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Sentinels of the Multiverse Game 5

Started by catwhowalksbyhimself, December 26, 2014, 11:34:15 PM

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Uncle Yuan

#210
Dr. Medico looks around at the assembled heroes.  Given how many of the pirate crew have already been vanquished everyone looks to be in pretty good shape, but the wear and tear is still visible.  The doctor's radiance takes on a deeper golden hue and increases slightly in intensity.  Three hand sized globes spin off of the doctor and move to Tempest, Unity and the Idealist.  As they reach their respective targets each globe unerringly finds a small wound or injury and lands there.  For a brief second each injury is high lighted with an intense golden glow and then disappears.

Even as her last wound fades the Idealist considers her two potential targets.  Looming protectively behind her Mainstay rumbles, "The acrobat looks like trouble, and hard to hit."  The Amazing Mable flips agilely from desk to light fixture to windowsill, always in motion.  The Idealist's eyes narrow and a trio of miniature blue x-wing fighters emerge from beneath her cape.  They streak after Mable, wings open to attack formation, following her around the room and peppering her with laser fire.  The pirate shrieks in pain and surprise as several shots find their target.  "Not that hard to hit."

(Play Hippocratic Oath - 1 HP end of turn healing to Idealist, Tempest and Unity.  Idealist deals Mable 2 psychic damage with Telekinetic Jab.)
"But there's no use crying over every mistake
You just keep on trying 'till you run out of cake
And the science gets done, and you make a neat gun
For the people who are still alive."

Deaths Jester

My next move when it finally gets around to it....

Spoiler
I'll use shotgun on Mable, draw a card, and end my turn.  Boy..that was easy.
Avatar picture originally a Brom painting entitled Marionette.

catwhowalksbyhimself

#212
Sentinels draw
Spoiler
Dark Delusions: One-Shot--If Writhe is active, he deals each Villain Target 2 Infernal Damage. If the Idealist is active, she deals 1 Target 3 Psychic Damage.

Effects in play:
At the end of the Sentinels' turn, Dr. Medico may heal 3 hero targets for 1 hp each.


Side:The Corsair
Spoiler

Side A--The Corsair
At the start of the Villain turn, if there are 3 or more cards under this card, flip La Capitán's Villain Character card.Whenever a Hero card is destroyed by a Villain card, put it under this card.At the end of the Villain turn, La Capitán deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.

Side B--Split Across Time
At the start of the Villain turn, each Villain Target regains X HP, where X = the number of cards under this card. Whenever La Capitán would be dealt Damage, move a card from under this card to the appropriate trash. If you do, prevent that damage. At the end of the Villain turn, if there are no cards under this card, flip La Capitán's Villain Character card.
HP: 59/75 Highest Villain Target
Cards in Play:
The Amazing Mable--4/6
Spoiler

The Amazing Mable: 6 hp, Crew, Acrobat--This card is immune to Melee Damage.At the end of the Villain turn, destroy a Hero Ongoing or Equipment card.At the start of the Villain turn, play the top card of the Villain deck.
Trueshot: 9 hp, Crew, Amazon--At the end of the Villain turn, this card deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.Whenever a Hero card is played, this card regains (H) minus 1 HP.


HP: 18/26
Available Powers:
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.
Cleansing Downpour: Each Hero Target regains 2 HP.


In Play: Cleansing Downpour
Spoiler

Cleansing Downpour: Ongoing--Power: Each Hero Target regains 2 HP.

Hand:
Spoiler

Ball Lightning: One-Shot   Tempest deals 1 Target 4 Lightning Damage. You may destroy up to 2 Ongoing cards.
Chain Lightning:One-Shot--Tempest deals 1 Target 4 Lightning Damage. Tempest may deal a second Target 3 Lightning Damage. Tempest may deal a third Target 2 Lightning Damage.
Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Reclaim from the Deep: One-Shot--Each player may take a card from their trash and put it on top of their Hero deck. You may draw a card.



Writhe
HP: 14/14
Power: Extract--Power: Reveal the bottom card of a deck. Discard it or put it on the top of that deck.

Doctor Medico
HP: 13/13
Power: M.D.--1 Hero Target regains 3 HP.

Mainstay
HP: 14/14
Power: Block--Power: Reduce Damage dealt to all your Hero Targets by 1 until the start of your next turn.

Idealist
HP: 11/11 Lowest Hero Target
Power: Telekinetic Jab--Power: The Idealist deals 1 Target 2 Psychic Damage.

In Play: Hippocratic Oath
Spoiler

Hippocratic Oath: Ongoing, Signature--Whenever Dr. Medico would deal Damage, prevent that Damage and instead 1 Hero Target regains that much HP. At the end of your turn, if Dr. Medico is active, up to 3 Targets regain 1 HP each.

Hand:
Spoiler

Dark Delusions: One-Shot--If Writhe is active, he deals each Villain Target 2 Infernal Damage. If the Idealist is active, she deals 1 Target 3 Psychic Damage.
Fling into Darkness: One-Shot--One of your Heroes deals 1 Target 3 Melee Damage.If that Target now has 4 or fewer HP and Writhe is active, destroy that Target.
Restorative Burst: One-Shot--If Dr. Medico is active, you may flip one of your incapacitated Heroes and restore it to 3 HP.Each Hero Target regains 1 HP.
Caliginous Form: Ongoing, Signature--The first time Writhe would be dealt Damage each turn, reduce that Damage by 2 and redirect it to the Villain Target with the highest HP.


HP: 20/26

Available Powers
Pinpoint Shot: Parse deals 1 Target 2 Projectile Damage.
Gauge: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.

In Play: Gauge
Spoiler

Gauge: Ongoing--Power: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.

Hand
Spoiler

Exploit Vulnerability: Ongoing--Whenever a non-hero target enters play, increase damage dealt to that target by 1 until the start of the environment turn.
Segmentation Fault: Ongoing--Power: Discard a card. If you do, you may destroy an Ongoing or Environment Card.
Impossible Shot: One-Shot--Parse deals 1 target 3 irreducible projectile damage. Draw 1 card.
Targeting Arrow: One-Shot--Parse deals 1 Target 1 Irreducible Projectile Damage.Increase Damage dealt to that Target by 1 until the start of your turn.
Quick Calculation: One-Shot--Reveal the top 3 cards of your deck. Put 1 on the bottom of your deck and the other 2 in your hand.


HP: 21/29 Highest Hero Target

Available Powers
Load: Play a card.
Assault Rifle: Expatriette deals up to 3 Targets 2 Projectile Damage each.
Tactical Shotgun: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.


In Play:  Assault Rifle
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.
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.

Hand:
Spoiler



HP: 18/26

Available Powers
Bot-Hack: Destroy 1 Equipment card. If you do, put a Mechanical Golem from hand into play.

Ongoings and Equipment In Play: None
Spoiler


Active Golems:
Raptor Bot 2/2
Spoiler

Raptor Bot: 2 hp, Mechanical Golem--This card cannot be played during your play phase. At the end of your turn, this card deals 1 Target X Melee Damage, where X = the number of Mechanical Golems in play plus 1.

Hand
Spoiler

Champion Bot: 8 hp, Mechanical Golem--This card cannot be played during your play phase. Increase Damage dealt by Unity and by Mechanical Golems by 1.
Flash Forge: One-Shot--Discard any number of cards. Search your deck for X Mechanical Golems and/or Equipment cards and put them into your hand, where X = the number of cards you discarded. Shuffle your deck.
Inspired Repair: One-Shot--You may draw a card.You may play a card.Each Mechanical Golem regains 3 HP.
Powered Shock Wave: One-Shot--Unity deals each Villain Target X Lightning Damage, where X = the number of Mechanical Golems in play plus 1.



Cards in Play: Security Station, Frost's Cryo Chamber

Spoiler

Security Station: Room--At the start of the Environment turn, a player may discard their hand to destroy an Environment card.
Frost's Cryo Chamber: Room--Increase all cold damage by 1. Reduce all fire damage by 1. At the end of the environment turn, deal each target 1 cold damage.

It is Parse's turn
I am the cat that walks by himself, all ways are alike to me.

Uncle Yuan

How did Mable get to 2HP?  Idealist did only 2 HP damage.  Did the numbers get switched around?  Are there buffs out that I don't know about?
"But there's no use crying over every mistake
You just keep on trying 'till you run out of cake
And the science gets done, and you make a neat gun
For the people who are still alive."

catwhowalksbyhimself

Quote from: Uncle Yuan on January 22, 2015, 12:14:10 AM
How did Mable get to 2HP?  Idealist did only 2 HP damage.  Did the numbers get switched around?  Are there buffs out that I don't know about?

I made a typo.  Fixed.
I am the cat that walks by himself, all ways are alike to me.

Outcast

With her clothes and hair all wet from the downpour, it wasn't hard for Parse to notice the sudden drop in temperature in the area. How did they end up fighting inside the Frost Cryo Chamber? Or is it because of a malfunction in the Cryo Chamber which has somehow affected the temperature inside the Freedom Tower?

Whatever it is, she knows she has to deactivate it somehow. Hacking inside the Freedom Tower's security system with her ipad. She quickly overrides the temperature controls and deactivates the Frost Cryo Chamber.

Plays Segmentation Fault and discards Quick Calculation to destroy Frost Cryo Chamber.

Draw a card to end my turn.

catwhowalksbyhimself

You draw
Spoiler
Quick Calculation: One-Shot--Reveal the top 3 cards of your deck. Put 1 on the bottom of your deck and the other 2 in your hand.

Expat destroy Mable as planned.  She draws
Spoiler
"Pride":Equipment, Gun--Power: Expatriette deals 1 Target 2 Projectile Damage. If ""Prejudice"" is in play, you may use its Power. Up to 2 Ammo cards may be in play next to this card at a time.

It is now Unity's turn.

Effects in play:
At the end of the Sentinels' turn, Dr. Medico may heal 3 hero targets for 1 hp each.


Side:The Corsair
Spoiler

Side A--The Corsair
At the start of the Villain turn, if there are 3 or more cards under this card, flip La Capitán's Villain Character card.Whenever a Hero card is destroyed by a Villain card, put it under this card.At the end of the Villain turn, La Capitán deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.

Side B--Split Across Time
At the start of the Villain turn, each Villain Target regains X HP, where X = the number of cards under this card. Whenever La Capitán would be dealt Damage, move a card from under this card to the appropriate trash. If you do, prevent that damage. At the end of the Villain turn, if there are no cards under this card, flip La Capitán's Villain Character card.
HP: 59/75 Highest Villain Target
Cards in Play:
The Amazing Mable--2/6
Spoiler

The Amazing Mable: 6 hp, Crew, Acrobat--This card is immune to Melee Damage.At the end of the Villain turn, destroy a Hero Ongoing or Equipment card.At the start of the Villain turn, play the top card of the Villain deck.
Trueshot: 9 hp, Crew, Amazon--At the end of the Villain turn, this card deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.Whenever a Hero card is played, this card regains (H) minus 1 HP.


HP: 18/26
Available Powers:
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.
Cleansing Downpour: Each Hero Target regains 2 HP.


In Play: Cleansing Downpour
Spoiler

Cleansing Downpour: Ongoing--Power: Each Hero Target regains 2 HP.

Hand:
Spoiler

Ball Lightning: One-Shot   Tempest deals 1 Target 4 Lightning Damage. You may destroy up to 2 Ongoing cards.
Chain Lightning:One-Shot--Tempest deals 1 Target 4 Lightning Damage. Tempest may deal a second Target 3 Lightning Damage. Tempest may deal a third Target 2 Lightning Damage.
Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Reclaim from the Deep: One-Shot--Each player may take a card from their trash and put it on top of their Hero deck. You may draw a card.



Writhe
HP: 14/14
Power: Extract--Power: Reveal the bottom card of a deck. Discard it or put it on the top of that deck.

Doctor Medico
HP: 13/13
Power: M.D.--1 Hero Target regains 3 HP.

Mainstay
HP: 14/14
Power: Block--Power: Reduce Damage dealt to all your Hero Targets by 1 until the start of your next turn.

Idealist
HP: 11/11 Lowest Hero Target
Power: Telekinetic Jab--Power: The Idealist deals 1 Target 2 Psychic Damage.

In Play: Hippocratic Oath
Spoiler

Hippocratic Oath: Ongoing, Signature--Whenever Dr. Medico would deal Damage, prevent that Damage and instead 1 Hero Target regains that much HP. At the end of your turn, if Dr. Medico is active, up to 3 Targets regain 1 HP each.

Hand:
Spoiler

Dark Delusions: One-Shot--If Writhe is active, he deals each Villain Target 2 Infernal Damage. If the Idealist is active, she deals 1 Target 3 Psychic Damage.
Fling into Darkness: One-Shot--One of your Heroes deals 1 Target 3 Melee Damage.If that Target now has 4 or fewer HP and Writhe is active, destroy that Target.
Restorative Burst: One-Shot--If Dr. Medico is active, you may flip one of your incapacitated Heroes and restore it to 3 HP.Each Hero Target regains 1 HP.
Caliginous Form: Ongoing, Signature--The first time Writhe would be dealt Damage each turn, reduce that Damage by 2 and redirect it to the Villain Target with the highest HP.


HP: 20/26

Available Powers
Pinpoint Shot: Parse deals 1 Target 2 Projectile Damage.
Gauge: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.
Segmentation Fault: Discard a card. If you do, you may destroy an Ongoing or Environment Card.


In Play: Gauge
Spoiler

Segmentation Fault: Ongoing--Power: Discard a card. If you do, you may destroy an Ongoing or Environment Card.
Gauge: Ongoing--Power: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.

Hand
Spoiler

Exploit Vulnerability: Ongoing--Whenever a non-hero target enters play, increase damage dealt to that target by 1 until the start of the environment turn.
Impossible Shot: One-Shot--Parse deals 1 target 3 irreducible projectile damage. Draw 1 card.
Targeting Arrow: One-Shot--Parse deals 1 Target 1 Irreducible Projectile Damage.Increase Damage dealt to that Target by 1 until the start of your turn.
Quick Calculation: One-Shot--Reveal the top 3 cards of your deck. Put 1 on the bottom of your deck and the other 2 in your hand.


HP: 21/29 Highest Hero Target

Available Powers
Load: Play a card.
Assault Rifle: Expatriette deals up to 3 Targets 2 Projectile Damage each.
Tactical Shotgun: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.


In Play:  Assault Rifle
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.
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.

Hand:
Spoiler

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


HP: 18/26

Available Powers
Bot-Hack: Destroy 1 Equipment card. If you do, put a Mechanical Golem from hand into play.

Ongoings and Equipment In Play: None
Spoiler


Active Golems:
Raptor Bot 2/2
Spoiler

Raptor Bot: 2 hp, Mechanical Golem--This card cannot be played during your play phase. At the end of your turn, this card deals 1 Target X Melee Damage, where X = the number of Mechanical Golems in play plus 1.

Hand
Spoiler

Champion Bot: 8 hp, Mechanical Golem--This card cannot be played during your play phase. Increase Damage dealt by Unity and by Mechanical Golems by 1.
Flash Forge: One-Shot--Discard any number of cards. Search your deck for X Mechanical Golems and/or Equipment cards and put them into your hand, where X = the number of cards you discarded. Shuffle your deck.
Inspired Repair: One-Shot--You may draw a card.You may play a card.Each Mechanical Golem regains 3 HP.
Powered Shock Wave: One-Shot--Unity deals each Villain Target X Lightning Damage, where X = the number of Mechanical Golems in play plus 1.



Cards in Play: Security Station

Spoiler

Security Station: Room--At the start of the Environment turn, a player may discard their hand to destroy an Environment card.
I am the cat that walks by himself, all ways are alike to me.

catwhowalksbyhimself

I am the cat that walks by himself, all ways are alike to me.

Glitch Girl

Sorry, crazy weekend.  Kitty's allergies are back and I had to talk to the vet.  Poor thing almost has a bald belly.

I think I'm going to play Flash Forge and discard Champion Bot & Powered Shock Wave.  Two questions though:

1) The discarded Champion Bot go into the deck after the bots are summoned, correct?

2) Flash Forge does not count towards the number of bots summoned, correct as well?

-Glitch Girl

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

Uncle Yuan

Quote from: Glitch Girl on January 26, 2015, 09:59:47 PM
Sorry, crazy weekend.  Kitty's allergies are back and I had to talk to the vet.  Poor thing almost has a bald belly.

I think I'm going to play Flash Forge and discard Champion Bot & Powered Shock Wave.  Two questions though:

1) The discarded Champion Bot go into the deck after the bots are summoned, correct?

I'm not sure what you are asking.  Flash Forge doesn't summon bots, it basically allows you to draw bots.  They'll go into your hand, not into play.  In any event Champion Bot will go to your trash.  You have cards that allow you to retrieve bots from your trash, but he won't go into your deck until you shuffle your trash.

Quote2) Flash Forge does not count towards the number of bots summoned, correct as well?

Again, I'm not sure what you're asking - Flash Forge is a one shot, not a bot or equipment.
"But there's no use crying over every mistake
You just keep on trying 'till you run out of cake
And the science gets done, and you make a neat gun
For the people who are still alive."

Glitch Girl

Nevermind.   I'm just going to draw 2 this round.  Raptor  Bot targets Corsair.
-Glitch Girl

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

catwhowalksbyhimself

Unity draws

Spoiler

Construction Pylon: Equipment--Power: Put up to 2 Mechanical Golems from hand into play and destroy this card.
Robot Reclamation: One-Shot--Move up to 5 Mechanical Golems from your trash to the top of your deck.Draw a card.

Raptor Bot deals La Cap 2 points of damage

It is the Environment's turn.  Freedom Tower plays Medical Ward: Room--At the start of the Environment turn, each target regains 1 HP.

It is now La Capitan's turn.  As she has three cards under her, she flips and heals 3 hp.  She then plays Trueshot.

Trueshot deals Expat 4 points of damage.

It is now Tempest's turn.

Effects in play:
At the end of the Sentinels' turn, Dr. Medico may heal 3 hero targets for 1 hp each.


Side: Split Across Time
Spoiler

Side A--The Corsair
At the start of the Villain turn, if there are 3 or more cards under this card, flip La Capitán's Villain Character card.Whenever a Hero card is destroyed by a Villain card, put it under this card.At the end of the Villain turn, La Capitán deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.

Side B--Split Across Time
At the start of the Villain turn, each Villain Target regains X HP, where X = the number of cards under this card. Whenever La Capitán would be dealt Damage, move a card from under this card to the appropriate trash. If you do, prevent that damage. At the end of the Villain turn, if there are no cards under this card, flip La Capitán's Villain Character card.
HP: 60/75 Highest Villain Target
Cards in Play:
Trueshot--9/9
Spoiler

Trueshot: 9 hp, Crew, Amazon--At the end of the Villain turn, this card deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.Whenever a Hero card is played, this card regains (H) minus 1 HP.


HP: 18/26
Available Powers:
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.
Cleansing Downpour: Each Hero Target regains 2 HP.


In Play: Cleansing Downpour
Spoiler

Cleansing Downpour: Ongoing--Power: Each Hero Target regains 2 HP.

Hand:
Spoiler

Ball Lightning: One-Shot   Tempest deals 1 Target 4 Lightning Damage. You may destroy up to 2 Ongoing cards.
Chain Lightning:One-Shot--Tempest deals 1 Target 4 Lightning Damage. Tempest may deal a second Target 3 Lightning Damage. Tempest may deal a third Target 2 Lightning Damage.
Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Reclaim from the Deep: One-Shot--Each player may take a card from their trash and put it on top of their Hero deck. You may draw a card.



Writhe
HP: 14/14
Power: Extract--Power: Reveal the bottom card of a deck. Discard it or put it on the top of that deck.

Doctor Medico
HP: 13/13
Power: M.D.--1 Hero Target regains 3 HP.

Mainstay
HP: 14/14
Power: Block--Power: Reduce Damage dealt to all your Hero Targets by 1 until the start of your next turn.

Idealist
HP: 11/11 Lowest Hero Target
Power: Telekinetic Jab--Power: The Idealist deals 1 Target 2 Psychic Damage.

In Play: Hippocratic Oath
Spoiler

Hippocratic Oath: Ongoing, Signature--Whenever Dr. Medico would deal Damage, prevent that Damage and instead 1 Hero Target regains that much HP. At the end of your turn, if Dr. Medico is active, up to 3 Targets regain 1 HP each.

Hand:
Spoiler

Dark Delusions: One-Shot--If Writhe is active, he deals each Villain Target 2 Infernal Damage. If the Idealist is active, she deals 1 Target 3 Psychic Damage.
Fling into Darkness: One-Shot--One of your Heroes deals 1 Target 3 Melee Damage.If that Target now has 4 or fewer HP and Writhe is active, destroy that Target.
Restorative Burst: One-Shot--If Dr. Medico is active, you may flip one of your incapacitated Heroes and restore it to 3 HP.Each Hero Target regains 1 HP.
Caliginous Form: Ongoing, Signature--The first time Writhe would be dealt Damage each turn, reduce that Damage by 2 and redirect it to the Villain Target with the highest HP.


HP: 20/26Highest Hero Target

Available Powers
Pinpoint Shot: Parse deals 1 Target 2 Projectile Damage.
Gauge: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.
Segmentation Fault: Discard a card. If you do, you may destroy an Ongoing or Environment Card.


In Play: Gauge
Spoiler

Segmentation Fault: Ongoing--Power: Discard a card. If you do, you may destroy an Ongoing or Environment Card.
Gauge: Ongoing--Power: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.

Hand
Spoiler

Exploit Vulnerability: Ongoing--Whenever a non-hero target enters play, increase damage dealt to that target by 1 until the start of the environment turn.
Impossible Shot: One-Shot--Parse deals 1 target 3 irreducible projectile damage. Draw 1 card.
Targeting Arrow: One-Shot--Parse deals 1 Target 1 Irreducible Projectile Damage.Increase Damage dealt to that Target by 1 until the start of your turn.
Quick Calculation: One-Shot--Reveal the top 3 cards of your deck. Put 1 on the bottom of your deck and the other 2 in your hand.


HP: 17/29

Available Powers
Load: Play a card.
Assault Rifle: Expatriette deals up to 3 Targets 2 Projectile Damage each.
Tactical Shotgun: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.


In Play:  Assault Rifle
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.
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.

Hand:
Spoiler

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


HP: 18/26

Available Powers
Bot-Hack: Destroy 1 Equipment card. If you do, put a Mechanical Golem from hand into play.

Ongoings and Equipment In Play: None
Spoiler


Active Golems:
Raptor Bot 2/2
Spoiler

Raptor Bot: 2 hp, Mechanical Golem--This card cannot be played during your play phase. At the end of your turn, this card deals 1 Target X Melee Damage, where X = the number of Mechanical Golems in play plus 1.

Hand
Spoiler

Construction Pylon: Equipment--Power: Put up to 2 Mechanical Golems from hand into play and destroy this card.
Robot Reclamation: One-Shot--Move up to 5 Mechanical Golems from your trash to the top of your deck.Draw a card.
Champion Bot: 8 hp, Mechanical Golem--This card cannot be played during your play phase. Increase Damage dealt by Unity and by Mechanical Golems by 1.
Flash Forge: One-Shot--Discard any number of cards. Search your deck for X Mechanical Golems and/or Equipment cards and put them into your hand, where X = the number of cards you discarded. Shuffle your deck.
Inspired Repair: One-Shot--You may draw a card.You may play a card.Each Mechanical Golem regains 3 HP.
Powered Shock Wave: One-Shot--Unity deals each Villain Target X Lightning Damage, where X = the number of Mechanical Golems in play plus 1.



Cards in Play: Security Station, Medical Ward

Spoiler

Medical Ward: Room--At the start of the Environment turn, each target regains 1 HP.
Security Station: Room--At the start of the Environment turn, a player may discard their hand to destroy an Environment card.
I am the cat that walks by himself, all ways are alike to me.

Reepicheep

I forgot if I was supposed to be doing anything else right now, so I'll play shielding winds while it's a bit comfy to do so, followed by cleansing downpour.

Uncle Yuan

I suggest using Squall as a power instead.  We're OK for HP right now, Dr. Medico has some healing available and we need to start eroding La Cap's damage/healing shield.  Plinks are great for this since we don't "waste" a lot of damage.
"But there's no use crying over every mistake
You just keep on trying 'till you run out of cake
And the science gets done, and you make a neat gun
For the people who are still alive."

Reepicheep

Ah, I didn't spot that La Cap had flipped. Squall indeed.

catwhowalksbyhimself

Which card would you like returned to it's owner's trash?  Right now, we have Expat's Hairtrigger Reflexes, Unity's Swiftbot, and Tempest's Electrical Storm.
I am the cat that walks by himself, all ways are alike to me.

Deaths Jester

Question for Cat: If we defeat La Cap without destroying her crew, do we still win or do we have to get rid of everything she puts up?

Reep: Do either Unity's or Tempest's cards, mine can stay for now.
Avatar picture originally a Brom painting entitled Marionette.

catwhowalksbyhimself

#227
Quote from: Deaths Jester on January 28, 2015, 09:43:11 PM
Question for Cat: If we defeat La Cap without destroying her crew, do we still win or do we have to get rid of everything she puts up?

With a few exceptions, defeating the main villain is sufficient to win the game.  All her crew can be out, but as long as she goes down, the game is over.

The only exception I can think of right now are Omintron (you have to defeat all his drones too), Dreamer (defeating her actually causes you to lose) Wager Master (He changes the rules so sometime you win, sometimes you don't) and Warfang (she just flips over and is restored to full health next time she flips)
I am the cat that walks by himself, all ways are alike to me.

Reepicheep

I'll return Unity's card to her hand.

Uncle Yuan

Looking ahead to my turn - how are Parse, ExPat and Unity set up to inflict damage on La Cap?  I have a card play (Dark Delusions) that could clear out her damage shield, but it's expensive, "wasting" a potential 5 damage to do it.  But, if folks are poised to take good advantage of that, it would be worth it. I could follow up with 2 damage from Idealist.
"But there's no use crying over every mistake
You just keep on trying 'till you run out of cake
And the science gets done, and you make a neat gun
For the people who are still alive."

catwhowalksbyhimself

La Cap ignores the 1 damage and Swift Bot is returned to Unity's trash.  The villain has 2 more cards under her.

Tempest draws
Spoiler
Localized Hurricane   : Ongoing--Increase Damage dealt to Tempest by 1. Power: Tempest deals up to 2 Targets 3 Projectile Damage each. You may draw 2 cards.  Power: Destroy this card.

It is now the Sentinels' turn.

Effects in play:
At the end of the Sentinels' turn, Dr. Medico may heal 3 hero targets for 1 hp each.
Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.


Side: Split Across Time
Spoiler

Side A--The Corsair
At the start of the Villain turn, if there are 3 or more cards under this card, flip La Capitán's Villain Character card.Whenever a Hero card is destroyed by a Villain card, put it under this card.At the end of the Villain turn, La Capitán deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.

Side B--Split Across Time
At the start of the Villain turn, each Villain Target regains X HP, where X = the number of cards under this card. Whenever La Capitán would be dealt Damage, move a card from under this card to the appropriate trash. If you do, prevent that damage. At the end of the Villain turn, if there are no cards under this card, flip La Capitán's Villain Character card.
HP: 60/75 Highest Villain Target
Cards in Play:
Trueshot--9/9
Spoiler

Trueshot: 9 hp, Crew, Amazon--At the end of the Villain turn, this card deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.Whenever a Hero card is played, this card regains (H) minus 1 HP.


HP: 18/26
Available Powers:
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.
Cleansing Downpour: Each Hero Target regains 2 HP.


In Play: Cleansing Downpour, Shielding Winds
Spoiler

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

Hand:
Spoiler

Localized Hurricane   : Ongoing--Increase Damage dealt to Tempest by 1. Power: Tempest deals up to 2 Targets 3 Projectile Damage each. You may draw 2 cards.  Power: Destroy this card.
Ball Lightning: One-Shot   Tempest deals 1 Target 4 Lightning Damage. You may destroy up to 2 Ongoing cards.
Chain Lightning:One-Shot--Tempest deals 1 Target 4 Lightning Damage. Tempest may deal a second Target 3 Lightning Damage. Tempest may deal a third Target 2 Lightning Damage.
Reclaim from the Deep: One-Shot--Each player may take a card from their trash and put it on top of their Hero deck. You may draw a card.



Writhe
HP: 14/14
Power: Extract--Power: Reveal the bottom card of a deck. Discard it or put it on the top of that deck.

Doctor Medico
HP: 13/13
Power: M.D.--1 Hero Target regains 3 HP.

Mainstay
HP: 14/14
Power: Block--Power: Reduce Damage dealt to all your Hero Targets by 1 until the start of your next turn.

Idealist
HP: 11/11 Lowest Hero Target
Power: Telekinetic Jab--Power: The Idealist deals 1 Target 2 Psychic Damage.

In Play: Hippocratic Oath
Spoiler

Hippocratic Oath: Ongoing, Signature--Whenever Dr. Medico would deal Damage, prevent that Damage and instead 1 Hero Target regains that much HP. At the end of your turn, if Dr. Medico is active, up to 3 Targets regain 1 HP each.

Hand:
Spoiler

Dark Delusions: One-Shot--If Writhe is active, he deals each Villain Target 2 Infernal Damage. If the Idealist is active, she deals 1 Target 3 Psychic Damage.
Fling into Darkness: One-Shot--One of your Heroes deals 1 Target 3 Melee Damage.If that Target now has 4 or fewer HP and Writhe is active, destroy that Target.
Restorative Burst: One-Shot--If Dr. Medico is active, you may flip one of your incapacitated Heroes and restore it to 3 HP.Each Hero Target regains 1 HP.
Caliginous Form: Ongoing, Signature--The first time Writhe would be dealt Damage each turn, reduce that Damage by 2 and redirect it to the Villain Target with the highest HP.


HP: 20/26Highest Hero Target

Available Powers
Pinpoint Shot: Parse deals 1 Target 2 Projectile Damage.
Gauge: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.
Segmentation Fault: Discard a card. If you do, you may destroy an Ongoing or Environment Card.


In Play: Gauge
Spoiler

Segmentation Fault: Ongoing--Power: Discard a card. If you do, you may destroy an Ongoing or Environment Card.
Gauge: Ongoing--Power: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.

Hand
Spoiler

Exploit Vulnerability: Ongoing--Whenever a non-hero target enters play, increase damage dealt to that target by 1 until the start of the environment turn.
Impossible Shot: One-Shot--Parse deals 1 target 3 irreducible projectile damage. Draw 1 card.
Targeting Arrow: One-Shot--Parse deals 1 Target 1 Irreducible Projectile Damage.Increase Damage dealt to that Target by 1 until the start of your turn.
Quick Calculation: One-Shot--Reveal the top 3 cards of your deck. Put 1 on the bottom of your deck and the other 2 in your hand.


HP: 17/29

Available Powers
Load: Play a card.
Assault Rifle: Expatriette deals up to 3 Targets 2 Projectile Damage each.
Tactical Shotgun: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.


In Play:  Assault Rifle
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.
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.

Hand:
Spoiler

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


HP: 18/26

Available Powers
Bot-Hack: Destroy 1 Equipment card. If you do, put a Mechanical Golem from hand into play.

Ongoings and Equipment In Play: None
Spoiler


Active Golems:
Raptor Bot 2/2
Spoiler

Raptor Bot: 2 hp, Mechanical Golem--This card cannot be played during your play phase. At the end of your turn, this card deals 1 Target X Melee Damage, where X = the number of Mechanical Golems in play plus 1.

Hand
Spoiler

Construction Pylon: Equipment--Power: Put up to 2 Mechanical Golems from hand into play and destroy this card.
Robot Reclamation: One-Shot--Move up to 5 Mechanical Golems from your trash to the top of your deck.Draw a card.
Champion Bot: 8 hp, Mechanical Golem--This card cannot be played during your play phase. Increase Damage dealt by Unity and by Mechanical Golems by 1.
Flash Forge: One-Shot--Discard any number of cards. Search your deck for X Mechanical Golems and/or Equipment cards and put them into your hand, where X = the number of cards you discarded. Shuffle your deck.
Inspired Repair: One-Shot--You may draw a card.You may play a card.Each Mechanical Golem regains 3 HP.
Powered Shock Wave: One-Shot--Unity deals each Villain Target X Lightning Damage, where X = the number of Mechanical Golems in play plus 1.



Cards in Play: Security Station, Medical Ward

Spoiler

Medical Ward: Room--At the start of the Environment turn, each target regains 1 HP.
Security Station: Room--At the start of the Environment turn, a player may discard their hand to destroy an Environment card.
I am the cat that walks by himself, all ways are alike to me.

Deaths Jester

Yuan, I'd hold the 5 point damage till next turn when you can hit La Cap for the full amount. One hit from my shotgun should trash the other two cards this turn while stinging for 2pts.
Avatar picture originally a Brom painting entitled Marionette.

catwhowalksbyhimself

Quote from: Deaths Jester on January 29, 2015, 04:27:09 AM
Yuan, I'd hold the 5 point damage till next turn when you can hit La Cap for the full amount. One hit from my shotgun should trash the other two cards this turn while stinging for 2pts.

Not how it works DJ.  It's not 1 card for every 1 point of damage, it's 1 card every time damage is dealt, no matter how much damage it is.  Your shotgun could do 20 damage and it would still only remove 1 card and do nothing else.
I am the cat that walks by himself, all ways are alike to me.

Deaths Jester

Avatar picture originally a Brom painting entitled Marionette.

Uncle Yuan

#234
Has the site been really laggy for others today?

My play will be Dark Delusions, with the single instance damage going to La Cap.

Power will be Idealist's attack to La Cap.

Heals for Tempest, Expatriette and Unity.

Having amassed a large pile of loot from the Tower and the heroes, La Capitan dives behind it and takes cover.  One of Tempest's intense little storms shreds a portion of her cover.  Seeing this Dr. Medico's eyes narrow briefly in thought.  Calmly he says, "Writhe."  From his position near the edge of the assembled heroes two tendrils of blackness shoot out of Writhe's body.  One hits Trueshot squarely across the chest, drawing a sharp scream of pain, while the second knocks loose a collection of hand guns from the pile in front of La Capitan.

"Idealist."  A tendril of blue psychic energy emerges from the young hero's fore head and forms a gigantic robotic figure.  In two strides the blue behemoth is over the pirate, knocking the last of her loot aside with a sweep of it's immense arm.

"Again." At this a cluster of small glowing missiles launch from the mech's shoulder launcher raining down around La Capitan.

"Excellent.  Have at her, folks!" announces the doctor.  "Now is our opportunity!" With a quick glace at the assembled heroes he sends another salvo of healing energy to Tempest, Expatirette and Unity.
"But there's no use crying over every mistake
You just keep on trying 'till you run out of cake
And the science gets done, and you make a neat gun
For the people who are still alive."

Outcast

So....do we want to take out True Shot this round? I think the Sentinels and Unity can take off the 2 remaining cards of La Cap. While Parse and Expat take out True Shot. Though Expat would probably need to sacrifice playing a card this round.

Deaths Jester

If you guys decide that's who we want to knock off (Tue Shot), then I'll hold on playing "Pride" this round.  Still think we should gang up on La Cap, though.
Avatar picture originally a Brom painting entitled Marionette.

catwhowalksbyhimself

Quote from: Outcast on January 29, 2015, 08:01:22 PM
So....do we want to take out True Shot this round? I think the Sentinels and Unity can take off the 2 remaining cards of La Cap. While Parse and Expat take out True Shot. Though Expat would probably need to sacrifice playing a card this round.

Dark Delusions hits twice, so her cards are gone.  I'll process the turn shortly.
I am the cat that walks by himself, all ways are alike to me.

catwhowalksbyhimself

All the cards are cleared out from L Cap and back to their original owners' trashes and she and Trueshot also take 2 damage each.  And healing happens.

Also, the Sentinels draw
Spoiler
Durasteel Chains: Equipment, Signature--Increase Damage dealt by Mainstay by 1. Reduce Damage dealt to Mainstay by 1.

It is now Parse's turn

Effects in play:
At the end of the Sentinels' turn, Dr. Medico may heal 3 hero targets for 1 hp each.
Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.


Side: Split Across Time
Spoiler

Side A--The Corsair
At the start of the Villain turn, if there are 3 or more cards under this card, flip La Capitán's Villain Character card.Whenever a Hero card is destroyed by a Villain card, put it under this card.At the end of the Villain turn, La Capitán deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.

Side B--Split Across Time
At the start of the Villain turn, each Villain Target regains X HP, where X = the number of cards under this card. Whenever La Capitán would be dealt Damage, move a card from under this card to the appropriate trash. If you do, prevent that damage. At the end of the Villain turn, if there are no cards under this card, flip La Capitán's Villain Character card.
HP: 58/75 Highest Villain Target
Cards in Play:
Trueshot--7/9
Spoiler

Trueshot: 9 hp, Crew, Amazon--At the end of the Villain turn, this card deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.Whenever a Hero card is played, this card regains (H) minus 1 HP.


HP: 19/26
Available Powers:
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.
Cleansing Downpour: Each Hero Target regains 2 HP.


In Play: Cleansing Downpour, Shielding Winds
Spoiler

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

Hand:
Spoiler

Localized Hurricane   : Ongoing--Increase Damage dealt to Tempest by 1. Power: Tempest deals up to 2 Targets 3 Projectile Damage each. You may draw 2 cards.  Power: Destroy this card.
Ball Lightning: One-Shot   Tempest deals 1 Target 4 Lightning Damage. You may destroy up to 2 Ongoing cards.
Chain Lightning:One-Shot--Tempest deals 1 Target 4 Lightning Damage. Tempest may deal a second Target 3 Lightning Damage. Tempest may deal a third Target 2 Lightning Damage.
Reclaim from the Deep: One-Shot--Each player may take a card from their trash and put it on top of their Hero deck. You may draw a card.



Writhe
HP: 14/14
Power: Extract--Power: Reveal the bottom card of a deck. Discard it or put it on the top of that deck.

Doctor Medico
HP: 13/13
Power: M.D.--1 Hero Target regains 3 HP.

Mainstay
HP: 14/14
Power: Block--Power: Reduce Damage dealt to all your Hero Targets by 1 until the start of your next turn.

Idealist
HP: 11/11 Lowest Hero Target
Power: Telekinetic Jab--Power: The Idealist deals 1 Target 2 Psychic Damage.

In Play: Hippocratic Oath
Spoiler

Hippocratic Oath: Ongoing, Signature--Whenever Dr. Medico would deal Damage, prevent that Damage and instead 1 Hero Target regains that much HP. At the end of your turn, if Dr. Medico is active, up to 3 Targets regain 1 HP each.

Hand:
Spoiler

Durasteel Chains: Equipment, Signature--Increase Damage dealt by Mainstay by 1. Reduce Damage dealt to Mainstay by 1.
Fling into Darkness: One-Shot--One of your Heroes deals 1 Target 3 Melee Damage.If that Target now has 4 or fewer HP and Writhe is active, destroy that Target.
Restorative Burst: One-Shot--If Dr. Medico is active, you may flip one of your incapacitated Heroes and restore it to 3 HP.Each Hero Target regains 1 HP.
Caliginous Form: Ongoing, Signature--The first time Writhe would be dealt Damage each turn, reduce that Damage by 2 and redirect it to the Villain Target with the highest HP.


HP: 20/26Highest Hero Target

Available Powers
Pinpoint Shot: Parse deals 1 Target 2 Projectile Damage.
Gauge: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.
Segmentation Fault: Discard a card. If you do, you may destroy an Ongoing or Environment Card.


In Play: Gauge
Spoiler

Segmentation Fault: Ongoing--Power: Discard a card. If you do, you may destroy an Ongoing or Environment Card.
Gauge: Ongoing--Power: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.

Hand
Spoiler

Exploit Vulnerability: Ongoing--Whenever a non-hero target enters play, increase damage dealt to that target by 1 until the start of the environment turn.
Impossible Shot: One-Shot--Parse deals 1 target 3 irreducible projectile damage. Draw 1 card.
Targeting Arrow: One-Shot--Parse deals 1 Target 1 Irreducible Projectile Damage.Increase Damage dealt to that Target by 1 until the start of your turn.
Quick Calculation: One-Shot--Reveal the top 3 cards of your deck. Put 1 on the bottom of your deck and the other 2 in your hand.


HP: 18/29

Available Powers
Load: Play a card.
Assault Rifle: Expatriette deals up to 3 Targets 2 Projectile Damage each.
Tactical Shotgun: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.


In Play:  Assault Rifle
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.
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.

Hand:
Spoiler

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


HP: 19/26

Available Powers
Bot-Hack: Destroy 1 Equipment card. If you do, put a Mechanical Golem from hand into play.

Ongoings and Equipment In Play: None
Spoiler


Active Golems:
Raptor Bot 2/2
Spoiler

Raptor Bot: 2 hp, Mechanical Golem--This card cannot be played during your play phase. At the end of your turn, this card deals 1 Target X Melee Damage, where X = the number of Mechanical Golems in play plus 1.

Hand
Spoiler

Construction Pylon: Equipment--Power: Put up to 2 Mechanical Golems from hand into play and destroy this card.
Robot Reclamation: One-Shot--Move up to 5 Mechanical Golems from your trash to the top of your deck.Draw a card.
Champion Bot: 8 hp, Mechanical Golem--This card cannot be played during your play phase. Increase Damage dealt by Unity and by Mechanical Golems by 1.
Flash Forge: One-Shot--Discard any number of cards. Search your deck for X Mechanical Golems and/or Equipment cards and put them into your hand, where X = the number of cards you discarded. Shuffle your deck.
Inspired Repair: One-Shot--You may draw a card.You may play a card.Each Mechanical Golem regains 3 HP.
Powered Shock Wave: One-Shot--Unity deals each Villain Target X Lightning Damage, where X = the number of Mechanical Golems in play plus 1.



Cards in Play: Security Station, Medical Ward

Spoiler

Medical Ward: Room--At the start of the Environment turn, each target regains 1 HP.
Security Station: Room--At the start of the Environment turn, a player may discard their hand to destroy an Environment card.
I am the cat that walks by himself, all ways are alike to me.

Outcast

#239
(Well, seeing that Uncle Yuan sacrificed one of his strong one shot attacks to make La Capitan open to attack....and DJ expressing his desire to target La Capitan...)

"I hear you Expatriette. We'll set our sights then to La Capitan for the time being. And i think i have just the arrow to help us with that."

Parse grabs an arrow from the quiver on her back and quickly fires it at La Capitan. Immediately after striking the villain,  numerous target signs began glowing throughout all of her body.

Plays Targeting Arrow on La Capitan.

"Those glowing dots/targets shows us exactly where her vital points are. Hitting any of those would her hurt a little bit more. Allow me to demonstrate."
Parse then swiftly  knocks out another arrow and fires. Striking with pinpoint precision one of the glowing target signs.


Use Pinpoint Shot power on La Capitan.

"Better hurry though. Because the effect won't last too long."

Draw a card to end my turn.