thetrooper27's customs!

Started by thetrooper27, December 09, 2012, 10:03:42 PM

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Demacus

My thinking with Mega-Man is the classic version of the character.  7-3-4-3 might be more along the lines of the Capcom original, as, as a fighter, he's not really trained to do anything more then fire his arm cannon, loaded with whatever he was able to salvage.  Having a 4 strength would be slightly above average, justifying his robotic-ness, but he never struck me as a strategist, as being overly clever (save, of course, knowing which of his enemies weapons to use against the other enemies) I feel that the average of 3 Int is justified as well.

Now if we were talking about Mega-Man X...  That would be another story...

thetrooper27

That's a fair enough assessment.  I can go with it from that perspective.  He needs some good specials, though.:)
"wow...never notice how JACKED pym is in that pic before!" -breadmaster

Demacus

Absolutely

Charged Shot - Level 10E attack

Rapid Fire - Level 4F attack, may make 2 additional attacks, or 1 additional attack at +1.

Salvage Parts - Level 5E attack.  If successful, may remove 1 hit from Mega-Man's Permanent Record or Hits to Current Battle

Com-Link to Dr. Light - Draw 3 cards.  Discard Duplicates.

Weapons Upgrade - Level 7S attack

5 pretty simple, yet effective Specials, not allowcating for that I.A. I gave him....

breadmaster

you could even copy super-nova with the charge shot.

11, may not attack for remainder of battle

though it's kind of backwards, in that he can't attack BEFORE the shot ;)

and we need a rush card!

thetrooper27

One more for Megaman: Eddie - Search your draw pile for one Megaman special card and place in hand.  Reshuffle draw pile.:)  That might be too good with those awesome specials though.]

What would Rush do though?
"wow...never notice how JACKED pym is in that pic before!" -breadmaster

PowerBalance

Hey, what about his little bird friend?

BEAT - Play this card in front of Megaman. Megaman may not be attacked until this Special is attacked. Megaman may not defend this card.

Overpower: Power Balance - New Custom Expansion!
http://www.oppowerbalance.net
http://www.facebook.com/OPPowerBalance

thetrooper27

That's a great BEAT card... just have to make sure it's like the Marvel's versions and not the older EB's.:)
"wow...never notice how JACKED pym is in that pic before!" -breadmaster

SnareguyUT

I was thinkin on this stuff last night, and came up with a few possibilities I thought were neat:

Charge Shot: Acts as a Level 12E attack.  May only be played after the battle has lasted 8 rounds.  OPD

Copy Chip: This special acts identical to any special currently on the table OPD

E-Tank:  Remove one hit from Mega man's hits to current battle or permanent record.

Rush Adaptor:  Mega Man gains a +1 to all actions for remainder of battle

Thoughts?

thetrooper27

Those are all pretty neat!  Maybe we could modify the Charge Shot though to make it a little easier to play.  I like it being a 12 though, since there aren't many of those.:) 
"wow...never notice how JACKED pym is in that pic before!" -breadmaster

Demacus

Copy Grifter's "may only be played if Mega Man has hits totaling 15 or more"

SnareguyUT

Thanks troop!  My main reason behind the charge shot was that I wanted some kind of big hurdle to play the card while maintaining the reason why the card is named Charge shot, hence the waiting a certain number of turns.  I originally did think grifter's nerves of steel, but MM doesnt really need to be damaged, per se, to use the charge shot..he needs time.  Maybe a reduction in turns, with added 'MM can't attack for remainder of battle' tagged on?

Demacus

Or, "Play this card as your last attack in this battle?"

SnareguyUT

Yea, that could work...but at that point, assuming your opponent has used up any and all negates and avoids, its a guaranteed +12 to venture, with no real side effect other than you had to wait until the end of battle to use it.  I think a straight 12 needs some kind of offset to use it/extreme special condition to use it, ie grifter (hits 15 or more) and thor (cant be defended with specials for remainder of game)

Demacus

By forcing it to be a "final attack of the battle", it's extremely vulnerable to a late hand concede, a Character lock on MegaMan, or even paints Megaman as a target for KO before he can play the Charge-Shot.  I would say that's fair enough for a level 12 incoming that is reserved to be the final attack from a player.

How about "This special cannot be placed" just to make sure it remains vulnerable?

SnareguyUT

I see where you're coming from with the reasoning behind that.  Seeing MM on a team and knowing a 12E is lurking somewhere would give me reason to take him out asap when he's on the front line, so forcing it to wait til the end is negative enough-you've got to keep him alive long enough to draw the card, then you have to wait for a certain point in battle to use it.  I think that's enough drawback that we don't need to add the cant be placed stipulation. 

Maybe a clearer explanation of the the final attack of battle could be written as "This card can only be played when MM and MM's teammates have no usable cards to attack left in hand or placed."  Yes/no?