dead in a final confrontation with Parse, Miss Information has returned, with new reality warping powers and allies who also hold a grudge against particular villain teams.

Name: Plague Rat
Team: Revocorp
Nemesis: Setback
Mini-Nemeses: None
The best known as Plague Rat was captured by Revocorp.  Turned into a superpowered bloodhound, he is now used to secure assets for the company, especially their escaped test subject, Setback.

Name: Sergeant Steel
Team: FILTER
Nemesis: KNYFE
Mini-Nemeses: None
When KNYFE went rogue, Sergeant Steel was promoted to lead her team.  Tasked with recapturing their former team leader, Steel is willing to work with anyone to complete his mission.

Name: The Operative
Team: None
Nemesis: Mr. Fixer
Mini-Nemeses: Professor Polution(The Naturalist), The Idolater(Fanatic)
Saved from near death by Zhu Long, the Operative now works for him until the day where she can earn her freedom and return to the Chairman's side.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Glitch Girl on June 15, 2017, 01:37:21 AM
Guess I'll stick with Wraith, only because Ermine sounds like fun.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on June 15, 2017, 02:19:36 AM
Ermine is ranked as a moderate (2) challenge while Biomancer is hard (3). I think...I don't know. Are we facing our choices all at once or one after the other?
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on June 15, 2017, 09:52:06 AM
Quote from: Deaths Jester on June 15, 2017, 02:19:36 AM
Ermine is ranked as a moderate (2) challenge while Biomancer is hard (3). I think...I don't know. Are we facing our choices all at once or one after the other?

At the same time.  Team villains are designed to work that way.  They aren't as powerful as the regular ones, though.

EDIT:  Keep in mind, that the difficulty levels are not equivilant to a single villain.  You'd have to average all the team villains to get the single villain equivillant.  Also, you guys have rolled through Iron Legacy who's top tier difficulty, so I wouldn't worry about it too much.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on June 17, 2017, 11:39:20 PM
Okay, I was just a bit worried that we would get overwhelmed by the mini-villians that come with the main villians.

Now if Reep would show up, we could move on to enviroment choices...
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on June 18, 2017, 12:02:22 AM
Quote from: Deaths Jester on June 17, 2017, 11:39:20 PM
Okay, I was just a bit worried that we would get overwhelmed by the mini-villians that come with the main villians.

Now if Reep would show up, we could move on to enviroment choices...

The mini-villains are just cards that come out of their deck.  They aren't very strong normally, but they get stronger if their nemesis is in the game.  Either way, they aren't stronger than the normal minions you see in regular decks.

Also, If we don't get a forth player, I'm thinking I'll jump in and play too.  You may choose the hero I will play for me.  I will choose the villain though.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on June 18, 2017, 10:59:31 PM
I'm thinking we make Cat play as either one of the Legacys or as an Argent Adept but that's just me.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on June 18, 2017, 11:19:33 PM
Both are good support characters.  Argent takes a bit of setup but can do a huge variety of helpful stuff, all at once.  His actions do get a bit complicated, but unlike the physical game you won't have to wait forever while I keep chaining multiple nesting actions together.

Legacy's simpler to play and mostly boosts other heroes damage and shuts down the villain.  Not quite as powerful with multiple villain, but given that he's often considered OP in regular games, that's not really a problem.

I'll gladly do either if that's what folks want.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Glitch Girl on June 19, 2017, 01:53:46 AM
I've seen Legacy played, but not Argent, so I'm leaning towards Argent out of curiosity sake.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on June 19, 2017, 10:43:22 PM
Argent Adept it is.  I will use the Prime Wardens variant and I choose Miss Information as my villain.

Note that she is Nemesis to two of us, and has mini Nemeses for the other two.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on June 20, 2017, 12:07:08 AM
Somehow - after looking at the cards of the team villians - I knew you'd pick her, Cat...
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on June 20, 2017, 09:06:15 PM
While we wait for Reep to choose his villain, here's the list of Environments, including several new ones.

(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 down, 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.

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

(http://www.sotm.freedomforceforever.com/banners/tribunal.png)
Attempting to create the perfect justice system, an alien race created the Celestial Trubunal, a judicial AI in a massive ship able to make perfect, rational decisions about who is guilty and who is innocent.  I judged the entire race guilty and destroyed them.  It has traveled through space ever since, stopping at inhabited planets, finding them guilty and destroying them.  Now it has arrived on earth.

(http://www.sotm.freedomforceforever.com/banners/magmaria.png)
Deep under the earth lies the relm of magmaria, a land of heat and fire.  And it is not uninhabited.

(http://www.sotm.freedomforceforever.com/banners/courtofblood.png)
The lair of an ancient vampire, the Blood Countess.  Heroes have tried to dislodge them for years, with no success.

(http://www.sotm.freedomforceforever.com/banners/festival.png)
A misterious carnival, that shows up suddenly and disappears just as quickly.  There are always people left missing in it's wake.

(http://www.sotm.freedomforceforever.com/banners/temple.png)
The lair of the ancient mysic Dragon, Zhu Long.  Full of mysteries, magic and a cult of assassins.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Reepicheep on June 21, 2017, 10:38:30 PM
I totally missed the memo that we were doing team villains.

I'll pick Proletariat and cast my vote for "Madame Mittermeier's Fantastic Festival of Conundrums and Curiosities"
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on June 21, 2017, 10:49:58 PM
DJ suggested The Block or the Temple of Zhu Long, but the forums seem to have eaten that post.  Or I've gone more nutty than normal.  It's a tossup, really.

Both the Temple and the Carnival are environments I have't done much, so I'd be happy to do either.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Reepicheep on June 21, 2017, 11:07:43 PM
Just noting, if I seem to have disappeared for two days, PM me. It'll shoot me an email and I'll eventually get back into the habit of putting FR on my daily checklist, rather than popping in once a week or so like I've gotten used to.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on June 21, 2017, 11:39:14 PM
<notices the enviroment Reep wants> Oh noooo!! <runs and hides>
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on June 22, 2017, 12:23:41 AM
Yes, figuring out how to fit the title onto there was interesting.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Glitch Girl on June 22, 2017, 12:42:40 AM
I take it you're familiar with that one DJ?

I WAS going to say that one or the Mobile Defense Platform, though I know little beyond the description for the former. 
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on June 22, 2017, 01:35:32 AM
Since the last game we played, I've taken some time to look over the enviro and villian cards. Some of the attractions on the "wonders" can really throw everything out of whack. But if you two want to go that way then let's do it....
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on June 22, 2017, 09:50:43 AM
MDP is basically easy mode, which isn't always a bad thing. It's one of two environment that you can often just ignore.  I dont' think I've actually played Madame Mittermeier's yet.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Reepicheep on June 22, 2017, 12:30:19 PM
I'm not precious about my vote. I just like the name a lot. Roll a dice between the suggestions?
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on June 22, 2017, 03:20:36 PM
Meister's is rated as one of the harder enviroments in the game (rating 5). It's def one of those places you've got to keep an eye on it...
Title: Re: Sentinels of the Multiverse Game 11
Post by: Glitch Girl on June 22, 2017, 03:37:27 PM
eyeah... let's pick something below a 5.

How does Mobile Defense Platform rate?


Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on June 22, 2017, 06:04:21 PM
Quote from: Glitch Girl on June 22, 2017, 03:37:27 PM
eyeah... let's pick something below a 5.

How does Mobile Defense Platform rate?

Equivalent Rating is a one on Mobile Defense Platform and on Temple of Zhu Leuong.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Reepicheep on June 22, 2017, 06:17:28 PM
If the festival is too hectic, let's flip a coin for MPD (I feel MLG when I use an acronym) or ToZL.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on June 22, 2017, 11:12:11 PM
Both of those are rated 1 by the way, so not hard.

And if you wish me to randomly pick one I shall.  I will give it a bit for final input, though.

I've also created all the banners we might need, so there is that.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Glitch Girl on June 23, 2017, 04:30:31 PM
I'm cool with either MDP or ToZL.  Coin-flip away.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on June 23, 2017, 10:43:45 PM
After multiple coin flips just for ha has like 7 out of 8 came up tails, so that means we visit the Temple of Zhu Long.  I'll start getting set up now.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on June 24, 2017, 03:52:51 PM
It's go time!  The opening situation.

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 start of Biomancer's turn, destroy 2 Hero cards(Biomancer--The Carbon Adept)
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)
At the end of Miss Information's turn, move the top card of each Hero deck to the Bottom of that deck.(Miss Information)
Villain Targets are Immune to damage(Miss Information--A World Improved)
If damage would reduce a target to 0 or fewer hp, prevent that damage and destroy Unshackled Destiny.(Miss Information--Unshackled Destiny)


Hero Ongoing Effects

Environment Ongoing Effects

(http://www.sotm.freedomforceforever.com/banners/veng%20proletariate.png)
Side: The Every Man
HP: 20/20

Spoiler

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: 18
Trash: 0

In Play:

-Proletariate--Clone, HP: 6/6
-Proletariate--Clone, HP: 6/6

Spoiler

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.


(http://www.sotm.freedomforceforever.com/banners/absolutezero.png)
HP: 29/29

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

Deck: 36
Hand: 4
Spoiler

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.
Focused Apertures: Equipment, Limited--Increase Cold Damage dealt by Absolute Zero by 1.
Isothermic Transducer: Equipment, Limited, Module--When Absolute Zero is dealt Fire Damage, Absolute Zero deals 1 Target that much Cold Damage.
Onboard Module Installation: One-Shot--You may draw a card.Search your deck for a Module card and put it into your hand. Shuffle your deck. You may play a card.

Trash: 0
In Play: 0


(http://www.sotm.freedomforceforever.com/banners/biomancer.png)
Side: Flesh Moulder
HP: 18/18

Spoiler

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: 18
Trash: 0

In Play: 2
-The Carbon Adept--Fleshchild, HP: 5/5
-Mr. Facisimile--Fleshchild, HP: 5/5


Spoiler

The Carbon Adept: Fleshchild, HP:5--At the start of Biomancer's turn, destroy 2 Hero Ongong cards.
Mr. Facisimile: Fleshchild, HP:5--If this card would be dealt exactly 1 damage, redirect that damage to the Hero target with the highest HP.At the end of Biomancer's turn, this card deals the Hero character card with the lowest HP 1 melee damage.


(http://www.sotm.freedomforceforever.com/banners/dwexpatriette.png)
HP: 30/30
Available Powers:
Aim: Increase Damage dealt by Expatriette by 1 until the end of your next turn.

Deck: 36
Hand: 4
Spoiler

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.
RPG Launcher: One-Shot--Destroy 1 Ongoing or Environment card.If you do, Expatriette deals up to 2 Targets 2 Fire Damage each.
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.
Unload: One-Shot--This turn, you may use as many Powers as you have Guns in play.
Trash: 0
In Play: 0

Spoiler



(http://www.sotm.freedomforceforever.com/banners/veng%20ermine.png)
Side: Con Artist Extraordinaire
HP: 25/25

Spoiler

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: 19
Trash: 0

In Play: 1
-Constant Prattle--Ongoing


Spoiler

Constant Prattle: Ongoing--At the end of Ermine's turn, discard the top card of each deck.


(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

Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
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.
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: 0
In Play: 0

Spoiler


(http://www.sotm.freedomforceforever.com/banners/information.png)
Side: Reality Rewriter
HP: 23/23

Spoiler

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: 18
Trash: 0

In Play: 2
-A World Improved--Ongoing
-Unshackled Destiny--Ongoing

Spoiler

A World Improved: Ongoing--Villain targets are immune to damage.At the end of a Hero's turn, if no cards were played and no powers were used that turn, destroy this card.
Unshackled Destiny: Ongoing--If damage would reduce a target to zero or fewer HP, prevent that damage, then destroy this card.


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

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

Deck: 36
Hand: 4
Spoiler

Inspiring Supertonic: Ongoing, Harmony--Perform: One Player may use a Power now. Accompany: The Argent Adept regains 2 HP.
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.
Silver Shadow: One-Shot--Activate an Accompany text. You may either draw a card or play a card now.
Vernal Sonata: One-Shot--Each Hero Target regains 1 HP. Each Player may take 1 card other than Vernal Sonata from their trash and put it on top of their deck.
Trash: 0
In Play: 0

Spoiler


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

Deck: 15
Trash: 0
In Play: 0

Spoiler

Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on June 24, 2017, 04:07:50 PM
Argent Adept makes an emergency call to Dark Watch and the Freedom 5.  There is something urgent they need to check out at Zyu Long's temple. Expattriette, Wraith and Absolute Zero respond.  When they arrive at the temple's entrance, they find the Argent waiting for them.  "Ah, good, you came.  Now it will be easy for my master to kill you all and copy your brain imprints for his children."  He opened him mouth, letting forth a horrible screech as Biomancer and a copy of Mr. Fixer come out from the shadows.

The screech is interupted by another voice, this one melodious and soft.  The screeching stopped.  The real Argent Adept walked up to his allies.  "When Haka told me I was supposed to be at some meeting, I knew something strange was going on.  Surrender, Biomancer.  Your poor copy is no match for the real Virtuosso of the Void."

"It is a good thing I brought friends, then." He replied, as three more villains step out of the shadows.

Proletariat's turn

(http://www.sotm.freedomforceforever.com/banners/veng%20proletariate.png)

Start: Proletariat deals himself 2 Psychic damage.

Play: Share in the Struggle: One-Shot--Reveal cards from the top of Proletariat's deck until 2 clone cards are revealed. Put them into play. Shuffle the other revealed cards into Proletariat's deck.

All 5 Proletariat's deal 2 damage to the highest. Expat, takes 2.  AZ takes 2.  They each take 2 more, then either Expat or Wraith takes another 2.  Who wants it?
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on June 24, 2017, 04:33:56 PM
I'll take the damage.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on June 24, 2017, 04:40:49 PM
Some notes.

It is essential that we work together and pull down the villains in a coordinated fashion.  I'd suggest working on Proletariat first.  He hurts himself, working on the clones is doable and we end the flood of said clones best by ending him.  Miss Information is another candidate for first target as her Ongoings are annoying.  If I get the right song and instrument card, I can bust those up easily, but I don't have it, so taking her out first is another option.

Biomancer's 2 DR means we probably want to build up a bit before taking him on.  the Carbon Adept needs to die though.

I'd suggest either AZ skip his turn to get rid of  World Improved, so Expat use her RPG to do it.  AZ needs a few turns to set up, so skipping a turn isn't necessarily very good though.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on June 24, 2017, 04:43:14 PM
It is now Absolute Zero's turn.

Your module cards are

Isothermic Transducer: Equipment, Limited, Module--When Absolute Zero is dealt Fire Damage, Absolute Zero deals 1 Target that much Cold Damage.
Null-Point Calibration Unit: Equipment, Limited, Module--When Absolute Zero would take Cold Damage, he regains that many HP instead.

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 start of Biomancer's turn, destroy 2 Hero cards(Biomancer--The Carbon Adept)
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)
At the end of Miss Information's turn, move the top card of each Hero deck to the Bottom of that deck.(Miss Information)
Villain Targets are Immune to damage(Miss Information--A World Improved)
If damage would reduce a target to 0 or fewer hp, prevent that damage and destroy Unshackled Destiny.(Miss Information--Unshackled Destiny)


Hero Ongoing Effects

Environment Ongoing Effects

(http://www.sotm.freedomforceforever.com/banners/veng%20proletariate.png)
Side: The Every Man
HP: 18/20

Spoiler

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: 15
Trash: 1

In Play:

-Proletariate--Clone, HP: 6/6
-Proletariate--Clone, HP: 6/6
-Proletariate--Clone, HP: 6/6
-Proletariate--Clone, HP: 6/6

Spoiler

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.


(http://www.sotm.freedomforceforever.com/banners/absolutezero.png)
HP: 25/29

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

Deck: 36
Hand: 4
Spoiler

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.
Focused Apertures: Equipment, Limited--Increase Cold Damage dealt by Absolute Zero by 1.
Isothermic Transducer: Equipment, Limited, Module--When Absolute Zero is dealt Fire Damage, Absolute Zero deals 1 Target that much Cold Damage.
Onboard Module Installation: One-Shot--You may draw a card.Search your deck for a Module card and put it into your hand. Shuffle your deck. You may play a card.

Trash: 0
In Play: 0


(http://www.sotm.freedomforceforever.com/banners/biomancer.png)
Side: Flesh Moulder
HP: 18/18

Spoiler

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: 18
Trash: 0

In Play: 2
-The Carbon Adept--Fleshchild, HP: 5/5
-Mr. Facisimile--Fleshchild, HP: 5/5


Spoiler

The Carbon Adept: Fleshchild, HP:5--At the start of Biomancer's turn, destroy 2 Hero Ongong cards.
Mr. Facisimile: Fleshchild, HP:5--If this card would be dealt exactly 1 damage, redirect that damage to the Hero target with the highest HP.At the end of Biomancer's turn, this card deals the Hero character card with the lowest HP 1 melee damage.


(http://www.sotm.freedomforceforever.com/banners/dwexpatriette.png)
HP: 24/30
Available Powers:
Aim: Increase Damage dealt by Expatriette by 1 until the end of your next turn.

Deck: 36
Hand: 4
Spoiler

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.
RPG Launcher: One-Shot--Destroy 1 Ongoing or Environment card.If you do, Expatriette deals up to 2 Targets 2 Fire Damage each.
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.
Unload: One-Shot--This turn, you may use as many Powers as you have Guns in play.
Trash: 0
In Play: 0

Spoiler



(http://www.sotm.freedomforceforever.com/banners/veng%20ermine.png)
Side: Con Artist Extraordinaire
HP: 25/25

Spoiler

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: 19
Trash: 0

In Play: 1
-Constant Prattle--Ongoing


Spoiler

Constant Prattle: Ongoing--At the end of Ermine's turn, discard the top card of each deck.


(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

Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
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.
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: 0
In Play: 0

Spoiler


(http://www.sotm.freedomforceforever.com/banners/information.png)
Side: Reality Rewriter
HP: 23/23

Spoiler

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: 18
Trash: 0

In Play: 2
-A World Improved--Ongoing
-Unshackled Destiny--Ongoing

Spoiler

A World Improved: Ongoing--Villain targets are immune to damage.At the end of a Hero's turn, if no cards were played and no powers were used that turn, destroy this card.
Unshackled Destiny: Ongoing--If damage would reduce a target to zero or fewer HP, prevent that damage, then destroy this card.


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

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

Deck: 36
Hand: 4
Spoiler

Inspiring Supertonic: Ongoing, Harmony--Perform: One Player may use a Power now. Accompany: The Argent Adept regains 2 HP.
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.
Silver Shadow: One-Shot--Activate an Accompany text. You may either draw a card or play a card now.
Vernal Sonata: One-Shot--Each Hero Target regains 1 HP. Each Player may take 1 card other than Vernal Sonata from their trash and put it on top of their deck.
Trash: 0
In Play: 0

Spoiler


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

Deck: 15
Trash: 0
In Play: 0

Spoiler

Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on June 24, 2017, 04:52:57 PM
I just realized Carbon isn't going to be as big as issue as I thought as most of you are dependant on equipment cards, not Ongoings.  It will shut me down completely though, as all my songs are ongoings and I'm pretty much completely worthless without them, so I'd still like him dead.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on June 24, 2017, 09:14:54 PM
(I had already planned on taking out World Improved this round anyways so that lets you build some Cat.)
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on June 25, 2017, 05:24:45 AM
Quote from: Deaths Jester on June 24, 2017, 09:14:54 PM
(I had already planned on taking out World Improved this round anyways so that lets you build some Cat.)

It won't matter.  Until Carbon is dead, he will destroy all my songs.  I'll have to wait until next round at least.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Reepicheep on June 25, 2017, 12:23:44 PM
Definitely skipping my turn to get rid of world improved. I think I can handle getting start with AZ's setup from next round.


I think.


Will I still draw two cards? Having the two extra from this skip would give me a few more options from next round.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on June 25, 2017, 01:08:49 PM
Quote from: Reepicheep on June 25, 2017, 12:23:44 PM
Definitely skipping my turn to get rid of world improved. I think I can handle getting start with AZ's setup from next round.


I think.


Will I still draw two cards? Having the two extra from this skip would give me a few more options from next round.

Of course.  That is the rule.  There is nothing on A World Improved that would change that.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Reepicheep on June 25, 2017, 01:22:41 PM
Unless DJ *really* wants to take out A World Improved with his RPG launcher, I'll go ahead and do that.

Gimme those tasty cards, yo.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on June 25, 2017, 03:02:21 PM
I had planned on usinh the RPGs damage to hit Carbon but that's okay. Means I can look at doing something else.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on June 25, 2017, 04:32:43 PM
Well, honestly the most damage we could do to him right now before Biomancer's next turn is 3, and he heals for 2 every turn, so waiting a round until we can bring the damage might not be so good.  I can at least start summoning instruments in the meantime.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Glitch Girl on June 25, 2017, 04:47:13 PM
Doesn't look like I can do much helpfulness  this round. Would getting megacomputer out help (I have 2)?
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on June 26, 2017, 01:15:32 AM
For safety, I'd say yes, GG, but that's just me. You could just use your power to protect yourself cause we'll be serving as punching bags till we get rid of some of these minions...

Oh and Cat, give Reep his cards...
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on June 26, 2017, 09:48:29 AM
AZ draws
Spoiler

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.

A World Improved is destroyed.

It is now Biomancer's turn.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on June 26, 2017, 09:54:13 AM
(http://www.sotm.freedomforceforever.com/banners/biomancer.png)


Start:  Carbon Adept tried to destroy 2 Ongoing cards, but there are none.

Play: 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.

End:  Biomancer tries to heal himself and all his Fleshchildren, but they are all healthy already.

Mr. Fascimile deals Argent Adept or Expat 1 hp damage.  I'll take it since I have a self healing card in hand.

Homunculus deals Wraith 2 damage.

It is now Expatriette'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 start of Biomancer's turn, destroy 2 Hero cards(Biomancer--The Carbon Adept)
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)
At the end of Miss Information's turn, move the top card of each Hero deck to the Bottom of that deck.(Miss Information)
If damage would reduce a target to 0 or fewer hp, prevent that damage and destroy Unshackled Destiny.(Miss Information--Unshackled Destiny)


Hero Ongoing Effects

Environment Ongoing Effects

(http://www.sotm.freedomforceforever.com/banners/veng%20proletariate.png)
Side: The Every Man
HP: 18/20

Spoiler

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: 15
Trash: 1

In Play:

-Proletariate--Clone, HP: 6/6
-Proletariate--Clone, HP: 6/6
-Proletariate--Clone, HP: 6/6
-Proletariate--Clone, HP: 6/6

Spoiler

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.


(http://www.sotm.freedomforceforever.com/banners/absolutezero.png)
HP: 25/29

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

Deck: 34
Hand: 6
Spoiler

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.
Focused Apertures: Equipment, Limited--Increase Cold Damage dealt by Absolute Zero by 1.
Isothermic Transducer: Equipment, Limited, Module--When Absolute Zero is dealt Fire Damage, Absolute Zero deals 1 Target that much Cold Damage.
Onboard Module Installation: One-Shot--You may draw a card.Search your deck for a Module card and put it into your hand. Shuffle your deck. You may play a card.

Trash: 0
In Play: 0


(http://www.sotm.freedomforceforever.com/banners/biomancer.png)
Side: Flesh Moulder
HP: 18/18

Spoiler

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: 17
Trash: 0

In Play: 3
-The Carbon Adept--Fleshchild, HP: 5/5
-Mr. Facisimile--Fleshchild, HP: 5/5
-Homunculus--Fleshchild, HP: 7/7


Spoiler

The Carbon Adept: Fleshchild, HP:5--At the start of Biomancer's turn, destroy 2 Hero Ongong cards.
Mr. Facisimile: Fleshchild, HP:5--If this card would be dealt exactly 1 damage, redirect that damage to the Hero target with the highest HP.At the end of Biomancer's turn, this card deals the Hero character card with the lowest HP 1 melee damage.
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.


(http://www.sotm.freedomforceforever.com/banners/dwexpatriette.png)
HP: 24/30
Available Powers:
Aim: Increase Damage dealt by Expatriette by 1 until the end of your next turn.

Deck: 36
Hand: 4
Spoiler

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.
RPG Launcher: One-Shot--Destroy 1 Ongoing or Environment card.If you do, Expatriette deals up to 2 Targets 2 Fire Damage each.
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.
Unload: One-Shot--This turn, you may use as many Powers as you have Guns in play.
Trash: 0
In Play: 0

Spoiler



(http://www.sotm.freedomforceforever.com/banners/veng%20ermine.png)
Side: Con Artist Extraordinaire
HP: 25/25

Spoiler

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: 19
Trash: 0

In Play: 1
-Constant Prattle--Ongoing


Spoiler

Constant Prattle: Ongoing--At the end of Ermine's turn, discard the top card of each deck.


(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: 36
Hand: 4
Spoiler

Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
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.
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: 0
In Play: 0

Spoiler


(http://www.sotm.freedomforceforever.com/banners/information.png)
Side: Reality Rewriter
HP: 23/23

Spoiler

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: 18
Trash: 1

In Play: 1
-Unshackled Destiny--Ongoing

Spoiler

Unshackled Destiny: Ongoing--If damage would reduce a target to zero or fewer HP, prevent that damage, then destroy this card.


(http://www.sotm.freedomforceforever.com/banners/argentadept.png)
HP: 23/24

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

Deck: 36
Hand: 4
Spoiler

Inspiring Supertonic: Ongoing, Harmony--Perform: One Player may use a Power now. Accompany: The Argent Adept regains 2 HP.
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.
Silver Shadow: One-Shot--Activate an Accompany text. You may either draw a card or play a card now.
Vernal Sonata: One-Shot--Each Hero Target regains 1 HP. Each Player may take 1 card other than Vernal Sonata from their trash and put it on top of their deck.
Trash: 0
In Play: 0

Spoiler


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

Deck: 15
Trash: 0
In Play: 0

Spoiler

Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on June 26, 2017, 02:15:04 PM
Hmm...I guess I'll play Arsenal Access and hope to get a shotgun or one of Expat's signature pistols.

After that I'll draw one and end my turn.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on June 26, 2017, 07:56:39 PM
Arsenal Access gives you

Assault Rifle: Equipment, Limited, Gun--Power: Expatriette deals up to 3 Targets 2 Projectile Damage each. 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.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on June 26, 2017, 08:09:14 PM
Put "Pride" in my hand.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on June 26, 2017, 08:46:21 PM
Into hand and not into play?

Do you wish to use a power?
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on June 26, 2017, 09:02:13 PM
Quote from: catwhowalksbyhimself on June 26, 2017, 08:46:21 PM
Into hand and not into play?

Do you wish to use a power?

Into hand for the moment. I know it sounds odd but I don't want to run the chance of the Environment tossing out something that will get rid of equipment cards. Also it's not strong enough yet to take out Carbon this round without the other pistol being out too.  I had hoped that I'd get "Prejudice" instead and been able to pull up "Pride", put them both into play, and actually done some real damage.  Didn't happen unhappily.  No power either.


Just checked the Environments cards and noticed nothing that would destroy equipment cards so let's just put it into play, targeting a Clone this round, use the power, draw one, and end turn.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on June 26, 2017, 10:43:34 PM
(http://www.sotm.freedomforceforever.com/banners/veng%20ermine.png)

Start: None

Play: Sleight of Hand: One-Shot--One player must put a card from hand on the top of their deck. Ermine deals each Hero target 1 projectile damage.

Alright, who wants to put a card back on top of their deck.  I can, but all my cards are useful and since I'm conjuring, I'll be losing it after.  I will if no one else wants to though.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on June 26, 2017, 10:45:54 PM
Oh, I forgot Expat's draw.
Spoiler

RPG Launcher: One-Shot--Destroy 1 Ongoing or Environment card.If you do, Expatriette deals up to 2 Targets 2 Fire Damage each.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on June 26, 2017, 11:34:53 PM
Might be a perfect time to put that second computer on the top of your deck, GG. By doing that, it should protect whatever is underneath it when Ermine ends her turn and makes us dump our top card. Just a thought...
Title: Re: Sentinels of the Multiverse Game 11
Post by: Glitch Girl on June 27, 2017, 01:48:52 PM
Computer #2 goes back to the top of my deck.

BTW: For my turn, I want to play Computer #1, activate stealth, and draw.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on June 27, 2017, 10:44:29 PM
Continuing Ermine's turn.

End: Ermine discards Tantrum: 5 hp, Nemesis(Sky-Scraper)--At the end of Ermine's turn, destroy 1 Environment card. Then, if Sky-Scraper is active in this game and there are no Environment cards in play, this card deals each Hero target 2 melee damage.

Ermine then deals Argent 2 damage.

Ermine then discards the tops cards of every deck.  As there are 9 different decks involved, I will only list them if asked.

It is now Wraith's turn.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on June 27, 2017, 10:47:37 PM
Wraith draws
Spoiler

Grappling Hook: One-Shot--Destroy 1 Ongoing or Environment card. You may draw a card.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on June 27, 2017, 11:01:17 PM
It is now Miss Information's turn.

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


Start: None

Play: Deja Vu: One-Shot--Each Hero target deals itself 1 psychic damage. Move 1 Ongoing card from Miss Information's trash into play. Move 1 Ongoing card from 1 Hero trash into play.

A World Improved comes back into play!  There are no Hero Ongoings in the trash.  All the heroes hurt themselves except Wraith who somehow hides from herself.

The top card from every Hero deck is moved to the bottom.

It is now Argent Adepts turn.








Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on June 27, 2017, 11:14:32 PM
(http://www.sotm.freedomforceforever.com/banners/argentadept.png)

Start: Nothing

Play: 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.

I summon up Musaragni's Harp: Equipment, Instrument--Power: Activate the Perform text of a Harmony card and the Accompany text of a Harmony card.

Power: Conduct.  Arcane Cadence: One-Shot--Reveal the top 5 cards of your deck. Put 1 of them in your hand, 1 on the top of your deck, 1 on the bottom of your deck, 1 in your trash, and play 1.

My draw is
Spoiler

Inspiring Supertonic: Ongoing, Harmony--Perform: One Player may use a Power now. Accompany: The Argent Adept regains 2 HP.
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.
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.
Polyphoric Flare: One-Shot--The Argent Adept deals himself 2 Energy Damage. If he takes Damage this way, you may use a Power now.
Sarabande of Destruction: Ongoing, Melody--Perform: Destroy 1 Ongoing or Environment card.

I will put Inspiring on the bottom, Polyphoric in the trash, Saranbande in my hand, Counterpoint on top of my deck, and Inventive into play.  I activate the Accompany of Inventive Preparation.  I think either Expat or Wraith should get the play so they can blow up World Improved again.  Any preference?

Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on June 27, 2017, 11:41:35 PM
How badly do we want to weaken the clones ahead of time? If we want to have them pretty weak then haviog me use an RPG and having the damage hit two seperate clones is the best way.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on June 27, 2017, 11:47:27 PM
Quote from: Deaths Jester on June 27, 2017, 11:41:35 PM
How badly do we want to weaken the clones ahead of time? If we want to have them pretty weak then haviog me use an RPG and having the damage hit two seperate clones is the best way.

It would be good to weaken then.  I also wouldn't mind chipping away at Carbon Adept.  I really need him out of the way so I can start deploying songs.  The one I just played is disposable, but I need the others.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on June 27, 2017, 11:59:17 PM
Another idea with the RPG would be to damage Carbon and Reep to help him build up strength on cold attacks. The one problem is Biomancer will heal Carbon before we have time to knock him out just yet.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on June 28, 2017, 12:04:46 AM
Hitting him with fire now before he actually has anything that can use that in play is sort of pointless.  He does the potential to deal 1 or 2 points of damage to Carbon himself which will help mitigate the healing.  And the envirnment does have some things that would also damage him.  If you had hit it with your gun, we actually be able to kill him on AZ's turn for sure, but we didn't know that song would come up from my power.  Argent lets people do lots of extra things, so it's hard to predict.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on June 28, 2017, 12:10:46 AM
Okay, so I'll use RPG then. One question before damage: does the damage done by RPG HAVE to be two seperate targets or could the one target getting both damage hits? We know one hit will be Carbon...
Title: Re: Sentinels of the Multiverse Game 11
Post by: Glitch Girl on June 28, 2017, 12:41:03 AM
Quote
A World Improved comes back into play!  There are no Hero Ongoings in the trash.  All the heroes hurt themselves except Wraith who somehow hides from herself.

It's called "Deep Denial".  :D

DJ I'll let it be your call on Inventive. 
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on June 28, 2017, 12:52:31 AM
Quote from: Deaths Jester on June 28, 2017, 12:10:46 AM
Okay, so I'll use RPG then. One question before damage: does the damage done by RPG HAVE to be two seperate targets or could the one target getting both damage hits? We know one hit will be Carbon...

You can deal 2 damage to a number of different targets between 0 and 2.  So no, you can't hit the same one twice.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on June 28, 2017, 01:01:54 AM
Alright so the targets for the damage will be Carbon and a clone.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on June 28, 2017, 02:11:24 AM
Alright then.  I draw my card.

It is now the Temple's turn.

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

Start: None

Play: 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.

It kills the Carbon Adept.  Woot!

End: Nothing

It is now Proletariat's turn.

(http://www.sotm.freedomforceforever.com/banners/veng%20proletariate.png)

Start: Proletariat takes 4 Psychic damage.

Play: Overwhelm the Mighty: One-Shot--Each Proletariat deals the Hero target with the highest HP 1 irreducible melee damage.

The Proletariats deals 1 damage each to Wraith, AZ, then again to both, then to Expat.

End.  The Proletariats do more smacking around.  Wraith, AZ, and Expat take 2 more each.  That puts everyone at 19 each.  2 more need to take damage.  I'll take 2, since I'm about to start kicking up large amounts of self healing.  Who else?
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on June 28, 2017, 02:14:59 AM
Oops.  I just realized that thanks to the Wraith's computer, the Shinobi cannot kill Carbon.  AZ can finish him off, though.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on June 28, 2017, 03:15:37 AM
I'll take the other.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on June 28, 2017, 03:24:44 AM
That makes it Absolute Zero'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 start of Biomancer's turn, destroy 2 Hero cards(Biomancer--The Carbon Adept)
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)
At the end of Miss Information's turn, move the top card of each Hero deck to the Bottom of that deck.(Miss Information)
If damage would reduce a target to 0 or fewer hp, prevent that damage and destroy Unshackled Destiny.(Miss Information--Unshackled Destiny)


Hero Ongoing Effects

Environment Ongoing Effects

(http://www.sotm.freedomforceforever.com/banners/veng%20proletariate.png)
Side: The Every Man
HP: 14/20

Spoiler

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: 14
Trash: 2

In Play:

-Proletariate--Clone, HP: 2/6
-Proletariate--Clone, HP: 6/6
-Proletariate--Clone, HP: 6/6
-Proletariate--Clone, HP: 6/6

Spoiler

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.


(http://www.sotm.freedomforceforever.com/banners/absolutezero.png)
HP: 19/29

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

Deck: 33
Hand: 6
Spoiler

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.
Focused Apertures: Equipment, Limited--Increase Cold Damage dealt by Absolute Zero by 1.
Isothermic Transducer: Equipment, Limited, Module--When Absolute Zero is dealt Fire Damage, Absolute Zero deals 1 Target that much Cold Damage.
Onboard Module Installation: One-Shot--You may draw a card.Search your deck for a Module card and put it into your hand. Shuffle your deck. You may play a card.

Trash: 1
In Play: 0


(http://www.sotm.freedomforceforever.com/banners/biomancer.png)
Side: Flesh Moulder
HP: 18/18

Spoiler

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: 16
Trash: 2

In Play: 2
-The Carbon Adept--Fleshchild, HP: 1/5
-Mr. Facisimile--Fleshchild, HP: 5/5
-Homunculus--Fleshchild, HP: 7/7


Spoiler

The Carbon Adept: Fleshchild, HP:5--At the start of Biomancer's turn, destroy 2 Hero Ongong cards.
Mr. Facisimile: Fleshchild, HP:5--If this card would be dealt exactly 1 damage, redirect that damage to the Hero target with the highest HP.At the end of Biomancer's turn, this card deals the Hero character card with the lowest HP 1 melee damage.
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.


(http://www.sotm.freedomforceforever.com/banners/dwexpatriette.png)
HP: 17/30
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.

Deck: 33
Hand: 4
Spoiler

RPG Launcher: One-Shot--Destroy 1 Ongoing or Environment card.If you do, Expatriette deals up to 2 Targets 2 Fire Damage each.
RPG Launcher: One-Shot--Destroy 1 Ongoing or Environment card.If you do, Expatriette deals up to 2 Targets 2 Fire Damage each.
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.
Unload: One-Shot--This turn, you may use as many Powers as you have Guns in play.
Trash: 2
In Play: 1
-"Pride"--Equipment, Gun

Spoiler

"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.


(http://www.sotm.freedomforceforever.com/banners/veng%20ermine.png)
Side: Con Artist Extraordinaire
HP: 25/25

Spoiler

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: 16
Trash: 3

In Play: 1
-Constant Prattle--Ongoing


Spoiler

Constant Prattle: Ongoing--At the end of Ermine's turn, discard the top card of each deck.


(http://www.sotm.freedomforceforever.com/banners/wraith.png)
HP: 19/26

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

Deck: 33
Hand: 3
Spoiler

Grappling Hook: One-Shot--Destroy 1 Ongoing or Environment card. You may draw a card.
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.
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: 3
In Play: 1
-Mega Computer--Equipment

Spoiler

Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.

(http://www.sotm.freedomforceforever.com/banners/information.png)
Side: Reality Rewriter
HP: 23/23

Spoiler

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: 16
Trash: 3

In Play: 1
-Unshackled Destiny--Ongoing

Spoiler

Unshackled Destiny: Ongoing--If damage would reduce a target to zero or fewer HP, prevent that damage, then destroy this card.


(http://www.sotm.freedomforceforever.com/banners/argentadept.png)
HP: 17/24

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

Deck: 35
Hand: 4
Spoiler

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.
Inspiring Supertonic: Ongoing, Harmony--Perform: One Player may use a Power now. Accompany: The Argent Adept regains 2 HP.
Silver Shadow: One-Shot--Activate an Accompany text. You may either draw a card or play a card now.
Vernal Sonata: One-Shot--Each Hero Target regains 1 HP. Each Player may take 1 card other than Vernal Sonata from their trash and put it on top of their deck.
Trash: 2
In Play: 1
-Musaragni's Harp--Equipment, Instrument

Spoiler

Musaragni's Harp: Equipment, Instrument--Power: Activate the Perform text of a Harmony card and the Accompany text of a Harmony card.

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

Deck: 14
Trash: 1
In Play: 1
-Shinobi Assassin--Dragon's Student, HP: 3/3

Spoiler

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.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on June 28, 2017, 04:49:26 AM
I should only have one RPG in my hand, other was used.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on June 28, 2017, 09:55:49 AM
Quote from: Deaths Jester on June 28, 2017, 04:49:26 AM
I should only have one RPG in my hand, other was used.

Yeah, I forgot to update that. I'll fix it by your turn though.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Reepicheep on June 28, 2017, 11:27:19 AM
I'll play Isothermic Transducer and then burn myself in order to freeze Carbon to death.

Science.

Edit: wait, with unshackled destiny, won't me attack be prevented?
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on June 28, 2017, 09:38:28 PM
Quote from: Reepicheep on June 28, 2017, 11:27:19 AM
I'll play Isothermic Transducer and then burn myself in order to freeze Carbon to death.

Science.

Edit: wait, with unshackled destiny, won't me attack be prevented?

You are correct.  I noticed it early today myself.  I think it's still worth doing.  We'll be able to kill it by next round and at least Destiny will be gone.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on June 28, 2017, 09:52:27 PM
I'll be able to kill it on my turn because I think I used my power last turn to increase my damage till the end of my upcoming turn..if so, then I'll be able to kill it.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on June 28, 2017, 11:54:49 PM
Quote from: Deaths Jester on June 28, 2017, 09:52:27 PM
I'll be able to kill it on my turn because I think I used my power last turn to increase my damage till the end of my upcoming turn..if so, then I'll be able to kill it.

You shot a clone with your gun instead.  You will, however, be able to reduce it to hp.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on June 29, 2017, 04:30:25 AM
On my turn: shoot Carbon with pistol, draw, end.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Reepicheep on June 29, 2017, 07:54:18 AM
Since taking out Isothermic Inducer is a good idea anyway, I'll stick with my described turn. In the very least, it'll get rid of Unshackled Destiny.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on June 30, 2017, 01:47:02 AM
Quote from: Deaths Jester on June 29, 2017, 04:30:25 AM
On my turn: shoot Carbon with pistol, draw, end.

You do not wish to play a card?
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on June 30, 2017, 01:58:47 AM
Absolute Zero draws
Spoiler

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.

It is now Biomancer's turn.

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

Start: Carbon Adept destroys Inventive Preparation.

Play: Twist of Flesh: One-Shot--Biomancer deals each Hero target 2 psychic damage.Biomancer and each Fleshchild regains 2 HP.

(Sigh)

End: Biomancer Heals Carbon back to full.

Mr. Fascimile deals Argent 1 damage.

It is now 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)
At the start of Biomancer's turn, destroy 2 Hero cards(Biomancer--The Carbon Adept)
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)
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 deal Fire damage, he may deal a target that much Cold damage.(Isothermic Transducer)

Environment Ongoing Effects

(http://www.sotm.freedomforceforever.com/banners/veng%20proletariate.png)
Side: The Every Man
HP: 14/20

Spoiler

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: 14
Trash: 2

In Play: 4
-Proletariate--Clone, HP: 2/6
-Proletariate--Clone, HP: 6/6
-Proletariate--Clone, HP: 6/6
-Proletariate--Clone, HP: 6/6

Spoiler

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.


(http://www.sotm.freedomforceforever.com/banners/absolutezero.png)
HP: 17/29

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

Deck: 32
Hand: 6
Spoiler

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.
Focused Apertures: Equipment, Limited--Increase Cold Damage dealt by Absolute Zero by 1.
Onboard Module Installation: One-Shot--You may draw a card.Search your deck for a Module card and put it into your hand. Shuffle your deck. You may play a card.

Trash: 1
In Play: 1
-Isothermic Transducer--Equipment, Limited, Module

Spoiler

Isothermic Transducer: Equipment, Limited, Module--When Absolute Zero is dealt Fire Damage, Absolute Zero deals 1 Target that much Cold Damage.


(http://www.sotm.freedomforceforever.com/banners/biomancer.png)
Side: Flesh Moulder
HP: 18/18

Spoiler

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: 16
Trash: 2

In Play: 2
-The Carbon Adept--Fleshchild, HP: 5/5
-Mr. Facisimile--Fleshchild, HP: 5/5
-Homunculus--Fleshchild, HP: 7/7


Spoiler

The Carbon Adept: Fleshchild, HP:5--At the start of Biomancer's turn, destroy 2 Hero Ongong cards.
Mr. Facisimile: Fleshchild, HP:5--If this card would be dealt exactly 1 damage, redirect that damage to the Hero target with the highest HP.At the end of Biomancer's turn, this card deals the Hero character card with the lowest HP 1 melee damage.
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.


(http://www.sotm.freedomforceforever.com/banners/dwexpatriette.png)
HP: 15/30
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.

Deck: 33
Hand: 4
Spoiler

RPG Launcher: One-Shot--Destroy 1 Ongoing or Environment card.If you do, Expatriette deals up to 2 Targets 2 Fire Damage each.
RPG Launcher: One-Shot--Destroy 1 Ongoing or Environment card.If you do, Expatriette deals up to 2 Targets 2 Fire Damage each.
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.
Unload: One-Shot--This turn, you may use as many Powers as you have Guns in play.
Trash: 2
In Play: 1
-"Pride"--Equipment, Gun

Spoiler

"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.


(http://www.sotm.freedomforceforever.com/banners/veng%20ermine.png)
Side: Con Artist Extraordinaire
HP: 25/25

Spoiler

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: 16
Trash: 3

In Play: 1
-Constant Prattle--Ongoing


Spoiler

Constant Prattle: Ongoing--At the end of Ermine's turn, discard the top card of each deck.


(http://www.sotm.freedomforceforever.com/banners/wraith.png)
HP: 17/26

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

Deck: 33
Hand: 3
Spoiler

Grappling Hook: One-Shot--Destroy 1 Ongoing or Environment card. You may draw a card.
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.
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: 3
In Play: 1
-Mega Computer--Equipment

Spoiler

Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.

(http://www.sotm.freedomforceforever.com/banners/information.png)
Side: Reality Rewriter
HP: 23/23

Spoiler

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: 16
Trash: 4

In Play: 0

Spoiler

Unshackled Destiny: Ongoing--If damage would reduce a target to zero or fewer HP, prevent that damage, then destroy this card.


(http://www.sotm.freedomforceforever.com/banners/argentadept.png)
HP: 14/24

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

Deck: 30
Hand: 5
Spoiler

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.
Inspiring Supertonic: Ongoing, Harmony--Perform: One Player may use a Power now. Accompany: The Argent Adept regains 2 HP.
Silver Shadow: One-Shot--Activate an Accompany text. You may either draw a card or play a card now.
Vernal Sonata: One-Shot--Each Hero Target regains 1 HP. Each Player may take 1 card other than Vernal Sonata from their trash and put it on top of their deck.
Trash: 4
In Play: 1
-Musaragni's Harp--Equipment, Instrument

Spoiler

Musaragni's Harp: Equipment, Instrument--Power: Activate the Perform text of a Harmony card and the Accompany text of a Harmony card.

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

Deck: 14
Trash: 1
In Play: 1
-Shinobi Assassin--Dragon's Student, HP: 3/3

Spoiler

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.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on June 30, 2017, 02:11:16 AM
Addendum to previous post of mine: play RPG (should only be one of those in my hand) on Constant Prattle, damage goes to Carbon and Clone. Shot Carbon, draw a card, and end turn.

There, one clone down and Carbon back to one hp. Now, let's dump him before Bio gets another heal going...

Also, Miss Info's Ongoing Unshacked was destroyed by AZ's actions, card should be trashed.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on June 30, 2017, 02:26:39 AM
May I suggest that you instead destroy the Assassin instead of Constant Prattle?  The Assassin will go on top of AZ's deck, Prattle will discard it, it will come into play and destroy Carbon for us.

In fact you could actually hit a second clone as long as there Ermine doesn't do something to mess that up.  Which I don't think she can.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on June 30, 2017, 02:51:13 AM
All right, I'll do that then and hit another clone with the splash damage. 
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on June 30, 2017, 10:19:24 AM
Expat draws

Spoiler

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.

It is now Ermine's turn.

(http://www.sotm.freedomforceforever.com/banners/veng%20ermine.png)


Start: Nothing

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: Reveal Heavy Hitter: One-Shot--Move 1 Hero Ongoing or Equipment card from play to the top of the associated Hero's deck.Ermine deals the Hero target with the second lowest HP 3 melee damage.  It goes into play.

So, that's no so good.  I think AZ needs to keep his card, so that's either Expat or Argent.  Plus that Shinobi would not come out then.  I can live without my instrument, but it will half my healing for the turn and for a while afterward.  Expat would lose that gun, as Prattle would discard it.  I think losing the harp may be the best option, but I will wait for feedback.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on June 30, 2017, 12:01:15 PM
Yeah, harp is probably best. I need to keep Pride, otherwise I'm stuck doing plink damage with an SMG.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Reepicheep on June 30, 2017, 01:07:38 PM
Agreed. I'm not going to be able to afford to spend longer putting AZ's clothes on.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Glitch Girl on June 30, 2017, 01:24:24 PM
Doesn't my computer fall under that header?  I think we can afford to lose it most.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on June 30, 2017, 03:43:22 PM
Quote from: Glitch Girl on June 30, 2017, 01:24:24 PM
Doesn't my computer fall under that header?  I think we can afford to lose it most.

That would work perfectly actually!
Title: Re: Sentinels of the Multiverse Game 11
Post by: Reepicheep on June 30, 2017, 08:10:31 PM
That has my vote too.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on June 30, 2017, 08:41:32 PM
Leave it to me to miss the obvious choice.  We are unanimous then.

That makes Wraith the second lowest, so she takes 4 damage(nemesis bonus)

Everyone then discard a card, and a wild ninja appears!  He destroy the Carbon Adept.  Expat lost a shot.  Darn.

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 start of Biomancer's turn, destroy 2 Hero cards(Biomancer--The Carbon Adept)
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 deal Fire damage, he may deal a target that much Cold damage.(Isothermic Transducer)

Environment Ongoing Effects

(http://www.sotm.freedomforceforever.com/banners/veng%20proletariate.png)
Side: The Every Man
HP: 14/20

Spoiler

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: 14
Trash: 2

In Play: 3
-Proletariate--Clone, HP: 4/6
-Proletariate--Clone, HP: 6/6
-Proletariate--Clone, HP: 6/6

Spoiler

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.


(http://www.sotm.freedomforceforever.com/banners/absolutezero.png)
HP: 17/29

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

Deck: 32
Hand: 6
Spoiler

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.
Focused Apertures: Equipment, Limited--Increase Cold Damage dealt by Absolute Zero by 1.
Onboard Module Installation: One-Shot--You may draw a card.Search your deck for a Module card and put it into your hand. Shuffle your deck. You may play a card.

Trash: 1
In Play: 1
-Isothermic Transducer--Equipment, Limited, Module

Spoiler

Isothermic Transducer: Equipment, Limited, Module--When Absolute Zero is dealt Fire Damage, Absolute Zero deals 1 Target that much Cold Damage.


(http://www.sotm.freedomforceforever.com/banners/biomancer.png)
Side: Flesh Moulder
HP: 18/18

Spoiler

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: 16
Trash: 2

In Play: 2
-The Carbon Adept--Fleshchild, HP: 1/5
-Mr. Facisimile--Fleshchild, HP: 5/5
-Homunculus--Fleshchild, HP: 7/7


Spoiler

The Carbon Adept: Fleshchild, HP:5--At the start of Biomancer's turn, destroy 2 Hero Ongong cards.
Mr. Facisimile: Fleshchild, HP:5--If this card would be dealt exactly 1 damage, redirect that damage to the Hero target with the highest HP.At the end of Biomancer's turn, this card deals the Hero character card with the lowest HP 1 melee damage.
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.


(http://www.sotm.freedomforceforever.com/banners/dwexpatriette.png)
HP: 15/30
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.

Deck: 31
Hand: 3
Spoiler

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.
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.
Unload: One-Shot--This turn, you may use as many Powers as you have Guns in play.
Trash: 5
In Play: 1
-"Pride"--Equipment, Gun

Spoiler

"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.


(http://www.sotm.freedomforceforever.com/banners/veng%20ermine.png)
Side: Con Artist Extraordinaire
HP: 25/25

Spoiler

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: 3

In Play: 2
-Constant Prattle--Ongoing
-Subtle Diversion--Ongoing


Spoiler

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.


(http://www.sotm.freedomforceforever.com/banners/wraith.png)
HP: 13/26

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

Deck: 33
Hand: 3
Spoiler

Grappling Hook: One-Shot--Destroy 1 Ongoing or Environment card. You may draw a card.
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.
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: 0

Spoiler


(http://www.sotm.freedomforceforever.com/banners/information.png)
Side: Reality Rewriter
HP: 23/23

Spoiler

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: 16
Trash: 4

In Play: 0

Spoiler



(http://www.sotm.freedomforceforever.com/banners/argentadept.png)
HP: 14/24

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

Deck: 29
Hand: 5
Spoiler

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.
Inspiring Supertonic: Ongoing, Harmony--Perform: One Player may use a Power now. Accompany: The Argent Adept regains 2 HP.
Silver Shadow: One-Shot--Activate an Accompany text. You may either draw a card or play a card now.
Vernal Sonata: One-Shot--Each Hero Target regains 1 HP. Each Player may take 1 card other than Vernal Sonata from their trash and put it on top of their deck.
Trash: 5
In Play: 1
-Musaragni's Harp--Equipment, Instrument

Spoiler

Musaragni's Harp: Equipment, Instrument--Power: Activate the Perform text of a Harmony card and the Accompany text of a Harmony card.

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

Deck: 14
Trash: 1
In Play: 1
-Shinobi Assassin--Dragon's Student, HP: 3/3

Spoiler

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.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on June 30, 2017, 08:44:23 PM
Good news is that AZ can get setup with one more card play, since Module Installation let him play a second card.  We get him doing things, we'll be doing better.  A tip for AZ, when you damage, don't forget you can damage yourself, including the reaction damage from Isothermic.  This lets you heal yourself quite often and prevent damage when you need to.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Glitch Girl on June 30, 2017, 11:56:48 PM
Dang, already down to half hitpoints. 

Gonna put Infrared Eyepiece out there just to have it ready, but I'm going to activate Stealth as my power because owwie.

Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on July 01, 2017, 12:02:38 AM
You need to trash Carbon from the list, Cat. He just got axed...in the same post.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 01, 2017, 12:26:19 AM
It occurred to me that we picked a team entirely of set-up heavy heroes.  It also occurred to me that this is not the brightest idea we have ever had.

Anyhow, Wraith draws.

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.

It is now Miss Information's turn.

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

Start: Nada

Play: 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.

End: All heroes move the top card of their deck to the bottom.

Since no one has Ongoings, any Hero takes 1 Energy damage and 1 Fire damage.  I suggest AZ, since he can then hit something with his cold damage.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on July 01, 2017, 02:06:41 AM
I don't know about all of our heroes being heavy set-up characters. I mean, as long as you can get a gun that hits for 2hp in the first two turns, Expat can start to widdle away at folks pretty early.

As for damage, I vote for AZ.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Reepicheep on July 01, 2017, 06:39:23 AM
I'll take the damage and hit a clone.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 01, 2017, 03:14:24 PM
The makes it Argent Adept's turn.

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

Start: None

Play: Inspiring Supertonic: Ongoing, Harmony--Perform: One Player may use a Power now. Accompany: The Argent Adept regains 2 HP.

Power: Musaragni's Harp.  I will activate Supertonic's Perform and grant myself a second power.  I will then conduct, playing the bottom card of my deck, which is

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.

I was going to heal myself twice, but I'm instead going to active Inventive's Accompany as the second part of Conduct to give AZ a card play so he can finish setting up and start doing things.

AZ, you may play a card.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Reepicheep on July 01, 2017, 03:29:29 PM
Thankyou. Unless I've missed something obvious, I'll play Onboard Module Installetion and see what it comes up with.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 01, 2017, 03:43:15 PM
AZ draws 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.

You may pull a module from your deck and put it into play or your hand.  Your available modules are as follows.

Spoiler

Isothermic Transducer: Equipment, Limited, Module--When Absolute Zero is dealt Fire Damage, Absolute Zero deals 1 Target that much Cold Damage.
Null-Point Calibration Unit: Equipment, Limited, Module--When Absolute Zero would take Cold Damage, he regains that many HP instead.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Reepicheep on July 01, 2017, 07:31:13 PM
Null Point Calibration Unit is going into play, as is focused apertures. AZ is ready to dominate the game.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 01, 2017, 08:10:14 PM
Then I'll use the second part of my harp's power to activate the Harmony of Supertonic and heal myself.  I then draw a card.

It is now the Temple's turn.

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

Start: None

Play: 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.

End: We choose whether to destroy it, draw cards, or play a card.

I say we should let Wraith get the card play so she can use Improptu to get set up.  The would let all of us be in a condition to be useful.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on July 02, 2017, 12:31:34 AM
Go with what you guys feel best.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Glitch Girl on July 02, 2017, 04:13:45 AM
If I can play, I'm going to get my Utility Belt and activate it.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 02, 2017, 04:28:23 AM
Sounds like most of us are down for that plan, so okay.

You draw another copy of Impromptu Invention.  You may now play another card.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Reepicheep on July 02, 2017, 11:12:09 AM
Hypothetical question about AZ: If I play Cryo chamber, reducing fire damage to AZ by 1, then hit myself for 1 fire damage, will that trigger Isothermic Induction? Ie, does dealing 0 fire damage still count as dealing fire damage?
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 02, 2017, 11:35:18 AM
Quote from: Reepicheep on July 02, 2017, 11:12:09 AM
Hypothetical question about AZ: If I play Cryo chamber, reducing fire damage to AZ by 1, then hit myself for 1 fire damage, will that trigger Isothermic Induction? Ie, does dealing 0 fire damage still count as dealing fire damage?

No, it would not trigger.  No damage would be dealt, so nothing further would happen.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Reepicheep on July 02, 2017, 12:24:06 PM
Cool, that's what I thought. Good to know.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 02, 2017, 12:47:22 PM
Everyone should no that, provided I don't lose any cards, I will not be able to grant 1 or 2 extra card plays on my turn, so keep that in mind when making your plans.  I can also give other people extra powers, although for now I'm using them on myself to chain even more abilities.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Glitch Girl on July 02, 2017, 04:57:56 PM
Can I play the second improptu invention and get out my throwing knives?
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 02, 2017, 06:14:23 PM
Quote from: Glitch Girl on July 02, 2017, 04:57:56 PM
Can I play the second improptu invention and get out my throwing knives?

You could, but you might not want to. Because when you play Improptu, the card you draw first is the throwing knives.  You can still go fishing for the other copy if you like, but you can also just fish for something else, then put the copy you have into play for your bonus play.

That was basically just good luck there.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Glitch Girl on July 02, 2017, 08:30:10 PM
Not sure I follow.   Did I miss a copy of Throwing Knives in there somewhere?  I just checked the last version of my hand and it wasn't there (though the eyepiece was, and I think I played that)

Also change of plans anyway.  Want to get out the Targeting Computer instead.  Once I start getting weapons, they'll be more effective overall.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 02, 2017, 09:23:10 PM
Improptu invention does three different things, in order.

1. Draws a card

2. Searches for a card, then either puts it into play or into your hand

3. Plays a card.(not the same as any card played from 2)

While you gave instructions for 2, 1 still happens first.  Step 1 drew a copy of Throwing Knives.  I informed you of this, because I thought it might change what you wanted to do for 2 and 3.  You missed nothing because you only drew that card when you played Impromptu.  You did not have it until just now.

As a result, you my put Targeting computer into play for 2, then immediately play you new copy of throwing knives for 3.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Glitch Girl on July 03, 2017, 01:32:25 PM
Ah okay.  Sounds good.

Who do y'all want me to target first?  I got 3 shots.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on July 03, 2017, 06:06:50 PM
Either a clone or Miss Info...
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 03, 2017, 07:40:17 PM
Any attacking will have to wait until your turn, since you only card a card play, not a power use.

And that concludes the environment's turn.  It is now Proletariat's turn.

(http://www.sotm.freedomforceforever.com/banners/veng%20proletariate.png)

Start: Proletariat takes 3 Psychic damage from himself.

Play: Hermetic:Nemesis(Scholar), HP:6--At the end of Proletariat's turn, each Hero target deals itself 1 infernal damage. Then, if the Scholar is active in this game, each Hero character card deals itself 1 toxic damage.

End:  The Proletariat's deal Argent, AZ, Expat, then Argent again.  Hermetic then makes everyone deal themselves damage, except for Wraith, how someone hides from herself again.

It is now Absolute Zero'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)

Environment Ongoing Effects

(http://www.sotm.freedomforceforever.com/banners/veng%20proletariate.png)
Side: The Every Man
HP: 11/20

Spoiler

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: 13
Trash: 2

In Play: 4
-Proletariate--Clone, HP: 3/6
-Proletariate--Clone, HP: 6/6
-Proletariate--Clone, HP: 6/6
-Hermetic--Nemesis(Scholar), HP: 6/6

Spoiler

Hermetic:Nemesis(Scholar), HP:6--At the end of Proletariat's turn, each Hero target deals itself 1 infernal damage. Then, if the Scholar is active in this game, each Hero character card deals itself 1 toxic damage.
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.


(http://www.sotm.freedomforceforever.com/banners/absolutezero.png)
HP: 12/29

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

Deck: 30
Hand: 5
Spoiler

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.
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

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.


(http://www.sotm.freedomforceforever.com/banners/biomancer.png)
Side: Flesh Moulder
HP: 18/18

Spoiler

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: 16
Trash: 2

In Play: 2
-Mr. Facisimile--Fleshchild, HP: 5/5
-Homunculus--Fleshchild, HP: 7/7


Spoiler

Mr. Facisimile: Fleshchild, HP:5--If this card would be dealt exactly 1 damage, redirect that damage to the Hero target with the highest HP.At the end of Biomancer's turn, this card deals the Hero character card with the lowest HP 1 melee damage.
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.


(http://www.sotm.freedomforceforever.com/banners/dwexpatriette.png)
HP: 12/30
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.

Deck: 31
Hand: 3
Spoiler

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.
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.
Unload: One-Shot--This turn, you may use as many Powers as you have Guns in play.
Trash: 5
In Play: 1
-"Pride"--Equipment, Gun

Spoiler

"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.


(http://www.sotm.freedomforceforever.com/banners/veng%20ermine.png)
Side: Con Artist Extraordinaire
HP: 25/25

Spoiler

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: 3

In Play: 2
-Constant Prattle--Ongoing
-Subtle Diversion--Ongoing


Spoiler

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.


(http://www.sotm.freedomforceforever.com/banners/wraith.png)
HP: 13/26

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: 32
Hand: 2
Spoiler

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

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.

(http://www.sotm.freedomforceforever.com/banners/information.png)
Side: Reality Rewriter
HP: 23/23

Spoiler

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: 16
Trash: 4

In Play: 1
-Green Grosser--Nemesis(Guise), HP: 6/6

Spoiler

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.


(http://www.sotm.freedomforceforever.com/banners/argentadept.png)
HP: 11/24

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

Deck: 27
Hand: 5
Spoiler

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.
Silver Shadow: One-Shot--Activate an Accompany text. You may either draw a card or play a card now.
Vernal Sonata: One-Shot--Each Hero Target regains 1 HP. Each Player may take 1 card other than Vernal Sonata from their trash and put it on top of their deck.
Trash: 6
In Play: 2
-Musaragni's Harp--Equipment, Instrument
-Inspiring Supertonic--Ongoing, Harmony
-Inventive Preparation--Ongoing, Harmony

Spoiler

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.

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

Deck: 11
Trash: 1
In Play: 2
-Shinobi Assassin--Dragon's Student, HP: 3/3
-Mysterious Ceremonies

Spoiler

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.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on July 03, 2017, 08:04:42 PM
When it gets around to my turn, here's my plan:

Spoiler
Play Submachine gun, use my base power, draw a card, and end my turn.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 03, 2017, 08:19:00 PM
I suggest then that we bring as many things to 2 hp or lower and let DJ machine them all to death at the same time.  I can give him an extra power so he can do this on my turn and he STILL gets the the damage boost on his own turn.

Be aware that Ermine will share her damage with us, though.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on July 04, 2017, 05:46:49 AM
Actually it be better if you went after the clones and Green Grosser and NOT use your ability on me this turn. Reason goes to the fact Ermine will redirect to Wraith thus making Stealth useless afterwards plus most the Grosser's attacks are targeted at Argent right now. Hold the power/play card ability on me for another turn or so, thus allowing me to get more guns out for a use of Unload. If that makes sense and we last that long...
Title: Re: Sentinels of the Multiverse Game 11
Post by: Reepicheep on July 04, 2017, 11:57:47 AM
Ok, let's see if I've worked out how to do AZ correctly.

I'm gonna put Thermal Shockwave into play - with that in play, I'll be Green Grosser's target, so when he attacks me with the 1 fire damage, I'll turn that into cold damage, most likely against him.

I'll use it to hit two clones (to whom, I think, nemesis bonus applies, so one should be defeated) and myself for 2hp healing.

I then take 4 or 6 fire damage (depending on how that mechanic works) and use the cold damage to destroy the full hp clone.

I think I'll be on healing mode for a few rounds after this.

Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 04, 2017, 01:14:47 PM
The clones do not have the Nemesis Icon, only the original, so your bonus damage applies only to him.

Other than that, you are basically correct.

When you deal cold damage to yourself, the damage is cancelled  This means you deal 4 fire damage to yourself and kick out 5 cold instead.  This is not quite enough to finish off that clone.

DJ: 2 damage to everything is HUGE and you can finish off like all the clones at once.  Taking 2 damage to deal, what 10, 14, is probably worth it.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Reepicheep on July 04, 2017, 01:22:46 PM
Gotcha. I was counting on that extra bit from a nemesis bonus, but it's still a pretty decent hit. Reducing the clones to 1, 1 and 4 should pave way for DJ to more or less finish them with your suggested strategy. So I'll stick with the move and draw a card.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 04, 2017, 01:38:37 PM
Your draw just makes things more interesting.

Spoiler

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.

That's 3 damage to everything taking out Villain Ongoing cards and 4 if you take out a Hero Ongoing as well, which isn't really necessary.  If we then give Expat a power, we can clear the board of everything but the Homunculus.  It is not, however quite as important to do that as we will still take out all the clones, plus hit Proletariat himself, so if DJ wishes to hold off on that, I'll keep powering myself up instead.

Actually, depeding on what Wraith hits, we can very well clear the board of everything but he villains themselves.  Cool.  In that case I'll use the extra power myself.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 04, 2017, 01:48:47 PM
It is now Biomancer's turn.

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

Start: Nothing

Play: A New Creation: One-Shot--Biomancer deals the Hero target with the highest HP 3 psychic damage. Reveal cards from the top of Biomancer's deck until a Fleshchild is revealed. Put it into play. Discard the other revealed cards.  A second Homunculus comes out.

End: Biomancer tries to heal everyone, but they are at full HP already.

Mr. Fascimile hits AZ for a damage.  The Homunculli hit Wraith and Expat.

It is now Expatriette's turn.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on July 04, 2017, 03:30:38 PM
Sticking with my planned move. As for mowing them down, it's up to you guys. Got no prob going that way if we can clear the minions.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 04, 2017, 03:56:59 PM
Sorry, forgot to finish processing your turn.

You draw

Spoiler

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.

It is now Ermine's turn.

(http://www.sotm.freedomforceforever.com/banners/veng%20ermine.png)

Start: Nothing

Play: Sleight of Hand: One-Shot--One player must put a card from hand on the top of their deck. Ermine deals each Hero target 1 projectile damage.

Everyone else is a bit low on cards, so I'll do that.

Everyone takes 1 damage; Wraith takes a bonus 1 because Nemesis.

End:  The top card of her deck is Sleight of Hand: One-Shot--One player must put a card from hand on the top of their deck. Ermine deals each Hero target 1 projectile damage.  I'll do the card thing again.  Everyone takes damage again.

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)
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

(http://www.sotm.freedomforceforever.com/banners/veng%20proletariate.png)
Side: The Every Man
HP: 11/20

Spoiler

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: 13
Trash: 2

In Play: 4
-Proletariate--Clone, HP: 1/6
-Proletariate--Clone, HP: 4/6
-Proletariate--Clone, HP: 1/6
-Hermetic--Nemesis(Scholar), HP: 6/6

Spoiler

Hermetic:Nemesis(Scholar), HP:6--At the end of Proletariat's turn, each Hero target deals itself 1 infernal damage. Then, if the Scholar is active in this game, each Hero character card deals itself 1 toxic damage.
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.


(http://www.sotm.freedomforceforever.com/banners/absolutezero.png)
HP: 7/29

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

Deck: 30
Hand: 5
Spoiler

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

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.


(http://www.sotm.freedomforceforever.com/banners/biomancer.png)
Side: Flesh Moulder
HP: 18/18

Spoiler

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: 3
-Mr. Facisimile--Fleshchild, HP: 5/5
-Homunculus--Fleshchild, HP: 7/7
-Homunculus--Fleshchild, HP: 7/7


Spoiler

Mr. Facisimile: Fleshchild, HP:5--If this card would be dealt exactly 1 damage, redirect that damage to the Hero target with the highest HP.At the end of Biomancer's turn, this card deals the Hero character card with the lowest HP 1 melee damage.
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.


(http://www.sotm.freedomforceforever.com/banners/dwexpatriette.png)
HP: 8/30
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: 30
Hand: 3
Spoiler

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

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.


(http://www.sotm.freedomforceforever.com/banners/veng%20ermine.png)
Side: Con Artist Extraordinaire
HP: 25/25

Spoiler

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: 3

In Play: 2
-Constant Prattle--Ongoing
-Subtle Diversion--Ongoing


Spoiler

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.


(http://www.sotm.freedomforceforever.com/banners/wraith.png)
HP: 7/26

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: 32
Hand: 2
Spoiler

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

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.

(http://www.sotm.freedomforceforever.com/banners/information.png)
Side: Reality Rewriter
HP: 23/23

Spoiler

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: 16
Trash: 4

In Play: 1
-Green Grosser--Nemesis(Guise), HP: 6/6

Spoiler

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.


(http://www.sotm.freedomforceforever.com/banners/argentadept.png)
HP: 9/24

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

Deck: 29
Hand: 7
Spoiler

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: 2
-Musaragni's Harp--Equipment, Instrument
-Inspiring Supertonic--Ongoing, Harmony
-Inventive Preparation--Ongoing, Harmony

Spoiler

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.

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

Deck: 11
Trash: 1
In Play: 2
-Shinobi Assassin--Dragon's Student, HP: 3/3
-Mysterious Ceremonies

Spoiler

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.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 04, 2017, 03:58:58 PM
Try to hit anything above 5 hp, since we can kill anything below that on my turn.  The ninja will also take out something for us.

Actually if you can hit the healthist clone, then AZ's card will start hitting main proletariate.  That would be good.  That would also lower Pro enough in hp to make him a target for the ninja in case nothing else survives.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 04, 2017, 04:00:33 PM
I forgot to discard cards for Prattle.  Doing that now.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 04, 2017, 04:08:31 PM
I'm thinking our next villain to take down after proleterat should be Miss Information, simply because two of use have nemesis bonuses and can take her down pretty quickly.  We need to take down foes fast at them point if we are to have any hope of winning.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Glitch Girl on July 04, 2017, 09:19:33 PM
Does targeting Green Grosser, Hermetic, and one of the Homunculi 3 each (2 for homonculi) sound to you guys?  That should take those three down to 5 or lower.

Then stealth because yikes!

Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 05, 2017, 02:46:04 AM
I would rather the healthy clone take one of those hits to knock it down to 1.  If you don't , the Proletariat will redirect his damage to it, then it will take it's own damage from Az cold blast and die.  Or the other way round.

If you damage it first now, then it did from it's own damage along with all the other clones, and Proletariat then takes 4 damage from that cold blast, plus 2 more from Expt, knocking him down within striking range.  Not to mention if at least one thing isn't left alive with lower hp then us, then ninjas will start killing us.

It's up to you, but that's my recommendation.

EDIT: NM, Expat's strike actually goes first and the clone dies from that.  Proletariat would still take two more damage, but it isn't quite as big a deal.  Still up to you though.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Glitch Girl on July 05, 2017, 01:48:54 PM
Good point.  Change the Homunculus to a Clone.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 05, 2017, 11:06:20 PM
Wraith draws

Spoiler

Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.

It is now Miss Information's turn.

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

Start: Nothing

Play: Endless Possibilities: One-Shot--Revealt the top card of Miss Information's deck. If it is a One-Shot, discard it, and Miss Information deals each Hero target 2 psychic damage. Otherwise, put it into play.

Endless Possibilities reveals 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.

It is discarded and all heroes take damage.  AZ takes 3, Wraith takes 1, and Expat and Argent take 2.

End: Argent takes 1 and 1 damage as he has more Ongoings than anyone else.  Cards on the top of hero decks go to the bottom.

It is now Argent Adept's turn.

Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 05, 2017, 11:15:43 PM
(http://www.sotm.freedomforceforever.com/banners/argentadept.png)

Start: Nothing

Play: 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.

I go fishing for the Telamon's Lyra and put it into play.

I have decided not to share with Expat.  We are so injured right now that I feel it's best not to take the Ermine damage.  The clones will be all dead and we will have time to clear out the rest before they can hurt us, so I'm leaving that alone for now.

Power: The Harp.  I will activate Inspiring to give myself another power  I will then use the Lyre.  I will actives Inspiring to give myself another power.  I use conduct. Scherzo of Frost and Flame: Ongoing, Melody--Perform: The Argent Adept deals 1 Target 1 Cold Damage, then deals 1 Target 1 Fire Damage. come into play.  For the second part I will activate Inspiring to heal myself for 2.  For the second part of the Lyre, I will give AZ an extra card play.

AZ, you may play a card.  Clear out the clones, my friend.


Title: Re: Sentinels of the Multiverse Game 11
Post by: Reepicheep on July 06, 2017, 03:01:27 AM
I'll play Fueled Freeze to destroy all of the enemy ongoing cards.

I was undecided about surrendering my copy of Thermal Shockwave for that extra 1hp damage, but I think I'll need it for healing.

Should still be enough to rain frozen hell upon all of our enemies, destroying the clones. Can the damage to proletariat be applied after the clones are destroyed, or are they only considered dead after the damage has finished being dealt?
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 06, 2017, 03:26:30 AM
Quote from: Reepicheep on July 06, 2017, 03:01:27 AM
I'll play Fueled Freeze to destroy all of the enemy ongoing cards.

I was undecided about surrendering my copy of Thermal Shockwave for that extra 1hp damage, but I think I'll need it for healing.

Should still be enough to rain frozen hell upon all of our enemies, destroying the clones. Can the damage to proletariat be applied after the clones are destroyed, or are they only considered dead after the damage has finished being dealt?

In this game, all target reduced to 0 HP are removed instantly unless a card effect makes them indestructable.  Also, in case of no directions, the players always can decide in their favor.  In the case of mass damage like this, we choose the exact order, so we kill all the clones first, then hit Proletariat, who now has no one to redirect damage to.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 06, 2017, 03:31:25 AM
Alright, most everything dies.  Since the Ninja dies, he goes on someone's deck.  I'm think AZ just so he can come out and kill one of Biomancer's minions before Biomancer has the chance to heal them.  Losing a card draw might be annoying, but if we are willing to risk more Environment cards, we could borrow some card draw from that.  I can also potentially start handing those out.  Opinions?
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on July 06, 2017, 05:35:41 AM
Couldn't the assasin card go on the top of the enviroment's deck thus saving us from any harmful cards that might come up on the enviroment's upcoming turn?
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 06, 2017, 09:27:37 AM
The Environment Deck is not a Hero Deck.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Reepicheep on July 06, 2017, 11:21:44 AM
That's fine by me. AZ is gonna be fast asleep in his cryo tank for the next couple of rounds to notice his card draws.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 06, 2017, 11:11:38 PM
Alright, I'll use the last part of the Harp to heal again.  That makes it the Temple's turn.

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

Start: Mysterious Ceremonies reveals and discards 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.

Shinobi Assassin goes into play and takes out Mr. Fascimile.

Play: 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.

End: We have to decide what to do with each Ceremony--destroy it, play 1 card, or draw 3.  I'm of the mind that maybe we destroy one and use the other to get someone some cards, but I'm willing to go with whatever you think best.

Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 06, 2017, 11:14:46 PM
As of now, we only the Homunculi left.  Things are looking up!
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on July 06, 2017, 11:20:58 PM
Whatever you guys decide...
Title: Re: Sentinels of the Multiverse Game 11
Post by: Glitch Girl on July 07, 2017, 02:38:56 AM
Don't want two ceremonies in play just in case we start getting targeted, so the destroy one use one for draws sounds good.  Who has teh best chance of getting some healing?
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 07, 2017, 02:44:07 AM
I have the highest potential for healing, as I could potentially kick up 2 hp for everyone + 2 for myself + other effects, but that would take at least 3 very specific cards to set up.  AZ has self healing going already.  You have a rather poor healing card not usually worth the trouble.  I think Expat is probably the best choice for the draw right now.  Could be any of you.  I am fine, especially with my base power giving me bonus plays.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 07, 2017, 02:46:00 AM
The good new is that since most of the damage is going to the highest, AZ and I can tank it pretty well. He can potentially heal for at least 5 every turn + do a bit of damage and I can heal for 4 each turn, plus do other stuff.  That's 9 hp we can straight up absorb every round.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Reepicheep on July 07, 2017, 09:42:05 AM
That's my plan. I think I'm gonna aim for two or three rounds of just tanking those highest HP hits with a wee bit of damage here and there.

Happy with destroying one ceremony and keeping the other, though I'm not desperate for any card draws anymore.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on July 08, 2017, 04:55:40 AM
So what be the verdict?
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 08, 2017, 03:13:12 PM
Well, everyone seems to agree on the keep one to draw, get rid of the other plan, but no one seems to agree on who gets the draw, other than that AZ and Argeng can do without.

So which of the two of your should get it?
Title: Re: Sentinels of the Multiverse Game 11
Post by: Glitch Girl on July 08, 2017, 07:50:23 PM
I can do without a draw for now.  Expat can always use more daka.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on July 09, 2017, 09:24:07 PM
Looks like no one else wants cards, so I guess I'm the one elected to draw...
Title: Re: Sentinels of the Multiverse Game 11
Post by: Reepicheep on July 09, 2017, 09:32:03 PM
You're going to need to be our main damage doer, so getting a bigger arsenal in your hand rapidly is the best move. Not to mention you need to get your hands on Prejudice.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on July 09, 2017, 11:47:19 PM
One thing we'll have to watch is the Enviroment's assasins, because once the minions fall Wraith and Expat become the lowest HP targets. Even if I get all my guns out and hit an unload, I won't be able to gnaw enough HP off a villian in one round to save us from being hit by the assassins at least once...
Title: Re: Sentinels of the Multiverse Game 11
Post by: Reepicheep on July 10, 2017, 01:10:33 PM
It's not foolproof, but maybe Glitch's eyepiece could move some assassins to the bottom of someone's deck. If the assassin is on mine, I could opt to not draw a card on my next turn.

Edit: just reread and saw that the eyepiece only works on villain decks. Plus, the assassin goes into play when revealed. Too bad. Still, I can keep the assassin sitting on my deck for a while.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on July 10, 2017, 11:51:20 PM
I think they are autoplayed and even if we kept one on AZ's deck, there is already one out in play.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 11, 2017, 01:47:24 AM
We actually want AZ ninja to come out and kill the villains.  Once out, they do nothing but sit there until destroyed, so as long as we don't kill them, they will sit there harmlessly.  I don't think the villains have any way to destroy them, so we have total control over the situation.

Also, I have an extremely hectic and busy week, so I'm not sure when or how often I will be updating the game.  Should go back to normal next week.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on July 12, 2017, 01:26:49 AM
Well, we at least know that I've been elected to draw three and then the villians will gang up on us again...
Title: Re: Sentinels of the Multiverse Game 11
Post by: Glitch Girl on July 12, 2017, 01:57:29 PM
yay?
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 15, 2017, 04:46:26 PM
I'm back, have gotten a good night's rest, saved Nora Friez in Arkham Knight and am now ready to get this thing going again.

Expat draws
Spoiler

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.

That makes it Proletariat's turn.

(http://www.sotm.freedomforceforever.com/banners/veng%20proletariate.png)

Start: Nothing

Play: Proletariat: 6 hp, Clone--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.

End: Proletariat and his clone hit Argent for 2 damage each.

It is now Absolute Zero'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

(http://www.sotm.freedomforceforever.com/banners/veng%20proletariate.png)
Side: The Every Man
HP: 7/20

Spoiler

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: 6/6

Spoiler

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.


(http://www.sotm.freedomforceforever.com/banners/absolutezero.png)
HP: 4/29

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

Deck: 30
Hand: 5
Spoiler

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

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.


(http://www.sotm.freedomforceforever.com/banners/biomancer.png)
Side: Flesh Moulder
HP: 17/18

Spoiler

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

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.


(http://www.sotm.freedomforceforever.com/banners/dwexpatriette.png)
HP: 6/30
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

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

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.


(http://www.sotm.freedomforceforever.com/banners/veng%20ermine.png)
Side: Con Artist Extraordinaire
HP: 22/25

Spoiler

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

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.


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

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

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.

(http://www.sotm.freedomforceforever.com/banners/information.png)
Side: Reality Rewriter
HP: 19/23

Spoiler

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

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.


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

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

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.

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

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

Spoiler

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.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on July 15, 2017, 07:51:07 PM
Man, I can not get a good draw...and I thought we just had the Homonculi left to get rid of in the minion category...and didn't AZ get rid of the villians Ongoings?!?
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 15, 2017, 11:57:25 PM
Quote from: Deaths Jester on July 15, 2017, 07:51:07 PM
Man, I can not get a good draw...and I thought we just had the Homonculi left to get rid of in the minion category...and didn't AZ get rid of the villians Ongoings?!?

List of Ongoing effect is just for reference.  I do not always remember to update it.  The list of cards in play for each villain is, however accurate and shows not Ongoings.

As you said, we have just the Homoculi, plus the new close that was just played.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on July 16, 2017, 12:16:38 AM
So we have the Grosser too, then? Just trying to make sure for for when I get to my turn and hand out damage.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 16, 2017, 12:58:29 AM
Quote from: Deaths Jester on July 16, 2017, 12:16:38 AM
So we have the Grosser too, then? Just trying to make sure for for when I get to my turn and hand out damage.

The Grosser is not listed anywhere as being in play. If he's in the spoilers, then that is just so you know what thing in play do.  I sometime purposely do not removed those.  They have nothing to do with whether anything is in play or not.  The list of cards in play is all you need to look at.  I will clean up the effects list though.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on July 16, 2017, 01:01:37 AM
Ah ok, sorry about my confusion there, Cat.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Reepicheep on July 16, 2017, 11:40:23 AM
I'll play Cryo Tank and fire off a Thermal Shockwave. I'll hit myself, the clone and Miss Information. Then I'll hit myself with the fire damage and the hit myself wih the resulting cold damage.

Then I think I'm throwing up a ninja.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 16, 2017, 12:56:27 PM
AZ draws a Shinobi Assassin, who goes into play.  The clone and the homunculi are tied for lowest right now.  Which should we hit?  I'm thinking the clone so we can continue getting rid of Proletariat.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Glitch Girl on July 16, 2017, 05:16:36 PM
Sounds good.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on July 17, 2017, 12:02:26 AM
Works for me.

When we get to my turn I plan on playing an Arsenal Access.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 17, 2017, 09:56:20 PM
Well, that's 3 out of 4, so we'll continue.

It is now Biomancer's turn.

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

Start: Nothing

Play: Friend of Foe?: One-Shot--The Hero target with the lowest HP deals the Hero target with the highest HP 3 melee damage.

Argent Adept deal AZ 3 damage.

The Homunculi deal 2 out of AZ, Expat, and Wraith 2 damage. each.  Which two will take it?
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on July 17, 2017, 11:31:36 PM
I guess I'll take one...
Title: Re: Sentinels of the Multiverse Game 11
Post by: Reepicheep on July 18, 2017, 10:38:47 AM
I'll take one instance.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself 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

(http://www.sotm.freedomforceforever.com/banners/veng%20proletariate.png)
Side: The Every Man
HP: 7/20

Spoiler

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

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.


(http://www.sotm.freedomforceforever.com/banners/absolutezero.png)
HP: 4/29

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

Deck: 30
Hand: 5
Spoiler

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

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.


(http://www.sotm.freedomforceforever.com/banners/biomancer.png)
Side: Flesh Moulder
HP: 17/18

Spoiler

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

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.


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

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

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.


(http://www.sotm.freedomforceforever.com/banners/veng%20ermine.png)
Side: Con Artist Extraordinaire
HP: 22/25

Spoiler

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

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.


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

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

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.

(http://www.sotm.freedomforceforever.com/banners/information.png)
Side: Reality Rewriter
HP: 16/23

Spoiler

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

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.


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

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

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.

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

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

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.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself 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.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester 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....
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 18, 2017, 10:26:33 PM
You still have that plus +2 damage effect and a machine gun.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on July 18, 2017, 10:42:17 PM
Quote from: catwhowalksbyhimself on July 18, 2017, 10:26:33 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?
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 18, 2017, 11:10:33 PM
Quote from: Deaths Jester on July 18, 2017, 10:42:17 PM
Quote from: catwhowalksbyhimself on July 18, 2017, 10:26:33 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.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on July 18, 2017, 11:29:23 PM
Nice! So yeah, will go with that then, draw one, and end turn.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Reepicheep 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.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester 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...
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 19, 2017, 08:21:13 PM
Quote from: Deaths Jester 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...

Yeah, I already figured that out and corrected that.  As a result, the assassins live.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester 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.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself 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.

(http://www.sotm.freedomforceforever.com/banners/veng%20ermine.png)

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

(http://www.sotm.freedomforceforever.com/banners/veng%20proletariate.png)
Side: The Every Man
HP: 5/20

Spoiler

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

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.


(http://www.sotm.freedomforceforever.com/banners/absolutezero.png)
HP: 4/29

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

Deck: 30
Hand: 5
Spoiler

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

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.


(http://www.sotm.freedomforceforever.com/banners/biomancer.png)
Side: Flesh Moulder
HP: 17/18

Spoiler

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

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.


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

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

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.


(http://www.sotm.freedomforceforever.com/banners/veng%20ermine.png)
Side: Con Artist Extraordinaire
HP: 20/25

Spoiler

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

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


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

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

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.

(http://www.sotm.freedomforceforever.com/banners/information.png)
Side: Reality Rewriter
HP: 14/23

Spoiler

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

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.


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

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

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.

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

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

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.

Title: Re: Sentinels of the Multiverse Game 11
Post by: Glitch Girl 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.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 21, 2017, 03:17:51 AM
Quote from: Glitch Girl 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.

That's simple, brutal, and efficient.  I like it.  Also, I do think Miss Information makes sense as our next target.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself 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.

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

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.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Glitch Girl 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.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester 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.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Reepicheep on July 21, 2017, 12:07:16 PM
I'll discard my other Thermal Shockwave
Title: Re: Sentinels of the Multiverse Game 11
Post by: Glitch Girl on July 21, 2017, 02:04:46 PM
Quote from: Deaths Jester on July 21, 2017, 03:51:50 AM
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.  :(
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on July 21, 2017, 06:16:55 PM
Quote from: Glitch Girl on July 21, 2017, 02:04:46 PM
Quote from: Deaths Jester on July 21, 2017, 03:51:50 AM
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!!!
Title: Re: Sentinels of the Multiverse Game 11
Post by: Reepicheep 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.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on July 21, 2017, 07:12:24 PM
Quote from: Reepicheep 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.

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?
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 21, 2017, 09:48:39 PM
Quote from: Deaths Jester on July 21, 2017, 07:12:24 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.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on July 21, 2017, 10:11:26 PM
Quote from: catwhowalksbyhimself on July 21, 2017, 09:48:39 PM
Quote from: Deaths Jester on July 21, 2017, 07:12:24 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.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself 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.

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


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
Title: Re: Sentinels of the Multiverse Game 11
Post by: Reepicheep 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.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself 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.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Reepicheep 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.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 23, 2017, 02:51:12 AM
I then heal myself for 2 and then give Expat an extra card play.

Expat may now play a card.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on July 23, 2017, 04:07:49 AM
I'll play Quick Draw.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 23, 2017, 01:55:32 PM
It is now the Environment's turn.  Hang on to your hats folks, this is going to be a doozy.

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

Start: Mysterious Ceremonies plays Master of the Temple--At the end of the Environment turn, search the Environment deck and trash for The True Form. Put it into play. Shuffle the Environment trash into its deck. The True Form deals each non-Environment target 1 toxic damage and 1 radiant damage. Then, destroy this card.

Master of the Temple puts into play The True Form: Nemesis(Mr. Fixer), Master Dragon, HP:13--At the end of the Environment turn, this card deal the non-Environment target with the second highest HP 3 radiant damage and 3 toxic damage. Whenever a target is destroyed by damage dealt by this card, play the top card of the Environment deck.

Play: Rites of Revival: At the end of the Environment turn, each player may discard any number of cards. If (H) plus 2 cards are discarded this way, flip an incapacitated Hero character card, restore it to 8 HP, and that Hero's player shuffles their cards into their deck and draws 2 cards. Heroes returned from Incapacitation this way cannot damage Environment targets this game.

End: Mysterious Ceremonies.  Do we want to use it, or destroy it.  Expat's about to go down, so using it's the only way we can Unload.  On the other hand, we risk more Environment shennaniguns.  What do you all think?
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 23, 2017, 02:00:18 PM
Some quick calculations, but if we do it right, we can take out Ermine and knock Miss Information down to 2 HP by combining Unload with the True form's attacks.  AZ can then finish Miss Information and it will be three of us again Biomancer, which I think is our best bet.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on July 23, 2017, 02:37:31 PM
It's ya'lls call. If you do decide to go for it, then I'll be following exactly what Cat has in mind with the Unload set up. (that way I don't have to write that all out if you guys go that route)
Title: Re: Sentinels of the Multiverse Game 11
Post by: Reepicheep on July 23, 2017, 02:40:59 PM
Would we be able to bring back Expat if he goes down now? My whole hand is discardable. Though it may be outdated. That way we could destroy mysterious ceremonies now, take out Ermine and Miss Information on Zombie Expat's turn (unless I'm missing something) and end up 4v1 on Biomancer.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 23, 2017, 03:57:39 PM
When a hero goes down, the lose their hand and all cards in play, so even if we bring back Expat, she has to start over again.  That's still fine, she can act as a meatshield if nothing else, but Unload still much be played before she goes down or not at all.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Reepicheep on July 23, 2017, 04:05:20 PM
gotcha. Then my vote is to keep the ceremony and cross fingers that whatever comes of the extra environment play is not too destructive. Resurrecting Expat is still on the cards for me, provided we're happy to discard enough.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 23, 2017, 07:07:10 PM
I forgot that Biomancer has already used his damage absorption for the turn.

So, new plan.  If Expat hits Biomancer with the damage from all guns but one, then hits MI with the other(or Ermine.  Either would do)  The dragon will then take out Biomancer, who's been doing the bulk of the damage against us.  MI goes down easily after that, which leaves Ermine, who barely does damage at all.

Think that might be a bit better.

Either way, I think you can play your card now, DJ.  You make the final call.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on July 23, 2017, 07:49:58 PM
I'll go with taking Biomancer down and then damaging Miss Info, Cat. That way you guys have enough time to deal with everyone else.

As for resurrect, you should hold it for Wraith because she can ease the damage to herself while refilling her hand.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 23, 2017, 08:46:09 PM
Master of the Temple deals everything 1 and 1 damage, then destroys itself.  This destroys the Homucli, but it also incaps Expat.  The dragon then incaps biomancer.

Now we decide on resurrecting or not.  We only have 7 cards between all of us and need 6, so I think we'd better hand on to what we have, but I'll go with the majority here.

EDIT:  Huh.  Biomancer's incap increases hero damage to hero target.  That will greatly boost AZ's healing.  Not bad!
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on July 23, 2017, 10:07:27 PM
Save the ressurect for another time or someone else.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 23, 2017, 10:48:02 PM
In the interest of keeping things moving, we go on.

It is now Proletariat's turn.

(http://www.sotm.freedomforceforever.com/banners/veng%20proletariate.png)


Start: Argent's discard pile is shuffled into his deck.

It is now AZ'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

(http://www.sotm.freedomforceforever.com/banners/veng%20proletariate.png)
Side: INCAPACITATED

Spoiler

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.


(http://www.sotm.freedomforceforever.com/banners/absolutezero.png)
HP: 4/29

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

Deck: 30
Hand: 5
Spoiler

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.
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

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.


(http://www.sotm.freedomforceforever.com/banners/biomancer.png)
Side: INCAPACITATED

Spoiler

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.



Spoiler

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.


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

Available Powers:

One Hero may use a Power now.   
Destroy an Ongoing card.   
Reduce the next Damage dealt to a Hero Target by 1.


(http://www.sotm.freedomforceforever.com/banners/veng%20ermine.png)
Side: Con Artist Extraordinaire
HP: 16/25

Spoiler

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

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


(http://www.sotm.freedomforceforever.com/banners/wraith.png)
HP: 1/26

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: 30
Hand: 3
Spoiler

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: 5
-Infrared Eyepiece--Equipment, Limited
-Micro Targeting Computer--Equipment, Limited
-Utility Belt--Equipment, Limited
-Throwing Knives--Equipment, Limited
-Razor Ordinance--Equipment, Limited

Spoiler

Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
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.

(http://www.sotm.freedomforceforever.com/banners/information.png)
Side: Reality Rewriter
HP: 2/23

Spoiler

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

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.


(http://www.sotm.freedomforceforever.com/banners/argentadept.png)
HP: 1/24

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

Deck: 31
Hand: 3
Spoiler

Eydisar's Horn: Equipment, Instrument--Power: Activate the Perform text of a Melody card and the Accompany text of a Harmony card.
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.
Sarabande of Destruction: Ongoing, Melody--Perform: Destroy 1 Ongoing or Environment card.
Trash: 0
In Play: 6
-Musaragni's Harp--Equipment, Instrument
-Telamon's Lyra--Equipment, Instrument
-Inspiring Supertonic--Ongoing, Harmony
-Inventive Preparation--Ongoing, Rhythm
-Counterpoint Bulwark--Ongoing, Rhythm
-Scherzo of Frost and Flame--Ongoing, Melody

Spoiler

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.
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.

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

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

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.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 24, 2017, 02:33:00 AM
I thought we were finished for a while there, but I think we have it.  If we can't finish her this round, get her down to second highest hp and the dragon will hit her.  Do it right and He'll finish her for us. I really think we have this.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Reepicheep on July 24, 2017, 09:45:48 AM
I'll use fuelled freeze (assuming my hand is up to date) to remove Ermine's ongoing. That should knock 2hp off everyone, schooling miss information.

I'll fire off Thermal Shockwave, wiping the smirk off Ermine. Then hit myself for 4 healing, thanks to Biomancer's corpse. I'll fire myself for 1 damage and use the result to hit Ermine some more.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 24, 2017, 09:54:45 AM
Quote from: Reepicheep on July 24, 2017, 09:45:48 AM
I'll use fuelled freeze (assuming my hand is up to date) to remove Ermine's ongoing. That should knock 2hp off everyone, schooling miss information.

I'll fire off Thermal Shockwave, wiping the smirk off Ermine. Then hit myself for 4 healing, thanks to Biomancer's corpse. I'll fire myself for 1 damage and use the result to hit Ermine some more.

Fueled Freeze is long gone.  Don't know how that didn't get update.

Your actual hand is

Spoiler

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.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Reepicheep on July 24, 2017, 10:19:29 AM
Thought I must have picked up another somehow.

Though Ermine's ongoing does muck things up a little. I think I don't have a choice but to ignore her altogether. I'll put Coolant Blast into play, just 'cos. I'll knock out Miss Information abd hit myself with Thermal Shockwave and heal myself with the consequences.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 24, 2017, 10:25:33 AM
Quote from: Reepicheep on July 24, 2017, 10:19:29 AM
Thought I must have picked up another somehow.

Though Ermine's ongoing does muck things up a little. I think I don't have a choice but to ignore her altogether. I'll put Coolant Blast into play, just 'cos. I'll knock out Miss Information with Thermal Shockwave and heal myself with the consequences.

Why ignore her?  If you hit her with 2 cold damage, she'll reflect it back to you and heal you again.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Reepicheep on July 24, 2017, 10:29:10 AM
Good point! Make it so!

In that case I'll also hit her with that last cold attack.

Edit: just wanted to write down the numbers. They got tangled doing it mentally.
I hit MI for 2hp
I hit me for 3hp healing
I hit me again with Ermine's redirection for an extra 3hp
I flame myself for 1 damage
That means I can hit Ermine for an extra 2 cold damage.

Is that right?
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on July 24, 2017, 02:34:57 PM
So I'm useful, I'll get rid of Ermine's ongoing during my "turn" seeing as that is something I can do.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 24, 2017, 09:12:28 PM
I forgot to write it into the effects, but Biomancer boosts all damage by Hero to a Hero by 1 while he's Incapped.  Also you are forgetting MI's Nemesis bonus.

So it's really more like.

Hit yourself for 4 cold and heal

Bounce 2 could off Ermine and hit yourself against for 4 cold and healing

Hit MI for 3 cold damage, taking her out.

Hit yourself for 3 fire damage.  You may then either kick out 4 cold against Ermine, or turn it back to yourself for 6 healing.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Reepicheep on July 24, 2017, 11:48:49 PM
Actually, it was cryo chamber I was forgetting.

I'll end with hitting Ermine. Though I think i'd only do myself 2 fire damage due to cryo chamber, so it'll just be 3 damage to Ermine. Unless I missed something. Which I probably did, since AZ is turning my brain all mushy. Either way, I'll hit Ermine.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 25, 2017, 12:04:28 AM
Quote from: Reepicheep on July 24, 2017, 11:48:49 PM
Actually, it was cryo chamber I was forgetting.

I'll end with hitting Ermine. Though I think i'd only do myself 2 fire damage due to cryo chamber, so it'll just be 3 damage to Ermine. Unless I missed something. Which I probably did, since AZ is turning my brain all mushy. Either way, I'll hit Ermine.

You do 4.  You hit Miss Information for 2 + 1 Nemesis Bonus.  You then deal yourself 3 - 1 Cryo + 1 Biomancer, then kick out 3 + 1 cold bonus, for a total of 4 damage.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Reepicheep on July 25, 2017, 12:08:59 AM
Got it. Was missing Biomancer's addition on the fire damage. Will still hit Ermine.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 25, 2017, 12:15:41 AM
Since DJ already said what he will do and Biomancer's Icap power is passive, we'll go straight to Ermine.

(http://www.sotm.freedomforceforever.com/banners/veng%20ermine.png)

Start: Nothing

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

End: Ermine reveals Calypso: Nemesis(Ra), HP:11--At the end of Ermine's turn, move 1 Hero Ongoing card from play to the top of the associated Hero's deck. If Ra is active in this game, reduce all fire damage by 1.

She discards it and takes out either Argent or Wraith. Since Wraith can deal 10 damage a turn to her, I'll take it.

That makes it Wraith's turn.

Villain Ongoing Effects
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)
Damage from heroes to heroes is increased by 1.(Biomancer)


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

(http://www.sotm.freedomforceforever.com/banners/veng%20proletariate.png)
Side: INCAPACITATED

Spoiler

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.


(http://www.sotm.freedomforceforever.com/banners/absolutezero.png)
HP: 9/29

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

Deck: 30
Hand: 5
Spoiler

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

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.


(http://www.sotm.freedomforceforever.com/banners/biomancer.png)
Side: INCAPACITATED

Spoiler

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.



Spoiler

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.


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

Available Powers:

One Hero may use a Power now.   
Destroy an Ongoing card.   
Reduce the next Damage dealt to a Hero Target by 1.


(http://www.sotm.freedomforceforever.com/banners/veng%20ermine.png)
Side: Con Artist Extraordinaire
HP: 12/25

Spoiler

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
-Uncatchable--Ongoing

Spoiler

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


(http://www.sotm.freedomforceforever.com/banners/wraith.png)
HP: 1/26

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: 30
Hand: 3
Spoiler

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: 5
-Infrared Eyepiece--Equipment, Limited
-Micro Targeting Computer--Equipment, Limited
-Utility Belt--Equipment, Limited
-Throwing Knives--Equipment, Limited
-Razor Ordinance--Equipment, Limited

Spoiler

Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
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.

(http://www.sotm.freedomforceforever.com/banners/information.png)
Side: INCAPACITATED

Spoiler

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.


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



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

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

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.

Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 25, 2017, 12:16:08 AM
I totally have the dragon taken care of guys.  Just take her down!
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 25, 2017, 12:19:22 AM
I nearly forgot AZ's draw

Spoiler

Onboard Module Installation: One-Shot--You may draw a card.Search your deck for a Module card and put it into your hand. Shuffle your deck. You may play a card.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on July 25, 2017, 12:35:58 AM
One prob for Wraith doing that much damage is Uncatchable. She'll have to give up one attack to axe that card....unless she uses Grappling Hook and then follows with all out offense (knives, whatnot)...
Title: Re: Sentinels of the Multiverse Game 11
Post by: Glitch Girl on July 25, 2017, 02:09:58 AM
Grappling hook wouldn't affect it, it's not an environment card.  Max I could do is 10 right now with Inventory Barrage and unless I can use Throwing knives or Razor Ordinance before I play that card, the damage is wasted.

So I guess my question is, can I use throwing knives, then play my Inventory Barrage one shot, then trigger stealth?

If I can't, I guess I can use Throwing Knives, then Razor Ordinance to take her down to 7.



Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 25, 2017, 03:01:51 AM
Quote from: Glitch Girl on July 25, 2017, 02:09:58 AM
Grappling hook wouldn't affect it, it's not an environment card.  Max I could do is 10 right now with Inventory Barrage and unless I can use Throwing knives or Razor Ordinance before I play that card, the damage is wasted.

So I guess my question is, can I use throwing knives, then play my Inventory Barrage one shot, then trigger stealth?

If I can't, I guess I can use Throwing Knives, then Razor Ordinance to take her down to 7.

Grappling Hook works on Environment OR Ongoing cards, so yes, that would work.

And you get +1 damage against your nemesis, so you'd do 10 damage with Throwing Knives + Razor.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Glitch Girl on July 25, 2017, 01:01:32 PM
In that case, I use Grappling hook to make her catchable, then hit her with both Throwing Knives and Razor Ordnance.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 25, 2017, 08:14:44 PM
And now I realize that she is now the second highest hp, so I skip my turn and let the dragon eat her.  Nothing else that would change anythign comes out on the Environment's turn.


Heroes Win!
Title: Re: Sentinels of the Multiverse Game 11
Post by: Reepicheep on July 25, 2017, 08:58:35 PM
Thanks, Dragon! Always knew we could count on you!


Good work. That went from futility to victory in a matter of moments. Expat's sacrificial unload was a game changer.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Glitch Girl on July 26, 2017, 12:44:37 AM
seriously.  I was sure we were totally screwed for a while and then in one turn WHAMMO!

good game all.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on July 26, 2017, 02:50:08 AM
I've always been good at suicidal blazes of glories in games for some reason...weird...
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 29, 2017, 02:21:51 AM
I'll be going on Vacation next Wednesday, but I'll try to post signups for the next game before I leave, then I'll start it when I get back.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Glitch Girl on July 29, 2017, 04:51:24 AM
I will sadly have to pass on this next one I think.  Getting close to DragonCon, and I have a ton to do in the coming weeks.  Should be available for the next though.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on July 29, 2017, 03:39:54 PM
You going to cosplay at DragonCon this year, GG?
Title: Re: Sentinels of the Multiverse Game 11
Post by: Glitch Girl on July 29, 2017, 04:29:22 PM
Just one hopefully.  It's a timely one though.  And a bit odd unless you've seen GotG2.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Reepicheep on July 29, 2017, 06:19:01 PM
I'd say it's worth postponing until Glitch gets back. We'd be lost without the infrared eyepiece.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on July 29, 2017, 11:03:38 PM
Hmm...either GG is going as Mantis, Nebula, or baby Groot...I bet it's Groot.

As for putting the game on hold till after DragonCon, if the four of us are it then I'm okay with that. If someone else, like Unko, are interested...we might want to go forward with the game.
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on July 30, 2017, 02:26:54 AM
My current plan is to open up recruitment as always.  If we just get the two of you and no one else signs up, then we'll postpone until Glitch returns.  If we get at least 1 more person in there, we will proceed.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Glitch Girl on July 30, 2017, 05:53:35 PM
Quote from: Deaths Jester on July 29, 2017, 11:03:38 PM
Hmm...either GG is going as Mantis, Nebula, or baby Groot...I bet it's Groot.

Nope, nope, and nope.

It's a character that is referred to in the movie, but doesn't actually appear.  And is in another movie, sortof.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Reepicheep on July 30, 2017, 06:06:07 PM
Quote from: Glitch Girl on July 30, 2017, 05:53:35 PM
Quote from: Deaths Jester on July 29, 2017, 11:03:38 PM
Hmm...either GG is going as Mantis, Nebula, or baby Groot...I bet it's Groot.

Nope, nope, and nope.

It's a character that is referred to in the movie, but doesn't actually appear.  And is in another movie, sortof.

David Hasselhoff?
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on July 30, 2017, 08:17:58 PM
Boy George?

(am intrigued to see what you actually do now)
Title: Re: Sentinels of the Multiverse Game 11
Post by: catwhowalksbyhimself on August 02, 2017, 02:51:37 AM
I actually got busy preparing for the trip and never got around to this, so we'll be waiting after all.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Glitch Girl on August 02, 2017, 03:35:06 PM
No and no.

It's Mary Poppins/Yondu.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on August 02, 2017, 03:50:29 PM
Mary Poppins and Yondu?!? So a blue skinned, finned, bow weilding, singing, flying nanny?!?
Title: Re: Sentinels of the Multiverse Game 11
Post by: Glitch Girl on August 02, 2017, 04:22:05 PM
Umbrella wielding, but pretty close.
Title: Re: Sentinels of the Multiverse Game 11
Post by: Deaths Jester on August 27, 2017, 12:56:45 AM
<models his new Expat-themed, quick draw holsters> Do these holsters make my butt look fat?