Freedom Reborn

Community Forums => Posting Games => Topic started by: catwhowalksbyhimself on June 29, 2014, 12:21:58 PM

Title: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on June 29, 2014, 12:21:58 PM
Alright, we're back for another round of superhero card game awesomeness.  We'll make this easy this time.  If you want to play, just jump in and claim your hero.  We can take up to 5 players, so first five to jump in, whether you were in the last round or not.  First come, first served.

Claimed:
Death's Jester as Expatriette
Outcast as Scholar
Glitch Girl as Wraith
Abenavides as Tachyon
spydermann93 as Tempest

We have the 8 heroes from last time back again.  They are:

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

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

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

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

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

By wait, there's more!  8 more heroes enter the fray.  The last 2 from the base game, the 2 extra heroes and 4 from the first two expansions.  They are:

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

(http://www.sotm.freedomforceforever.com/banners/visionary.png)
A powerful psychic from the future who has come to the past to save her younger self from the life of a lab rat that she suffered through.  Manipulates decks and offers buffs and debuffs rather that direct attacks.

(http://www.sotm.freedomforceforever.com/banners/Unity.png)
A technopath who serves as Tachyon's lab assistant.  She builds an army of robots to assist her in battle.

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

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

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

That's it.  Claim your hero!
Title: Re: Sentinels of the Multiverse Game 2
Post by: Reepicheep on June 29, 2014, 01:12:59 PM
The mighty Legacy shall take to the streets again, to rid Rook City of its Criminal Corruption and Verminous Villainy! :minute:
Title: Re: Sentinels of the Multiverse Game 2
Post by: Deaths Jester on June 29, 2014, 06:30:13 PM
I'll return but this time I think Expatriette deserves a chance on betting back the villainous hordes.  (And I'll try to make sure Reep gets to say his great one liner this time around because I think I understand Expat's "powers" a bit better.)
Title: Re: Sentinels of the Multiverse Game 2
Post by: Outcast on June 30, 2014, 04:37:21 AM
Great set of new heroes there. :cool:

Well, i'm keeping my seat in the gaming table open, just in case other people would like to play as well. But should no one take the offer or you still lack another player, i'm just here. :)
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on June 30, 2014, 05:20:29 AM
Eh, just jump in.  No reason to hold back.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Outcast on June 30, 2014, 06:21:54 AM
Quote from: catwhowalksbyhimself on June 30, 2014, 05:20:29 AM
Eh, just jump in.  No reason to hold back.

Well alrighty then. I'll.....take....The Scholar. :)  (Being that he just wants to relax in his boat...but i guess duty (and the narrator) calls.)  The Scholar will answer the call this time.  :P

Now where did i put that philosopher stone of mine....don't want them to notice that my age is catching up to me now.
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on July 01, 2014, 09:30:33 PM
3 spots still open.  New players welcome.  No need to own the game or have played it before.  Just pick a hero that you like the looks of.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Glitch Girl on July 02, 2014, 09:25:53 PM
color me intrigued...

Is Wraith still available?
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on July 02, 2014, 09:29:15 PM
Yes.  I remove the pictures and descriptions of the characters from the first post as they are taken.  She's yours if you want her.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Glitch Girl on July 03, 2014, 02:07:53 PM
PM me a few details on the mechanics.  I haven't done many CCGs but I'm willing to learn.
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on July 03, 2014, 08:50:29 PM
Will do, it's really, REALLY  simple.
Title: Re: Sentinels of the Multiverse Game 2
Post by: abenavides on July 03, 2014, 11:43:14 PM
I'll take Tachyon again, if she's still around.
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on July 04, 2014, 12:08:00 AM
Done and done.  That leaves one more seat open, although 4 is plenty enough players.  I'll start villain selection soon.  If anyone wants to claim that last seat, feel free.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Outcast on July 04, 2014, 03:35:37 AM
Uh...wasn't Legacy joining? What happened to the mighty Legacy?   :unsure:
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on July 04, 2014, 09:25:08 AM
Reep had to cancel.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Deaths Jester on July 06, 2014, 06:16:34 PM
Quote from: catwhowalksbyhimself on July 04, 2014, 09:25:08 AM
Reep had to cancel.

Wha?!?!?!  Blast it, and I owed him a top notch one liner too....
Title: Re: Sentinels of the Multiverse Game 2
Post by: Glitch Girl on July 15, 2014, 04:09:52 PM
Okay making it official, I'll claim Wraith.  How many left to get?
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on July 16, 2014, 01:03:03 AM
Game needs between 3-5 players.  We have four.  I can take one more, but it isn't necessary.

I'll give you all a selection of villains and environments next, then it's off to defend the multverse!
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on July 16, 2014, 01:50:19 AM
Here are the villains I have selected for your pleasure.  There are more, but I picked mostly ones that were only moderate hard and ones that are interesting.

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

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

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

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

And here are a selection of enviroments to fight in.

(http://www.sotm.freedomforceforever.com/banners/Atlantis.png)
Ruins of Atlantis.  Need I say more?

(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/Megalopolis.png)
The home city of Legacy and the Freedom Five.  A shining vast metropolis.

(http://www.sotm.freedomforceforever.com/banners/pike.png)
Rook City's famous chemical plant.  Any rumors as to strange experiments and mutated creatures is pure fiction, I promise.

My original plan was to fight Voss in Megalopolis, but you may choose any combination you like.  If anyone wants that last spot, now is the last chance to jump in and claim it.
Title: Re: Sentinels of the Multiverse Game 2
Post by: spydermann93 on July 16, 2014, 05:42:45 AM
Spoiler
Perhaps Voss is holding Legacy hostage in Megalopolis after Legacy tried to protect his hometown by himself, not actually realizing the true power that the Grand Warlord held? :P
Title: Re: Sentinels of the Multiverse Game 2
Post by: Deaths Jester on July 16, 2014, 02:30:03 PM
I kinda like Gloomweaver as a villain and the environment as Megalopolis but that's just me...I'm cool with Voss and Megalopolis too.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Glitch Girl on July 16, 2014, 03:22:49 PM
Megalopolis sound good.  I kind of favor Omnitron, but Voss could work.
Title: Re: Sentinels of the Multiverse Game 2
Post by: abenavides on July 16, 2014, 07:14:23 PM
I'm ok with anything, but Megalapolis sounds cool. (and voss)
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on July 16, 2014, 08:45:15 PM
It looks like Megalopolis is going to be the environment.  I'll allow a bit more time for the villain, but everyone at least seems okay with Voss, so it will likely be him.
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on July 17, 2014, 09:50:18 PM
It looks like the heroes will face Voss in Megalopolis.  I'm waiting on something before I start, but we should be going within 24 hours.
Title: Re: Sentinels of the Multiverse Game 2
Post by: spydermann93 on July 17, 2014, 10:06:52 PM
Well, since it's Voss, I'll join in as "Tempest"

It will be a good Grudge Match :P
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on July 17, 2014, 10:55:29 PM
(http://www.sotm.freedomforceforever.com/banners/freedom%20tower%20image.png)

It is a quiet day in Megalopolis.  While Legacy and the other male members of the Freedom Five are away with an earthquake in Asia, Wraith and Tempest monitor the city from the Freedom Tower while installing some new security upgrades the two ladies have invented together.

The quiet sooner gives way to the loud roaring of engines from overhead.  The skies above the city are filled with unknown ships.  A hologram of a vast, ugly face hovers over the city.

(http://www.sotm.freedomforceforever.com/banners/voss%20image.png)

"People of Earth.  I, the Grand Warlord Voss, conqueror of dozens of planets, lay claim to this place.  Surrender at once.  You cannot win.  To demonstrate my power, I will lay waste to this city.  Any resistance will be met with utter annihilation."

Several ships begin landing in the downtown area, landing ramps opening to disgorge aliens solders with apparently unrelated species.  Behind them, is the Grand Warlord himself.  As hundreds run screaming away from the approaching alien horde, a lone figure stands firm.  A figure who resembles many of the troopers currently disembarking from Voss's ships.

"What are you doing out of your troop, slave?"

"I am not your slave.  I escaped, as will these good creatures."

The warlord laughs.  "Do you, a single Maerynian, expect to stand against me alone where your entire people failed?"

"He is not alone, punk."

The noise of gunfire sounds from the left.  Voss's minion quickly close in to shield their leader as Expatriette makes her entrance.  A sleek black car shrieks to a stop to the other side, Wraith and Tachyon jumping out to join the others.

In the meantime, unnoticed in the confusion, an old, overweight man sleeps on a chair next to the nearby hotel pool, snoring quietly.

Begin Round 1

NOTE: there's a lot involved in the initial setup, so be patient.  Villain's first turn and round 1 summary may take a few to set up.  It's coming, though, promise.
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on July 18, 2014, 12:00:52 AM
Woo, finished!

Round 1 beginning summary

Effects in play:
All damage dealt to villain targets reduced by 1
All damage dealt to Voss further reduced by 2 for every Minion in play.  Voss's current reduction is 9.

(http://www.sotm.freedomforceforever.com/banners/voss.png)
Side:Conquering Alien Warlord
HP: 90 Highest Villain Target
Minions in play:
Gene-Bound Shock Infantry 3hp  Lowest Villain Target
Gene-Bound Psi-Weaver 3hp Lowest Villain Target
Gene-Bound Guard 3hp  Lowest Villain Target
Gene-Bound Firesworn 3hp  Lowest Villain Target
Gene-Bound Ion Lancer 3hp  Lowest Villain Target

Details on what the Minions do:
Spoiler

Gene-Bound Shock Infantry:This card is immune to Lightning Damage.
At the end of the Villain turn, this card deals the Hero Target with the highest HP 3 Lightning Damage.
Gene-Bound Psi-Weaver:This card is immune to Psychic Damage.
At the end of the Villain turn, this card deals each Hero Target 2 Psychic Damage.
Gene-Bound Guard:Reduce Damage dealt to Villain Targets by 1.
Gene-Bound Firesworn :This card is immune to Fire Damage.
At the end of the Villain turn, this card deals the Hero Target with the highest HP 2 Fire Damage.
Gene-Bound Ion Lancer:This card is immune to Energy Damage.
At the end of the Villain turn, this card deals the Hero Target with the lowest HP 2 Energy Damage.

(http://www.sotm.freedomforceforever.com/banners/Megalopolis.png)
Cards in Play: None

(http://www.sotm.freedomforceforever.com/banners/Expatriette.png)
HP: 29 Highest Hero Target
Base Power: Load--Play a card.
Hand:
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.
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.
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.
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.

(http://www.sotm.freedomforceforever.com/banners/Scholar.png)
HP: 29 Highest Hero Target
Base Power: Better Living--The Scholar regains 1 hp.
In Play: None

Hand:
Spoiler

Alchemical Redirection: Ongoing--Redirect all Damage that would be deal to Hero Targets to The Scholar.
At the start of your turn, destroy this card.
Know When to Hold Fast: One-Shot--Draw 5 cards.
Immediately end your turn.
Truth Seeker:Ongoing,
Limited--Power: The Scholar deals 1 Target 2 Melee Damage. Draw 1 card.
Truth Seeker:Ongoing,
Limited--Power: The Scholar deals 1 Target 2 Melee Damage. Draw 1 card.

(http://www.sotm.freedomforceforever.com/banners/Wraith.png)
HP: 26 Lowest Hero Target
Base Power: Stealth--Reduce the next damage that would be dealt to the Wraith by 2.
In Play: None
Hand:
Spoiler

Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Throat Jab: One-Shot--The Wraith deals 1 Target 2 Melee Damage.
The Target dealt Damage this way cannot deal Damage until the start of your next turn.
Infrared Eyepiece: Power: Reveal the top 2 cards of the Villain deck.
Put 1 of them on top of the Villain deck and the other on the bottom.
Draw a card.
Smoke Bombs: Equipment,
Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP.
Reduce Damage redirected this way by 1.

(http://www.sotm.freedomforceforever.com/banners/Tachyon.png)
HP: 27
Base Power: Rapid Recon--Look at the top card of your Hero deck.  You may discard that card.
In Play: None
Burst Count: 0
Hand
Spoiler

Nimble Strike: One-Shot, Burst--"Tachyon deals 1 Target 1 Melee Damage. You may draw a card.
Hypersonic Assault: One-Shot--"Tachyon deals each non-Hero Target 1 Sonic Damage.
Targets dealt Damage this way cannot deal Damage until the start of your next turn.
Blinding Speed:One-Shot,
Burst--Destroy 1 Environment card or 1 Ongoing card.
Synaptic Interruption:Ongoing,
Burst--If Tachyon would be dealt 3 or more Damage from a single source, you may redirect that Damage to a Target of your choice and destroy this card.

(http://www.sotm.freedomforceforever.com/banners/Tempest.png)
HP: 26 Lowest Hero Target
Base Power: Squall--Tempest deals all non-Hero targets 1 Projectile damage.
In Play: None
Hand:
Spoiler

Aquatic Correspondence: One-Shot--Draw 3 cards.
Electrical Storm:Ongoing, Limited--At the start of your turn, Tempest deals each non-Hero Target 1 Lightning Damage.
Grievous Hail Storm: Ongoing--Power: Tempest deals each non-Hero Target 2 Cold Damage.
Vicious Cyclone:Ongoing,
Limited--Play this card next to a Target.
At the start of your turn, discard up to 3 cards. Tempest deals that Target 1 Projectile Damage for each card discarded this way.
If the Target leaves play, destroy this card.

Alright, special rules for Voss:

Front side, his minions protect him by giving him 2 damage reduction each.  If he gets 10 or more out, he wins. Flips if he has no minions in play
Back side, starts attacking heroes directly.  Half protection from minions.  Flips back if 2 or more minions in play

It is now Voss's turn.

(http://www.sotm.freedomforceforever.com/banners/voss.png)
Side:Conquering Alien Warlord
HP: 90 Highest Villain Target
Minions in play:
Gene-Bound Shock Infantry 3hp  Lowest Villain Target
Gene-Bound Psi-Weaver 3hp Lowest Villain Target
Gene-Bound Guard 3hp  Lowest Villain Target
Gene-Bound Firesworn 3hp  Lowest Villain Target
Gene-Bound Ion Lancer 3hp  Lowest Villain Target

Details on what the Minions do:
Spoiler

Gene-Bound Shock Infantry:This card is immune to Lightning Damage.
At the end of the Villain turn, this card deals the Hero Target with the highest HP 3 Lightning Damage.
Gene-Bound Psi-Weaver:This card is immune to Psychic Damage.
At the end of the Villain turn, this card deals each Hero Target 2 Psychic Damage.
Gene-Bound Guard:Reduce Damage dealt to Villain Targets by 1.
Gene-Bound Firesworn :This card is immune to Fire Damage.
At the end of the Villain turn, this card deals the Hero Target with the highest HP 2 Fire Damage.
Gene-Bound Ion Lancer:This card is immune to Energy Damage.
At the end of the Villain turn, this card deals the Hero Target with the lowest HP 2 Energy Damage.

Voss plays Gene-Bound Firesworn
Gene-Bound Firesworn :Minion, 3hp--This card is immune to Fire Damage.
At the end of the Villain turn, this card deals the Hero Target with the highest HP 2 Fire Damage.

Since the heroes are tied for lowest and highest hp, it's decision time!
Either Wraith or Tempest needs to take 2 Energy damage.  The damage is coming from a minion, not Voss, so no nemesis bonus if Tempest takes it.
Three different minions deal damage to the highest, which is tied between Expatriette and Scholar. Whoever does not take the first damage from the shock infantry will take both damages from the firesworn, so one of you takes 3 damage and the other 4.  Need to know who want to take the 4.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Outcast on July 18, 2014, 03:45:48 AM
"Ok, i'm up, i'm up. Talk about a rude awakening."

I'll take the 4 damage, makes sense since i was caught off guard sleeping.

*Looks at the looming alien invasion going on and mutters to himself*

"Oh boy, we're in for it now. Where is Legacy, Ra, and Haka when you need them."  :mellow:

Glad to have the new players Glitch Girl and Spyderman join in though. :thumbup:

Title: Re: Sentinels of the Multiverse Game 2
Post by: Glitch Girl on July 18, 2014, 02:59:08 PM
Wraith flashes a quick "What are we, chopped liver?" look at Scholar before darting into the fray.

(Will my Stealth power reduce that energy damage to 0?  If so, I'll draw the fire, if not... I brace for impact.)



Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on July 18, 2014, 09:26:46 PM
As you have not yet used the power, it currently has no effect.  Powers are actions that must be used on your turn before they can do anything.  You may only use one, which can be difficult for heroes like Wraith, who can potentially have a lot.

So then, Shock Infantry hits Expat for 3.  Expat is now at 26 hp. 

Psi-Weaver hits everyone for 2.  Expat has 24 hp, Scholar 27, Wraith 24, Tachyon 25, and Tempest 24.

Firesworn hits Scholar for 2.  Scholar has 25.

Ion Lancer hits Wraith for 2.  Wraith has 22 hp.

I realize I made a mistake here as Scholar and Tachyon now are tied, so either could take the next Firesworn damage, but since he's already volunteer, Firesworn hits Schloar for 2.  Scholar has 23.  You all can change that later if you like.

It is now Expatriette's turn.

(http://www.sotm.freedomforceforever.com/banners/Expatriette.png)
HP: 24
Base Power: Load--Play a card.
Hand:
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.
Quick DrawOne-Shot--Search your deck or trash for either ""Pride"" or ""Prejudice"" and put it into play.
If you searched your deck, shuffle your deck.
Quick DrawOne-Shot--Search your deck or trash for either ""Pride"" or ""Prejudice"" and put it into play.
If you searched your deck, shuffle your deck.
Tactical ShotgunEquipment,
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.

You may play 1 card, use 1 power, then draw one card.  If you do not play a card or use a power, you may draw 2 cards instead.

Since you have a search card, here's what Pride and Prejudice look like.  They are not actually in your 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.
"Prejudice":Equipment,Gun--Power: Expatriette deals 1 Target 2 Projectile Damage. Up to 2 Ammo cards may be in play next to this card at a time.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Deaths Jester on July 21, 2014, 02:10:59 PM
I'll play Tactical Shotgun and use it against Psi-Weaver, draw a card and end my turn.

"Eat lead, you two-bit flunkie!"
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on July 21, 2014, 11:02:57 PM
You hit the Psi-Weaver for 3 points of damage, destroying it.

You draw
Spoiler

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.

It is now Scholar's turn

(http://www.sotm.freedomforceforever.com/banners/Scholar.png)
HP: 23
Base Power: Better Living--The Scholar regains 1 hp.
In Play: None

Hand:
Spoiler

Alchemical Redirection: Ongoing--Redirect all Damage that would be deal to Hero Targets to The Scholar.
At the start of your turn, destroy this card.
Know When to Hold Fast: One-Shot--Draw 5 cards.
Immediately end your turn.
Truth Seeker:Ongoing,
Limited--Power: The Scholar deals 1 Target 2 Melee Damage. Draw 1 card.
Truth Seeker:Ongoing,
Limited--Power: The Scholar deals 1 Target 2 Melee Damage. Draw 1 card.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Outcast on July 22, 2014, 10:23:20 AM
Well, it doesn't take a Scholar to know what that look from Wraith meant.

Yeah, i know we are not exactly chopped liver. Right now we are currently the Freedom Five, and the only ones standing in the way of these alien invaders. Mankind's last hope.

"Might as well go down fighting. Let's do this."

*and.....cue music theme of Guardian of the Galaxy movie* :P

Scholar plays Truth Seeker to try and deal some damage to Gene Bound Guard.

"Truth hurts doesn't it."  "Ok, maybe not so much."

(Scholar know his attacks aren't really fazing these soldiers thanks to that Gene Bound Guard minion. But at least he gets to draw a card and see what his other options are.)

Then use base power to heal 1hp. Then draw another card.
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on July 22, 2014, 08:33:28 PM
In order to draw an extra card, you must use the Truth Seeker's power.  Since you can only use 1 power per turn, you must choose either Truth Seeker or Better Living.  So either hit the Guard for 1 hp and draw a card, or heal by 1 hp.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Outcast on July 23, 2014, 06:30:43 AM
Ok. I'll just hit the guard then. :)
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on July 23, 2014, 09:40:53 AM
You deal the Guard 1 damage.  It is now at 2 hp.  You draw

Spoiler

Transmutive Recovery:One-Shot--The Scholar regains 2 HP. Draw 2 cards.
"Get Out of the Way!":One-Shot--The Scholar deals each non-Hero Target 1 Fire Damage. Then, The Scholar regains X HP, where X = the number of Targets dealt Damage this way."

It is now Wraith's turn

(http://www.sotm.freedomforceforever.com/banners/Wraith.png)
HP: 22 Lowest Hero Target
Base Power: Stealth--Reduce the next damage that would be dealt to the Wraith by 2.
In Play: None
Hand:
Spoiler

Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Throat Jab: One-Shot--The Wraith deals 1 Target 2 Melee Damage.
The Target dealt Damage this way cannot deal Damage until the start of your next turn.
Infrared Eyepiece: Power: Reveal the top 2 cards of the Villain deck.
Put 1 of them on top of the Villain deck and the other on the bottom.
Draw a card.
Smoke Bombs: Equipment,
Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP.
Reduce Damage redirected this way by 1.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Glitch Girl on July 23, 2014, 01:01:29 PM
Still slightly sizzling from the jolt, Wraith charges forward and does a surprisingly quick strike to the Ion Lancer's throat. 

(I use Throat Jab.  If I can activate Stealth as well, I will since I'm not sure how One-Shots work vs powers.  Otherwise, just the Throat Jab)
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on July 23, 2014, 08:42:48 PM
One shots are never powers.  Powers are always provided by Ongoings and Equipments and only when the text actually says "Power:"  Other equipments and Ongoings just have continuing effects.  Some have both powers and continuing effects.

Anyhow, the Ion Lancer takes one points of damage, reducing it to 2.  It cannot deal damage.  The next time damage would be dealt to you, it is reduced by 2.

You draw:

Spoiler
Infrared Eyepiece: 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.

It is now Tachyon's turn.

(http://www.sotm.freedomforceforever.com/banners/Tachyon.png)
HP: 25 Highest Hero Target
Base Power: Rapid Recon--Look at the top card of your Hero deck.  You may discard that card.
In Play: None
Burst cards in trash: 0
Hand
Spoiler

Nimble Strike: One-Shot, Burst--"Tachyon deals 1 Target 1 Melee Damage. You may draw a card.
Hypersonic Assault: One-Shot--"Tachyon deals each non-Hero Target 1 Sonic Damage.
Targets dealt Damage this way cannot deal Damage until the start of your next turn.
Blinding Speed:One-Shot,
Burst--Destroy 1 Environment card or 1 Ongoing card.
Synaptic Interruption:Ongoing,
Burst--If Tachyon would be dealt 3 or more Damage from a single source, you may redirect that Damage to a Target of your choice and destroy this card.
Title: Re: Sentinels of the Multiverse Game 2
Post by: abenavides on July 24, 2014, 01:40:38 AM
Tachyon unleashes Hypersonic assault and then uses her base power to check the next card.

Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on July 24, 2014, 01:55:03 AM
I should point out that, due to the Guard still being alive, Hypersonic assault won't actually do anything.  All damage will be reduced to zero or less and because the unable to do damage effect only kicks in if they actually take damage, that doesn't kick in either.

You may, of course, still play the card if you wish.
Title: Re: Sentinels of the Multiverse Game 2
Post by: abenavides on July 25, 2014, 11:10:38 PM
Oops, completely missed that line on the Guard.

Ok, in that ace, Tachyon will turn on synaptic interruption and check the next card with base power.
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on July 25, 2014, 11:39:14 PM
Top card is

Spoiler

HUD Goggles: Equipment,Limited--You may play an additional card during your play phase.

Draw it or discard and draw the next.
Title: Re: Sentinels of the Multiverse Game 2
Post by: abenavides on July 26, 2014, 12:31:34 AM
I will discard and draw next
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on July 26, 2014, 12:48:31 AM
Okay--I did not expect that.  Extremely powerful card that.

Instead you draw
Spoiler

Nimble Strike: One-Shot, Burst--"Tachyon deals 1 Target 1 Melee Damage. You may draw a card.

Now it's time for the alien to get his revenge.  It is Tempest's turn.

(http://www.sotm.freedomforceforever.com/banners/Tempest.png)
HP: 24
Base Power: Squall--Tempest deals all non-Hero targets 1 Projectile damage.
In Play: None
Hand:
Spoiler

Aquatic Correspondence: One-Shot--Draw 3 cards.
Electrical Storm:Ongoing, Limited--At the start of your turn, Tempest deals each non-Hero Target 1 Lightning Damage.
Grievous Hail Storm: Ongoing--Power: Tempest deals each non-Hero Target 2 Cold Damage.
Vicious Cyclone:Ongoing,
Limited--Play this card next to a Target.
At the start of your turn, discard up to 3 cards. Tempest deals that Target 1 Projectile Damage for each card discarded this way.
If the Target leaves play, destroy this card.
Title: Re: Sentinels of the Multiverse Game 2
Post by: abenavides on July 26, 2014, 01:05:32 AM
Had an inkling to try on the goggles, but panicked and went digging for something huge. :)
You're right though, not knowing Tachyin's deck that well, I may have thrown the something huge away :(

Ah well, live and learn.
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on July 26, 2014, 01:57:42 AM
Eh, it's a learning experience.  Should be fine without it and there is at least one more copy in the deck somewhere.
Title: Re: Sentinels of the Multiverse Game 2
Post by: spydermann93 on July 26, 2014, 04:04:29 AM
"VOOOOOSSSSSSSSSSSS!

How dare you attack my new home!?  Was Vognild Prime not enough to quench your thirst of blood, 'Conqueror?'  Where the deaths of millions of my OWN people not enough to appease your ravenous appetite?"

Voss does nothing but laugh at the puny Maerynian

"My people were a peaceful race, and you murdered them!  Thousands slaughtered by your hands each Lunar Cycle!  Thousands more enslaved and forced to turn on their families!  Youngspawn killed with no remorse! All in the name of your "glorious" empire.

Today, I shall avenge my people with a blistering cold that you have never seen! 

NOW, DEPTHSPAWN!  BREAK BENEATH THE ENDLESS TIDE!"

Knowing the strength of Voss' weapons and technology, Tempest decides that one of his "Squalls" would prove fruitless.

As such, Tempest puts all of his strength into a "Grievous Hail Storm" in an attempt to break the ranks of Voss' genetically enhanced legions.
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on July 26, 2014, 01:07:24 PM
You deal each minion 1 point of damage.

The Ion Lancer and the Guard have 1 hp, the rest have 2.

You draw

Spoiler

Into the Stratosphere:One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck.
Tempest deals the Villain Target with the highest HP 2 Projectile Damage.

It is now Megalopolis's turn

(http://www.sotm.freedomforceforever.com/banners/Megalopolis.png)
Cards in Play: None

It plays Impending Casualty: At the start of the Environment turn, each Hero may destroy 1 of their Ongoing cards. This card deals any Hero that does not destroy an Ongoing card 3 Psychic Damage.
At the end of the Environment turn, 1 Player may discard 1 card to destroy this card.

Would someone like to discard a card from their hand to save the victim and destroy this card before it can go off?
Title: Re: Sentinels of the Multiverse Game 2
Post by: spydermann93 on July 26, 2014, 05:13:05 PM
Can any card be discarded or is it only an ongoing card?

If it's any card, I'll remove my "Into the Stratosphere" card.  For now, that card can't really do anything.

If it has to be an ongoing card, I'll have to see what my teammates say as I would like to save the "Electrical Storm" for when that pesky guard is finally dead :P
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on July 26, 2014, 11:31:19 PM
Discard can be any card, of any type, currently in your hand.

If a card says destroy, it means any card in play, of any type.

So Stratosphere it is.  Impending Casualty is now destroyed.  This concludes Round 1.

Round 1 summary

Effects in play:
All damage dealt to villain targets reduced by 1
All damage dealt to Voss further reduced by 2 for every Minion in play.  Voss's current reduction is 9.

(http://www.sotm.freedomforceforever.com/banners/voss.png)
Side:Conquering Alien Warlord
HP: 90 Highest Villain Target
Minions in play:
Gene-Bound Shock Infantry 2hp
Gene-Bound Guard 1hp  Lowest Villain Target
Gene-Bound Firesworn 2hp
Gene-Bound Ion Lancer 1hp  Lowest Villain Target
Gene-Bound Firesworn 2hp

Details on what the Minions do:
Spoiler

Gene-Bound Shock Infantry[/b:]This card is immune to Lightning Damage.
At the end of the Villain turn, this card deals the Hero Target with the highest HP 3 Lightning Damage.
Gene-Bound Psi-Weaver[/b:]This card is immune to Psychic Damage.
At the end of the Villain turn, this card deals each Hero Target 2 Psychic Damage.
Gene-Bound Guard[/b:]Reduce Damage dealt to Villain Targets by 1.
Gene-Bound Firesworn [/b:]This card is immune to Fire Damage.
At the end of the Villain turn, this card deals the Hero Target with the highest HP 2 Fire Damage.
Gene-Bound Ion Lancer[/b:]This card is immune to Energy Damage.
At the end of the Villain turn, this card deals the Hero Target with the lowest HP 2 Energy Damage.

(http://www.sotm.freedomforceforever.com/banners/Megalopolis.png)
Cards in Play: None

(http://www.sotm.freedomforceforever.com/banners/Expatriette.png)
HP: 24
Base Power: Load--Play a card.
Cards in Play: Tactical Shotgun
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.

Hand:
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.
Quick Draw[/b:]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.
Quick Draw[/b:]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.
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.

(http://www.sotm.freedomforceforever.com/banners/Scholar.png)
HP: 23
Base Power: Better Living--The Scholar regains 1 hp.
In Play: Truth Seeker

Hand:
Spoiler

Alchemical Redirection: Ongoing--Redirect all Damage that would be deal to Hero Targets to The Scholar.
At the start of your turn, destroy this card.
Know When to Hold Fast: One-Shot--Draw 5 cards.
Immediately end your turn.
Truth Seeker:Ongoing,
Limited--Power: The Scholar deals 1 Target 2 Melee Damage. Draw 1 card.Transmutive Recovery:One-Shot--The Scholar regains 2 HP. Draw 2 cards.
"Get Out of the Way!":One-Shot--The Scholar deals each non-Hero Target 1 Fire Damage. Then, The Scholar regains X HP, where X = the number of Targets dealt Damage this way.

(http://www.sotm.freedomforceforever.com/banners/Wraith.png)
HP: 22 Lowest Hero Target
Base Power: Stealth--Reduce the next damage that would be dealt to the Wraith by 2.
In Play: None
Hand:
Spoiler

Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Infrared Eyepiece: 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.
Infrared Eyepiece: Power: Reveal the top 2 cards of the Villain deck.
Put 1 of them on top of the Villain deck and the other on the bottom.
Draw a card.
Smoke Bombs: Equipment,
Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP.
Reduce Damage redirected this way by 1.

(http://www.sotm.freedomforceforever.com/banners/Tachyon.png)
HP: 25 Highest Hero Target
Base Power: Rapid Recon--Look at the top card of your Hero deck.  You may discard that card.
In Play: Synaptic Inerruption
Spoiler

Synaptic Interruption:Ongoing,
Burst--If Tachyon would be dealt 3 or more Damage from a single source, you may redirect that Damage to a Target of your choice and destroy this card.
Burst Count: 0
Hand
Spoiler

Nimble Strike: One-Shot, Burst--"Tachyon deals 1 Target 1 Melee Damage. You may draw a card.
Nimble Strike: One-Shot, Burst--"Tachyon deals 1 Target 1 Melee Damage. You may draw a card.
Hypersonic Assault: One-Shot--"Tachyon deals each non-Hero Target 1 Sonic Damage.
Targets dealt Damage this way cannot deal Damage until the start of your next turn.
Blinding Speed:One-Shot,
Burst--Destroy 1 Environment card or 1 Ongoing card.

(http://www.sotm.freedomforceforever.com/banners/Tempest.png)
HP: 24
Base Power: Squall--Tempest deals all non-Hero targets 1 Projectile damage.
In Play: Grievous Hail Storm

Spoiler

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

Hand:
Spoiler

Aquatic Correspondence: One-Shot--Draw 3 cards.
Electrical Storm:Ongoing, Limited--At the start of your turn, Tempest deals each non-Hero Target 1 Lightning Damage.
Vicious Cyclone:Ongoing,
Limited--Play this card next to a Target.
At the start of your turn, discard up to 3 cards. Tempest deals that Target 1 Projectile Damage for each card discarded this way.
If the Target leaves play, destroy this card.

Round 2 will start shortly.
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on July 27, 2014, 01:24:52 AM
The Gene-Bound warriors begin their assault.  The guards move in first, using their tough natural armor to protect the other.  Behind them, Ion trooper follow with their energy claws by the burning Firesworn and the robotic Psi-Weavers, their glowing brains the only thing left of the once great intellectual Plune race.  Worse of all are the shock troopers, Mynearians like Tempest, but twisted into something horrific, firing arcs of electricity.

One such blast knocks over the Scholars lawn chair.  Relunctantly, he rises, still in bath robe and swim trunks, and walks over to the nearest Guard, picking him up easily in one hand.  Ignoring the chaos around him, he begin firmly questioning the alien.

As this is going on, civilians continue to flee the scene.  One is not quite fast enough, almost getting hit in a Fireswarm's blast.  She is saved by a burst of air from Tempest, knocking her near the edge of the chaos.  He looks at the scene.  To his right, Expatriette has destroyed the walking frames of the Psi Weaver's brains, their braincases unharmed, but useless.  To his right, wraith has incompacited the Ion Lancers with a series of blows to their throats.  Right in front of him walk the twisted remains of his own people.  Seething in anger, he calls on the coldest of the arctic winds, pulling from the clouds a storm of hails which pelts Voss's forces mercilessly.

Well protected behind his soldiers, Voss simply smiles in amusement.

It is now Voss's turn.

(http://www.sotm.freedomforceforever.com/banners/voss.png)
Side:Conquering Alien Warlord
HP: 90 Highest Villain Target
Minions in play:
Gene-Bound Shock Infantry 2hp
Gene-Bound Guard 1hp  Lowest Villain Target
Gene-Bound Firesworn 2hp 
Gene-Bound Ion Lancer 1hp  Lowest Villain Target
Gene-Bound Firesworn 2hp

Voss plays Forced Deployment:Ongoing--When this card is destroyed, take all of the Minion cards from the Villain trash and put them into play.
At the start of the Villain turn, destroy this card.

Oh, I forgot to list a few effects for this turn.  Wraith has damage reduction and the Ion Lancer cannot do damage.

Shock Infantry hits Tachyon for 3. She now has 22 hp.  One Firesworn hits Expat and the other Tempest, leaving both at 22 hp as well.  There is now a four-way tie for lowest hp.

Wraith's DR remains in effect until she gets hit.  Using the power again will raise it to 4, but still only for the first hit taken.

To Explain forced deployment--it will basically bring back every minion killed so far.  Right now that's only the Psi-Weaver.  Anything you kill this turn will come right back at full hp next turn.  Anything you injure will stay injured, however.  That isn't a big factor though, since Tempest could use Hailstorm to kill them all by himself anyway.  (in the case of mass damage, the person dealing the damage decides the order, so first point of damage on the Guard, kill him.  No more armor, take out the rest.)

Anyhow, anything you take out now just comes back when Voss gets his turn or anything else destroys Forces Deployment, that's you bottom line.

With that out of the way, it is now Expat's turn.

(http://www.sotm.freedomforceforever.com/banners/Expatriette.png)
HP: 22 Lowest Hero Target
Base Power: Load--Play a card.
Cards in Play: Tactical Shotgun
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.

Hand:
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.
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.
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.
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.
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on July 27, 2014, 01:28:43 AM
Sorry, forgot to add that Tachyon has the option to use Synatic Interruption to redirect the damage somewhere else.  If she does, anything she kills with it will come back again, and Voss won't take any damage.  It will save the team 3 points of damage though.  Up to you, but it might be more effective later.  I can redo the damage during a later player's turn, so we'll proceed with Expat's turn.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Deaths Jester on July 27, 2014, 06:12:43 PM
I'll play Flak Jacket and end my turn.
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on July 27, 2014, 07:09:00 PM
You draw

Spoiler

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.

It is now Scholar's turn

(http://www.sotm.freedomforceforever.com/banners/Scholar.png)
HP: 23 Highest Hero Target
Base Power: Better Living--The Scholar regains 1 hp.
In Play: Truth Seeker

Hand:
Spoiler

Alchemical Redirection: Ongoing--Redirect all Damage that would be deal to Hero Targets to The Scholar.
At the start of your turn, destroy this card.
Know When to Hold Fast: One-Shot--Draw 5 cards.
Immediately end your turn.
Truth Seeker:Ongoing,
Limited--Power: The Scholar deals 1 Target 2 Melee Damage. Draw 1 card.Transmutive Recovery:One-Shot--The Scholar regains 2 HP. Draw 2 cards.
"Get Out of the Way!":One-Shot--The Scholar deals each non-Hero Target 1 Fire Damage. Then, The Scholar regains X HP, where X = the number of Targets dealt Damage this way.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Outcast on July 28, 2014, 03:11:12 PM
The Scholar senses that Voss has something up his sleeve, and thinks it best not to be too hasty in attacking the already weakened Gene-Bound soldiers.

"All in due time." "Tachyon and Tempest should be able to handle them."

"Besides, i didn't realize i was still wearing my bath robe and swimming trunks when i got here. I'm really getting old for this hero stuff."  :doh:

The Scholar plays Knows When to Hold Fast. ( and while he's at it...he begins transmuting his clothes to become a little more presentable in front of the ladies...) ;)
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on July 28, 2014, 09:19:26 PM
You draw

Spoiler

Flesh to IronOngoing, Elemental--At the start of your turn, either discard 1 card or destroy this card. Reduce Damage dealt to The Scholar by 2.
Know When to Turn Loose:One-Shot-Discard your hand. The Scholar deals 1 Target X Lightning Damage, where X = the number of cards discarded this way.
Mortal Form to Energy:Ongoing, Elemental-At the start of your turn, either discard 1 card or destroy this card. Whenever The Scholar regains HP, The Scholar also deals 1 Target that much Energy Damage.
Mortal Form to Energy:Ongoing, Elemental-At the start of your turn, either discard 1 card or destroy this card. Whenever The Scholar regains HP, The Scholar also deals 1 Target that much Energy Damage.
Proverbs and Axioms:One-Shot--Each Player draws 1 card. Each Hero Character card may either regain 2 HP or deal themselves 3 Psychic Damage and use a Power.

Note that Elemental Forms are not limited.  You can have as many of each type as you like, so long as you can discard cards to keep them in play.  Yes multiple copies of the same ones stack, except for Mortal Form to Energy, which simply kicks in more than once.

And now it is Wraith's turn

(http://www.sotm.freedomforceforever.com/banners/Wraith.png)
HP: 22 Lowest Hero Target
Base Power: Stealth--Reduce the next damage that would be dealt to the Wraith by 2.
In Play: None
Hand:
Spoiler

Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Infrared Eyepiece: 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.
Infrared Eyepiece: Power: Reveal the top 2 cards of the Villain deck.
Put 1 of them on top of the Villain deck and the other on the bottom.
Draw a card.
Smoke Bombs: Equipment,
Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP.
Reduce Damage redirected this way by 1.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Glitch Girl on July 28, 2014, 09:40:09 PM
"What's he up to now," Wraith mutters to herself.  She reaches into her belt and pulls out a small lens and scans Voss with it.

(Using Infrared Eyepiece)
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on July 28, 2014, 09:48:42 PM
The top two cars of Voss's deck are

Spoiler

Gene-Bound Shock Infantry: 3hp--This card is immune to Lightning Damage. At the end of the Villain turn, this card deals the Hero Target with the highest HP 3 Lightning Damage.
Gene-Bound Soldier: 3hp--This cards is immune to Projectile Damage. At the end of the Villain turn, this card deals the Hero Target with the highest HP 2 Projectile Damage."

Choose one to go back on top of the deck (where Voss will play it next) and one to go on the bottom.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Glitch Girl on July 29, 2014, 03:35:45 AM
Spoiler
Send the shock infantry to the bottom since it does more damage.  Soldier on top.

Can I share this tidbit of information with the rest of the group?
Title: Re: Sentinels of the Multiverse Game 2
Post by: spydermann93 on July 29, 2014, 03:53:21 AM
Quote from: Glitch Girl on July 29, 2014, 03:35:45 AM
Spoiler
Send the shock infantry to the bottom since it does more damage.  Soldier on top.

Can I share this tidbit of information with the rest of the group?

"What seems to be the issue, my friend," asks Tempest as he freezes legions of troops with fury unmatched.

Spoiler
Funny how much of a bloodlust he gets in when around Voss and his buddies :P
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on July 29, 2014, 09:34:02 AM
Quote from: Glitch Girl on July 29, 2014, 03:35:45 AM
Spoiler
Send the shock infantry to the bottom since it does more damage.  Soldier on top.

Can I share this tidbit of information with the rest of the group?

There is no restriction of information in this game between players, which is why I only use spoiler tags.  Feel free to plan things ahead, coordinate moves, check out each others cards and make suggestions, etc.

You draw

Spoiler

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

It is now Tachyon's turn

(http://www.sotm.freedomforceforever.com/banners/Tachyon.png)
HP: 22 Lowest Hero Target
Base Power: Rapid Recon--Look at the top card of your Hero deck.  You may discard that card.
In Play: Synaptic Inerruption
Spoiler

Synaptic Interruption:Ongoing,
Burst--If Tachyon would be dealt 3 or more Damage from a single source, you may redirect that Damage to a Target of your choice and destroy this card.
Burst Count: 0
Hand
Spoiler

Nimble Strike: One-Shot, Burst--"Tachyon deals 1 Target 1 Melee Damage. You may draw a card.
Nimble Strike: One-Shot, Burst--"Tachyon deals 1 Target 1 Melee Damage. You may draw a card.
Hypersonic Assault: One-Shot--"Tachyon deals each non-Hero Target 1 Sonic Damage.
Targets dealt Damage this way cannot deal Damage until the start of your next turn.
Blinding Speed:One-Shot,
Burst--Destroy 1 Environment card or 1 Ongoing card.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Glitch Girl on July 29, 2014, 01:34:39 PM
"He's about to send out another one of those soldiers," Wraith reports.  "Looks like the armor blocks standard projectiles, but not much else."
Title: Re: Sentinels of the Multiverse Game 2
Post by: Deaths Jester on July 29, 2014, 02:14:25 PM
Quote from: Glitch Girl on July 29, 2014, 01:34:39 PM
"He's about to send out another one of those soldiers," Wraith reports.  "Looks like the armor blocks standard projectiles, but not much else."


"Well just grand.  That makes me useless against it, so it looks like the other flunkies are mine."
Title: Re: Sentinels of the Multiverse Game 2
Post by: abenavides on July 29, 2014, 05:39:02 PM
"I can't seem to hurt any of them!"

Am I seeing this right?
I only have 1hp damage cards, which will do nothing.
I could use Synaptic to spare myself 3 dmg but it would kill something that comes back next turn anyway (so maybe hold on to it for now)

I could use Blinding Speed to destroy the Forced Deployment, but that's going away anyway
Unless anyone else wants me to so they can do tons of damage?

Otherwise, I may just use base power to chk next card


Title: Re: Sentinels of the Multiverse Game 2
Post by: Outcast on July 29, 2014, 06:43:53 PM
Quote from: abenavides on July 29, 2014, 05:39:02 PM
"I can't seem to hurt any of them!"

"Directly...it may seem you can't. But indirectly you and Tempest are the key to wiping most of these soldiers out. Not to mention wiping that smile off Voss' face."

"To quote Sun Tsu, "In all fighting, the direct method may be used for joining battle, but indirect methods will be needed in order to secure victory. In all fights, use direct methods in battle, but use indirect methods to win the war. " "

"He also said, "Though we have heard of stupid haste in war, cleverness has never been seen associated with long delays.". (So i'd say destroy Voss' Lazarus machine, so we can go ahead and start cleaning house.) :P

(Even if he still has a spare Lazarus machine to resurrect his troops, as long as Wraith's one step ahead of him, we should have nothing to fear.)
Title: Re: Sentinels of the Multiverse Game 2
Post by: abenavides on July 29, 2014, 07:24:43 PM
Sounds good to me.

"I'll use my Blinding Speed to stop his Forced Deployment!"

and then base power to check next card.
Title: Re: Sentinels of the Multiverse Game 2
Post by: spydermann93 on July 29, 2014, 07:47:56 PM
"As long as Voss keeps setting them up, I'll just keep knocking them down."
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on July 29, 2014, 08:35:46 PM
Forced Deployment is destroyed.  It brings back the Psi-Weaver, which is the only minion in his trash.  You may now proceed killing things with impunity.

Next card is

Spoiler
Lightning Reflexes:One-Shot--You may play up to 2 cards now.

Draw it or discard it and draw the next.
Title: Re: Sentinels of the Multiverse Game 2
Post by: spydermann93 on July 29, 2014, 09:13:02 PM
Quick question about my hailstorm:

Does it automatically do two Cold Damage to all villains once every one of my turns or do I actively choose to use the Hail Storm any turn that I'd like?
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on July 29, 2014, 09:20:51 PM
Quote from: spydermann93 on July 29, 2014, 09:13:02 PM
Quick question about my hailstorm:

Does it automatically do two Cold Damage to all villains once every one of my turns or do I actively choose to use the Hail Storm any turn that I'd like?

It's a Power.  You may activate one power on each of your turns.  There are cards that can let you use powers outside of your own turn (Scholar has one, in fact) but unless a card specifically allows you to do so, you must wait for your own turn.  It's a really powerful one though.

While we're on the subject, you do get to decide the order in which mass damage things like hailstorm happens to hit things.  It will always try to optimize the order for you if you don't specific, but it is your choice.  In this case, if you hit the Guard first, you'd drop the armor on the all the rest before you start hitting them.  Fortunately the minion that's immune to cold isn't out yet.
Title: Re: Sentinels of the Multiverse Game 2
Post by: spydermann93 on July 29, 2014, 09:31:28 PM
Quote from: catwhowalksbyhimself on July 29, 2014, 09:20:51 PM
Quote from: spydermann93 on July 29, 2014, 09:13:02 PM
Quick question about my hailstorm:

Does it automatically do two Cold Damage to all villains once every one of my turns or do I actively choose to use the Hail Storm any turn that I'd like?

It's a Power.  You may activate one power on each of your turns.  There are cards that can let you use powers outside of your own turn (Scholar has one, in fact) but unless a card specifically allows you to do so, you must wait for your own turn.  It's a really powerful one though.

While we're on the subject, you do get to decide the order in which mass damage things like hailstorm happens to hit things.  It will always try to optimize the order for you if you don't specific, but it is your choice.  In this case, if you hit the Guard first, you'd drop the armor on the all the rest before you start hitting them.  Fortunately the minion that's immune to cold isn't out yet.

Ah, that's really good to know, especially being able to choose the order.  Muahahaha!

"I am coming for you, Voss! You can count on it!"
Title: Re: Sentinels of the Multiverse Game 2
Post by: Deaths Jester on August 03, 2014, 06:07:11 PM
(Okay so all we're waiting on is Tachyon to decide to draw or discard Lightning Reflexes, right?)
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 03, 2014, 06:15:53 PM
Yeah, that's all.
Title: Re: Sentinels of the Multiverse Game 2
Post by: spydermann93 on August 03, 2014, 07:17:40 PM
For a speedster, Tachyon sure takes a long time.

Spoiler
haha :P
Title: Re: Sentinels of the Multiverse Game 2
Post by: Glitch Girl on August 04, 2014, 01:48:24 PM
[juggles gear to pass the time]
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 04, 2014, 09:22:08 PM
It might help if Tempest goes ahead and decides his turn now, then I'll execute it as soon as Tachyon posts.
Title: Re: Sentinels of the Multiverse Game 2
Post by: abenavides on August 05, 2014, 03:27:57 PM
Sorry about that, been traveling a lot recently.

Tachyon draws the card.
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 05, 2014, 08:34:04 PM
Done and done.  It is now Tempest's turn.

(http://www.sotm.freedomforceforever.com/banners/Tempest.png)
HP: 22 Lowest Hero Target
Base Power: Squall--Tempest deals all non-Hero targets 1 Projectile damage.
In Play: Grievous Hail Storm

Spoiler

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

Hand:
Spoiler

Aquatic Correspondence: One-Shot--Draw 3 cards.
Electrical Storm:Ongoing, Limited--At the start of your turn, Tempest deals each non-Hero Target 1 Lightning Damage.
Vicious Cyclone:Ongoing,
Limited--Play this card next to a Target.
At the start of your turn, discard up to 3 cards. Tempest deals that Target 1 Projectile Damage for each card discarded this way.
If the Target leaves play, destroy this card.
Title: Re: Sentinels of the Multiverse Game 2
Post by: spydermann93 on August 05, 2014, 08:38:23 PM
I will play "Grievous Hailstorm" first, with the Guard being the first target, followed by the rest of the goons, followed by Voss himself. (MAXIMUM CARNAGE!)

I will then play "Electrical Storm" to set up for even more stormy goodness!
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 05, 2014, 08:50:09 PM
You hit the Guard for 1 hp damage, and the other minions for 2.  The Psi-Weavers are the only survivors with 1 hp.  Each minion gives Voss a DR(Damage Reduction) of two, so still takes no damage.

You draw

Spoiler
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.

It is now the Environment's turn

(http://www.sotm.freedomforceforever.com/banners/Megalopolis.png)
Cards in Play: None

Magalopolis plays Police Backup:At the end of the Environment turn, deal 1 Projectile Damage to the Villain Target with the highest HP. Whenever a Villain card would make a Player discard a card, destroy this card.

Police Backup shoots Voss for 0 damage.

This concludes Round 2.

EDIT: In case anyone's interested, I'm currently playing in another forum game that just started, playing as magical investigator Nightmist.  Our very own Uncle Yuan is in the same game playing archer/super analyst Parse.  You can find it here (http://boardgamegeek.com/thread/1212275/sotm-pbf-36-advanced-la-capitan-rook-city-versus-n/page/1).
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 06, 2014, 03:16:04 AM
Err--sorry about the delay.  I forgot that I hadn't started Round 3 yet.

Although his troops swarm over the city, Voss is still not satisfied.  He called to his ships to rush down reinforcments quickly.  Anticipating the danger, Wraith, now scanning the battlefield with advanced headgear, warns Tachyon, who speed back to her lab in Freedom Tower, which the rest of the heroes switch in a desperate holding action.  Tachyon successfully jams the alien navigation signals, causing all but one troops ship to become lost.  A single squad of Psi Weavers is all that arrives.

Tempest continues to put his fury into the hailstorm.  As Wraith, Expatriette, and Scholar focus on holding their ground, one by one, the invaders fall to the city onlslaught, leaving the Psi Weavers and a very angry Voss.  In the meantime, the police have arrived on the scene and are now evacuating the area.  A few officers, either very brave or very foolish, are now taking potshots at Voss himself, to no effect.

Begin Round 3.

Effects in play:
All damage dealt to Voss reduced by 2 for every Minion in play.  Voss's current reduction is 2.

(http://www.sotm.freedomforceforever.com/banners/voss.png)
Side:Conquering Alien Warlord
HP: 90 Highest Villain Target
Minions in play:
Gene-Bound Psi-Weaver 1hp

Details on what the Minions do:
Spoiler

Gene-Bound Shock Infantry[/b:]This card is immune to Lightning Damage.
At the end of the Villain turn, this card deals the Hero Target with the highest HP 3 Lightning Damage.
Gene-Bound Psi-Weaver[/b:]This card is immune to Psychic Damage.
At the end of the Villain turn, this card deals each Hero Target 2 Psychic Damage.
Gene-Bound Guard[/b:]Reduce Damage dealt to Villain Targets by 1.
Gene-Bound Psi-Weaver:This card is immune to Psychic Damage.
Gene-Bound Firesworn [/b:]This card is immune to Fire Damage.
At the end of the Villain turn, this card deals the Hero Target with the highest HP 2 Fire Damage.
Gene-Bound Ion Lancer[/b:]This card is immune to Energy Damage.
At the end of the Villain turn, this card deals the Hero Target with the lowest HP 2 Energy Damage.

(http://www.sotm.freedomforceforever.com/banners/Megalopolis.png)
Cards in Play: Police Backup

(http://www.sotm.freedomforceforever.com/banners/Expatriette.png)
HP: 22 Lowest Hero Target
Base Power: Load--Play a card.
Cards in Play: Tactical Shotgun, Flak Jacket
Spoiler

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.

Hand:
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.
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.
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.
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.

(http://www.sotm.freedomforceforever.com/banners/Scholar.png)
HP: 23 Highest Hero Target
Base Power: Better Living--The Scholar regains 1 hp.
In Play: Truth Seeker

Hand:
Spoiler

Alchemical Redirection: Ongoing--Redirect all Damage that would be deal to Hero Targets to The Scholar.
At the start of your turn, destroy this card.
Flesh to IronOngoing, Elemental--At the start of your turn, either discard 1 card or destroy this card. Reduce Damage dealt to The Scholar by 2.
Know When to Turn Loose:One-Shot-Discard your hand. The Scholar deals 1 Target X Lightning Damage, where X = the number of cards discarded this way.
Mortal Form to Energy:Ongoing, Elemental-At the start of your turn, either discard 1 card or destroy this card. Whenever The Scholar regains HP, The Scholar also deals 1 Target that much Energy Damage.
Mortal Form to Energy:Ongoing, Elemental-At the start of your turn, either discard 1 card or destroy this card. Whenever The Scholar regains HP, The Scholar also deals 1 Target that much Energy Damage.
Proverbs and Axioms:One-Shot--Each Player draws 1 card. Each Hero Character card may either regain 2 HP or deal themselves 3 Psychic Damage and use a Power.
Truth Seeker:Ongoing,
Limited--Power: The Scholar deals 1 Target 2 Melee Damage. Draw 1 card.Transmutive Recovery:One-Shot--The Scholar regains 2 HP. Draw 2 cards.
"Get Out of the Way!":One-Shot--The Scholar deals each non-Hero Target 1 Fire Damage. Then, The Scholar regains X HP, where X = the number of Targets dealt Damage this way.

(http://www.sotm.freedomforceforever.com/banners/Wraith.png)
HP: 22 Lowest Hero Target
Base Power: Stealth--Reduce the next damage that would be dealt to the Wraith by 2.
In Play: Infrared Eyepiece
Hand:
Spoiler

Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Throwing Knives:Equipment,Limited--Power: The Wraith deals up to 3 Targets 1 Projectile Damage each.
Infrared Eyepiece: Power: Reveal the top 2 cards of the Villain deck.
Put 1 of them on top of the Villain deck and the other on the bottom.
Draw a card.
Smoke Bombs: Equipment,
Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP.
Reduce Damage redirected this way by 1.

(http://www.sotm.freedomforceforever.com/banners/Tachyon.png)
HP: 22 Lowest Hero Target
Base Power: Rapid Recon--Look at the top card of your Hero deck.  You may discard that card.
In Play: Synaptic Inerruption
Spoiler

Synaptic Interruption:Ongoing,
Burst--If Tachyon would be dealt 3 or more Damage from a single source, you may redirect that Damage to a Target of your choice and destroy this card.
Burst Count: 1
Hand
Spoiler

Nimble Strike: One-Shot, Burst--"Tachyon deals 1 Target 1 Melee Damage. You may draw a card.
Nimble Strike: One-Shot, Burst--"Tachyon deals 1 Target 1 Melee Damage. You may draw a card.
Hypersonic Assault: One-Shot--"Tachyon deals each non-Hero Target 1 Sonic Damage.
Targets dealt Damage this way cannot deal Damage until the start of your next turn.
Lightning Reflexes:One-Shot--You may play up to 2 cards now.

(http://www.sotm.freedomforceforever.com/banners/Tempest.png)
HP: 22 Lowest Hero Target
Base Power: Squall--Tempest deals all non-Hero targets 1 Projectile damage.
In Play: Grievous Hail Storm, Electrical Storm

Spoiler

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.
Grievous Hail Storm: Ongoing--Power: Tempest deals each non-Hero Target 2 Cold Damage.
Electrical Storm:Ongoing, Limited--At the start of your turn, Tempest deals each non-Hero Target 1 Lightning Damage.

Hand:
Spoiler

Aquatic Correspondence: One-Shot--Draw 3 cards.
Vicious Cyclone:Ongoing,
Limited--Play this card next to a Target.
At the start of your turn, discard up to 3 cards. Tempest deals that Target 1 Projectile Damage for each card discarded this way.
If the Target leaves play, destroy this card.

It is now Voss's turn.

(http://www.sotm.freedomforceforever.com/banners/voss.png)
Side:Conquering Alien Warlord
HP: 90 Highest Villain Target
Minions in play:
Gene-Bound Psi-Weaver 1hp

Details on what the Minions do:
Spoiler

Gene-Bound Shock Infantry[/b:]This card is immune to Lightning Damage.
At the end of the Villain turn, this card deals the Hero Target with the highest HP 3 Lightning Damage.
Gene-Bound Psi-Weaver[/b:]This card is immune to Psychic Damage.
At the end of the Villain turn, this card deals each Hero Target 2 Psychic Damage.
Gene-Bound Guard[/b:]Reduce Damage dealt to Villain Targets by 1.
Gene-Bound Psi-Weaver:This card is immune to Psychic Damage.
Gene-Bound Firesworn [/b:]This card is immune to Fire Damage.
At the end of the Villain turn, this card deals the Hero Target with the highest HP 2 Fire Damage.
Gene-Bound Ion Lancer[/b:]This card is immune to Energy Damage.
At the end of the Villain turn, this card deals the Hero Target with the lowest HP 2 Energy Damage.

Voss plays Gene-Bound Soldier: 3hp--This cards is immune to Projectile Damage. At the end of the Villain turn, this card deals the Hero Target with the highest HP 2 Projectile Damage.

The Psi Weaver hits all heroes for 2 points of damage.  Wraith avoids this, receiving no damage thanks to Stealth.  Scholar is now at 21 hp.  Tempest, Tachyon, and Expat are now at 20.

The Soldier hits Wraith for 2 points of damage, putting her at 20 as well.

It is now Expatriette's turn.

(http://www.sotm.freedomforceforever.com/banners/Expatriette.png)
HP: 20 Lowest Hero Target
Base Power: Load--Play a card.
Cards in Play: Tactical Shotgun, Flak Jacket
Spoiler

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.

Hand:
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.
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.
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.
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.

Title: Re: Sentinels of the Multiverse Game 2
Post by: Deaths Jester on August 07, 2014, 02:17:15 PM
I'll discard "Tactical Shotgun" from play along with "Assault Rifle" from my hand.  I'll then play "Quick Draw" to pull "Pride" from my deck and us it against the Psi-Weaver seeing as it's the only one that I can damage.    I'll then end my turn.

"Getting a little Pride-ful there aren't you, Voss?"
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 07, 2014, 09:43:20 PM
You actually can't discard things from in play or your hand unless a card in play specifically allows or requires it.  Besides, there's a very good reason why you might want as many guns in play as possible and there's no hand limit, nor is there a limit on number of cards in play.  You can't have two copies of the same "limited" card in play at the same time and that's it.

So with that in mind, neither card is discarded, but Pride still goes into play and is fired.  The Psi Weaver is destroyed.  I'm assuming you still want to draw a card, so here it is.  If that isn't what you intended, let me know and I can always retcon it.

Spoiler

Speed Loading:Ongoing,Limited--At the start of your turn, you may take 1 Ammo card from your trash and put it on the top of your deck. At the start of your turn, you may play an Ammo card.

It is now Scholar's turn

(http://www.sotm.freedomforceforever.com/banners/Scholar.png)
HP: 21 Highest Hero Target
Base Power: Better Living--The Scholar regains 1 hp.
In Play: Truth Seeker

Hand:
Spoiler

Alchemical Redirection: Ongoing--Redirect all Damage that would be deal to Hero Targets to The Scholar.
At the start of your turn, destroy this card.
Flesh to IronOngoing, Elemental--At the start of your turn, either discard 1 card or destroy this card. Reduce Damage dealt to The Scholar by 2.
Know When to Turn Loose:One-Shot-Discard your hand. The Scholar deals 1 Target X Lightning Damage, where X = the number of cards discarded this way.
Mortal Form to Energy:Ongoing, Elemental-At the start of your turn, either discard 1 card or destroy this card. Whenever The Scholar regains HP, The Scholar also deals 1 Target that much Energy Damage.
Mortal Form to Energy:Ongoing, Elemental-At the start of your turn, either discard 1 card or destroy this card. Whenever The Scholar regains HP, The Scholar also deals 1 Target that much Energy Damage.
Proverbs and Axioms:One-Shot--Each Player draws 1 card. Each Hero Character card may either regain 2 HP or deal themselves 3 Psychic Damage and use a Power.
Truth Seeker:Ongoing,
Limited--Power: The Scholar deals 1 Target 2 Melee Damage. Draw 1 card.Transmutive Recovery:One-Shot--The Scholar regains 2 HP. Draw 2 cards.
"Get Out of the Way!":One-Shot--The Scholar deals each non-Hero Target 1 Fire Damage. Then, The Scholar regains X HP, where X = the number of Targets dealt Damage this way.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Outcast on August 07, 2014, 11:12:10 PM
I'll play Mortal Form to Energy, then use the power from Truth Seeker to damage the last soldier standing and draw 1 card, then draw another card to end my turn.

"You'll soon have your chance at Voss, Tempest."
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 07, 2014, 11:24:12 PM
You deal the soldier 2 points of damage.  It is now at 1 hp.  You draw

Spoiler

Grace Under Fire:One-Shot--The Scholar deals 1 Target X Radiant Damage, where X = the number of non-Hero Targets in play.
Mortal Form to Energy:Ongoing, Elemental-At the start of your turn, either discard 1 card or destroy this card. Whenever The Scholar regains HP, The Scholar also deals 1 Target that much Energy Damage.

It is now Wraith's Turn

(http://www.sotm.freedomforceforever.com/banners/Wraith.png)
HP: 20 Lowest Hero Target
Base Power: Stealth--Reduce the next damage that would be dealt to the Wraith by 2.
Cards in Play: Infrared Eyepiece
Spoiler
Infrared Eyepiece:Equipment--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.

Hand:
Spoiler

Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Throwing Knives:Equipment,Limited--Power: The Wraith deals up to 3 Targets 1 Projectile Damage each.
Infrared Eyepiece: Power: Reveal the top 2 cards of the Villain deck.
Put 1 of them on top of the Villain deck and the other on the bottom.
Draw a card.
Smoke Bombs: Equipment,
Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP.
Reduce Damage redirected this way by 1.

I also made an error last turn.  Infrared Eyepiece causes you to draw another card.  Since I missed that, you may have it now.

Spoiler

Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Glitch Girl on August 08, 2014, 03:39:56 AM
Can I play Micro Targeting Computer and Throwing Knives this turn?  If not, I may rethink my move.
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 08, 2014, 09:28:27 AM
You may only play one card per turn unless another card gives you an additional play.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Glitch Girl on August 08, 2014, 02:07:58 PM
Wraith slips back into the shadows as she adjusts a small device on the side of her mask.

(I activate Micro Targeting Computer and Stealth )
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 08, 2014, 08:54:38 PM
MTC enters play and the next damage to you is reduced by 2.

You draw

Spoiler
Suture Self:One-Shot-The Wraith regains 3 HP.

It is now Tachyon's turn

(http://www.sotm.freedomforceforever.com/banners/Tachyon.png)
HP: 20 Lowest Hero Target
Base Power: Rapid Recon--Look at the top card of your Hero deck.  You may discard that card.
In Play: Synaptic Inerruption
Spoiler

Synaptic Interruption:Ongoing,
Burst--If Tachyon would be dealt 3 or more Damage from a single source, you may redirect that Damage to a Target of your choice and destroy this card.
Burst Count: 1
Hand
Spoiler

Nimble Strike: One-Shot, Burst--"Tachyon deals 1 Target 1 Melee Damage. You may draw a card.
Nimble Strike: One-Shot, Burst--"Tachyon deals 1 Target 1 Melee Damage. You may draw a card.
Hypersonic Assault: One-Shot--"Tachyon deals each non-Hero Target 1 Sonic Damage.
Targets dealt Damage this way cannot deal Damage until the start of your next turn.
Lightning Reflexes:One-Shot--You may play up to 2 cards now.
Title: Re: Sentinels of the Multiverse Game 2
Post by: abenavides on August 09, 2014, 03:48:28 AM
Tachyon will nimble strike the soldier .

And then use my base power to see what's next
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 09, 2014, 04:47:49 AM
Nimble Strike Draws

Spoiler
Lightspeed Barrage:One-Shot--Tachyon deals 1 Target X Melee Damage, where X = the number of Burst cards in your trash.

Your next card is

Spoiler
Fleet of Foot:One-Shot,Burst--Each player may draw a card. You may play a card."

Draw it or discard and draw the next.
Title: Re: Sentinels of the Multiverse Game 2
Post by: abenavides on August 09, 2014, 10:17:20 AM
I will draw that card
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 09, 2014, 12:19:45 PM
Done.  I forgot to mention that the soldier is destroyed, so the minions are clear.

It is now Tempest's turn.  At the start of Tempest's turn, Electical Storm Deals Voss 2 damage (Nemesis bonus).  He is now at 88 hp.

(http://www.sotm.freedomforceforever.com/banners/Tempest.png)
HP: 20 Lowest Hero Target
Base Power: Squall--Tempest deals all non-Hero targets 1 Projectile damage.
In Play: Grievous Hail Storm, Electrical Storm

Spoiler

Grievous Hail Storm: Ongoing--Power: Tempest deals each non-Hero Target 2 Cold Damage.
Electrical Storm:Ongoing, Limited--At the start of your turn, Tempest deals each non-Hero Target 1 Lightning Damage.

Hand:
Spoiler

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.
Aquatic Correspondence: One-Shot--Draw 3 cards.
Vicious Cyclone:Ongoing,
Limited--Play this card next to a Target.
At the start of your turn, discard up to 3 cards. Tempest deals that Target 1 Projectile Damage for each card discarded this way.
If the Target leaves play, destroy this card.
Title: Re: Sentinels of the Multiverse Game 2
Post by: spydermann93 on August 09, 2014, 02:58:34 PM
"Your soldiers have perished, Voss. Now prepare suffer the same fate!"

Tempest unleashes his "Grievous Hailstorm" once again upon his most hated foe.  Knowing Voss will have something up his sleeve thanks to his near limitless arsenal, Tempest plays "Aquatic Correspondence" to even the odds.
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 09, 2014, 03:57:39 PM
Tempest deals Voss 3 damage.  He is now at 85 hp.

Aquatic Correspondence draws

Spoiler

Elemental Subwave Inducer:Equipment,Limited--At the start of your turn, select a Damage type. All Damage dealt by Tempest this turn is of that type. Reduce Damage to Tempest of that type by 1 until the start of your next turn.
Chain Lightning:One-Shot--Tempest deals 1 Target 4 Lightning Damage. Tempest may deal a second Target 3 Lightning Damage. Tempest may deal a third Target 2 Lightning Damage.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.

Your normal draw is

Spoiler

Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.

It is now the Environment's turn

(http://www.sotm.freedomforceforever.com/banners/Megalopolis.png)
Cards in Play: Police Backup

Megalopolis plays Impending Casualty: At the start of the Environment turn, each Hero may destroy 1 of their Ongoing cards. This card deals any Hero that does not destroy an Ongoing card 3 Psychic Damage.
At the end of the Environment turn, 1 Player may discard 1 card to destroy this card.

The Police deals Voss 1 point of damage, leaving him at 84

Would anyone like to volunteer to discard a card to get rid of Impending Casualty?  If Expat still want to discard a card from her hand, now is her chance.
Title: Re: Sentinels of the Multiverse Game 2
Post by: spydermann93 on August 09, 2014, 04:02:28 PM
If Expat doesn't want to do anything, I'll discard "Vicious Cyclone." :)
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 10, 2014, 03:49:19 AM
In the interest of not holding things up, I'll take that for now.  Can always take that move back before Expat takes her turn, if necessary.

Anyhow Impending Causalty goes away.

Although another troops joins the fray, Expat and the Scholar make short work of Voss's remaining forces.  Tempest's storm picks up in intensity, shooting lightning now as well as hail, the full force of both pounding down on the now unprotected Voss.  Voss just stand their, seemingly unbothered.


"Impressive.  The five of you have taken out several squadrons of my gene-bound forces, the elite of several planets.  Yes, this planet's inhabitants will make a find addition to my armies.  First, it seems, I must teach you all personally how a real Thoravian warrior fights!"

End of Round 3.
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 10, 2014, 03:56:59 AM
Round 4 summary

Effects in play:
All damage dealt to Voss reduced by 1 for every Minion in play.  Voss's current reduction is 0.
Next Damage dealt to Wrait reduced by 2.
Whevener Scholar is healed, he may deal that much damage to 1 target.

(http://www.sotm.freedomforceforever.com/banners/voss.png)
Side:Conquering Alien Warlord
HP: 84 Highest Villain Target
Minions in play:


Details on what the Minions do:
Spoiler

Gene-Bound Shock Infantry[/b:]This card is immune to Lightning Damage.
At the end of the Villain turn, this card deals the Hero Target with the highest HP 3 Lightning Damage.
Gene-Bound Psi-Weaver[/b:]This card is immune to Psychic Damage.
At the end of the Villain turn, this card deals each Hero Target 2 Psychic Damage.
Gene-Bound Guard[/b:]Reduce Damage dealt to Villain Targets by 1.
Gene-Bound Psi-Weaver:This card is immune to Psychic Damage.
Gene-Bound Soldier: This cards is immune to Projectile Damage. At the end of the Villain turn, this card deals the Hero Target with the highest HP 2 Projectile Damage."
Gene-Bound Firesworn [/b:]This card is immune to Fire Damage.
At the end of the Villain turn, this card deals the Hero Target with the highest HP 2 Fire Damage.
Gene-Bound Ion Lancer[/b:]This card is immune to Energy Damage.
At the end of the Villain turn, this card deals the Hero Target with the lowest HP 2 Energy Damage.

(http://www.sotm.freedomforceforever.com/banners/Megalopolis.png)
Cards in Play: Police Backup

(http://www.sotm.freedomforceforever.com/banners/Expatriette.png)
HP: 20 Lowest Hero Target
Base Power: Load--Play a card.
Cards in Play: Tactical Shotgun, Flak Jacket, Pride
Spoiler

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.
"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."

Hand:
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.
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.
Speed Loading:Ongoing,Limited--At the start of your turn, you may take 1 Ammo card from your trash and put it on the top of your deck. At the start of your turn, you may play an Ammo card.
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.

(http://www.sotm.freedomforceforever.com/banners/Scholar.png)
HP: 21 Highest Hero Target
Base Power: Better Living--The Scholar regains 1 hp.
In Play: Truth Seeker, Mortal Form to Energy

Hand:
Spoiler

Alchemical Redirection: Ongoing--Redirect all Damage that would be deal to Hero Targets to The Scholar.
At the start of your turn, destroy this card.
Flesh to IronOngoing, Elemental--At the start of your turn, either discard 1 card or destroy this card. Reduce Damage dealt to The Scholar by 2.
Know When to Turn Loose:One-Shot-Discard your hand. The Scholar deals 1 Target X Lightning Damage, where X = the number of cards discarded this way.
Mortal Form to Energy:Ongoing, Elemental-At the start of your turn, either discard 1 card or destroy this card. Whenever The Scholar regains HP, The Scholar also deals 1 Target that much Energy Damage.
Mortal Form to Energy:Ongoing, Elemental-At the start of your turn, either discard 1 card or destroy this card. Whenever The Scholar regains HP, The Scholar also deals 1 Target that much Energy Damage.
Proverbs and Axioms:One-Shot--Each Player draws 1 card. Each Hero Character card may either regain 2 HP or deal themselves 3 Psychic Damage and use a Power.
Truth Seeker:Ongoing,
Limited--Power: The Scholar deals 1 Target 2 Melee Damage. Draw 1 card.Transmutive Recovery:One-Shot--The Scholar regains 2 HP. Draw 2 cards.
"Get Out of the Way!":One-Shot--The Scholar deals each non-Hero Target 1 Fire Damage. Then, The Scholar regains X HP, where X = the number of Targets dealt Damage this way.
Grace Under Fire:One-Shot--The Scholar deals 1 Target X Radiant Damage, where X = the number of non-Hero Targets in play.

(http://www.sotm.freedomforceforever.com/banners/Wraith.png)
HP: 20 Lowest Hero Target
Base Power: Stealth--Reduce the next damage that would be dealt to the Wraith by 2.
In Play: Infrared Eyepiece, Micro Targeting Computer
Spoiler

Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Infrared Eyepiece:Equipment--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.

Hand:
Spoiler

Suture Self:One-Shot-The Wraith regains 3 HP.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Throwing Knives:Equipment,Limited--Power: The Wraith deals up to 3 Targets 1 Projectile Damage each.
Infrared Eyepiece: Power: Reveal the top 2 cards of the Villain deck.
Put 1 of them on top of the Villain deck and the other on the bottom.
Draw a card.
Smoke Bombs: Equipment,
Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP.
Reduce Damage redirected this way by 1.

(http://www.sotm.freedomforceforever.com/banners/Tachyon.png)
HP: 20 Lowest Hero Target
Base Power: Rapid Recon--Look at the top card of your Hero deck.  You may discard that card.
In Play: Synaptic Inerruption
Spoiler

Synaptic Interruption:Ongoing,
Burst--If Tachyon would be dealt 3 or more Damage from a single source, you may redirect that Damage to a Target of your choice and destroy this card.
Burst Count: 2
Hand
Spoiler

Lightspeed Barrage:One-Shot--Tachyon deals 1 Target X Melee Damage, where X = the number of Burst cards in your trash.
Nimble Strike: One-Shot, Burst--"Tachyon deals 1 Target 1 Melee Damage. You may draw a card.
Hypersonic Assault: One-Shot--"Tachyon deals each non-Hero Target 1 Sonic Damage.
Targets dealt Damage this way cannot deal Damage until the start of your next turn.
Lightning Reflexes:One-Shot--You may play up to 2 cards now.
Fleet of Foot:One-Shot,Burst--Each player may draw a card. You may play a card.

(http://www.sotm.freedomforceforever.com/banners/Tempest.png)
HP: 20 Lowest Hero Target
Base Power: Squall--Tempest deals all non-Hero targets 1 Projectile damage.
In Play: Grievous Hail Storm, Electrical Storm

Spoiler

Grievous Hail Storm: Ongoing--Power: Tempest deals each non-Hero Target 2 Cold Damage.
Electrical Storm:Ongoing, Limited--At the start of your turn, Tempest deals each non-Hero Target 1 Lightning Damage.

Hand:
Spoiler

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.
Elemental Subwave Inducer:Equipment,Limited--At the start of your turn, select a Damage type. All Damage dealt by Tempest this turn is of that type. Reduce Damage to Tempest of that type by 1 until the start of your next turn.
Chain Lightning:One-Shot--Tempest deals 1 Target 4 Lightning Damage. Tempest may deal a second Target 3 Lightning Damage. Tempest may deal a third Target 2 Lightning Damage.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Vicious Cyclone:Ongoing,
Limited--Play this card next to a Target.
At the start of your turn, discard up to 3 cards. Tempest deals that Target 1 Projectile Damage for each card discarded this way.
If the Target leaves play, destroy this card.

It is now Voss's turn.

Voss flips to his Super Thorathian Warrior side.
Voss Plays  Forced Deployment:Ongoing--When this card is destroyed, take all of the Minion cards from the Villain trash and put them into play.
At the start of the Villain turn, destroy this card.

Voss hits the highest for 4 points of damage, which is Scholar.  he is now at 17 hp.
Voss hits the lowest for 3 points of damage, which is also Scholar.  He is now at 14 hp.

It is now Expatriette's turn.

(http://www.sotm.freedomforceforever.com/banners/Expatriette.png)
HP: 20 Highest Hero Target
Base Power: Load--Play a card.
Cards in Play: Tactical Shotgun, Flak Jacket, Pride
Spoiler

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.
"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."

Hand:
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.
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.
Speed Loading:Ongoing,Limited--At the start of your turn, you may take 1 Ammo card from your trash and put it on the top of your deck. At the start of your turn, you may play an Ammo card.
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.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Deaths Jester on August 11, 2014, 02:18:30 PM
Cat, could you retcon it so that I discarded "Tactical Shotgun" to stop the Environment's recent harmful attack?  If so, do it.

As for my turn, I'll play "Quick Draw" to play "Prejudice" from my deck and follow that up with an attack on Voss using both "Pride" and "Prejudice".  I'll then draw and end my turn.

Expatriette suddenly pops out from behind a pile of rubble. "Sorry, blokes, but I had to stop to reload."  With that she turns her signature twin pistols on Voss and opens fire.  "Take care of that blasted machine this scum just wiped out.  I'll make sure to keep him distracted enough to not bother you."


Spoiler
If I'm not able to get back in time for the end of the Round and beginning of the next, here's what I'll do before my turn.  If the Environment tosses out a hostile/harmful card, I'll discard "Assault Rifle" to cancel it.  I will also discard "Flak Jacket" to avoid the highest possible damage to dealt to me.
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 11, 2014, 08:38:53 PM
Sorry, DJ, but discarding can only be done from your hand.  Destroy means remove something in play, discard means from hand.  I can retcon a different discard from your hand, if you like.

I will execute your instructions for next turn.  Posting things head like that can be very helpful, if nothing changes in the meantime.  Unlikely, in this case.

Anyhow, you deal Voss 2 and 2 damage.  Since I forgot to factor Tempests Nemesis bonus correctly on Round 2, Voss should have gotten a point of damage then as well.  So voss is down to 79 points of damage.

You draw

Spoiler

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.

It is now Scholar's turn


(http://www.sotm.freedomforceforever.com/banners/Scholar.png)
HP: 14 Lowest Hero Target
Base Power: Better Living--The Scholar regains 1 hp.
In Play: Truth Seeker, Mortal Form to Energy

Hand:
Spoiler

Alchemical Redirection: Ongoing--Redirect all Damage that would be deal to Hero Targets to The Scholar.
At the start of your turn, destroy this card.
Flesh to IronOngoing, Elemental--At the start of your turn, either discard 1 card or destroy this card. Reduce Damage dealt to The Scholar by 2.
Know When to Turn Loose:One-Shot-Discard your hand. The Scholar deals 1 Target X Lightning Damage, where X = the number of cards discarded this way.
Mortal Form to Energy:Ongoing, Elemental-At the start of your turn, either discard 1 card or destroy this card. Whenever The Scholar regains HP, The Scholar also deals 1 Target that much Energy Damage.
Mortal Form to Energy:Ongoing, Elemental-At the start of your turn, either discard 1 card or destroy this card. Whenever The Scholar regains HP, The Scholar also deals 1 Target that much Energy Damage.
Proverbs and Axioms:One-Shot--Each Player draws 1 card. Each Hero Character card may either regain 2 HP or deal themselves 3 Psychic Damage and use a Power.
Truth Seeker:Ongoing,
Limited--Power: The Scholar deals 1 Target 2 Melee Damage. Draw 1 card.Transmutive Recovery:One-Shot--The Scholar regains 2 HP. Draw 2 cards.
"Get Out of the Way!":One-Shot--The Scholar deals each non-Hero Target 1 Fire Damage. Then, The Scholar regains X HP, where X = the number of Targets dealt Damage this way.
Grace Under Fire:One-Shot--The Scholar deals 1 Target X Radiant Damage, where X = the number of non-Hero Targets in play.

At the start of your turn, you must either destroy Mortal Form to Energy, or discard 1 card from your hand in upkeep. Proceed with the rest of the turn as normal.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Outcast on August 12, 2014, 03:31:28 AM
Scholar shrugs off the vicious attack of Voss and smiles.
 
"Wasn't expecting an attack from the big Voss man himself. Well at least we got some idea on how he attacks. Live and learn."

Scholar also notices Voss activating the same device to call for reinforcements.

"Guess it wouldn't be an invasion if those were the only soldiers he brought along. As one great man once said, Intelligence is the ability to adapt to change...and i see there's no better time to do it than the present."

Scholar discards 1 Mortal Form to Energy to keep the current Mortal Form to Energy in play. Then plays Flesh to Iron. Uses Truth Seeker to bash Voss in the noggin while he's still within reach (don't you think you'd get away with knocking the wind out of me for free Voss), then draw 1 card at the same time. And to end his turn, he'll draw another card.  :)
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 12, 2014, 10:14:46 AM
You draw

Spoiler

Transmutive Recovery:One-Shot--The Scholar regains 2 HP. Draw 2 cards.
Know When to Turn Loose:One-Shot   "Discard your hand. The Scholar deals 1 Target X Lightning Damage, where X = the number of cards discarded this way.

It is now Wraith's turn

(http://www.sotm.freedomforceforever.com/banners/Wraith.png)
HP: 20 Highest Hero Target
Base Power: Stealth--Reduce the next damage that would be dealt to the Wraith by 2.
In Play: Infrared Eyepiece, Micro Targeting Computer
Spoiler

Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Infrared Eyepiece:Equipment--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.

Hand:
Spoiler

Suture Self:One-Shot-The Wraith regains 3 HP.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Throwing Knives:Equipment,Limited--Power: The Wraith deals up to 3 Targets 1 Projectile Damage each.
Infrared Eyepiece: Power: Reveal the top 2 cards of the Villain deck.
Put 1 of them on top of the Villain deck and the other on the bottom.
Draw a card.
Smoke Bombs: Equipment,
Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP.
Reduce Damage redirected this way by 1.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Outcast on August 12, 2014, 10:33:40 AM
Voss HP is now at 77 right? How many soldiers are currently in the trash ( all of which will come back once force depolyment is destroyed ) ?

:doh: I forgot the fact that Voss wins if he gets 10 minions/soldiers out...so we need to watch how many minions are currently "out" guys.
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 12, 2014, 08:34:58 PM
There are currently 7 minions in his trash.

Good news is this is a good time for this to happen.  Scholar has his metal form out and can tank all the damage going to the lowest without taking any damage from it, except for 1 point from Voss himself.  Tachyon and Expat both have ways of dealing with 3 point attacks.  You'll still take some damage, but not as bad as it could be and if you attack the minions in the right order, you can easily clean all of them out next round, no problem.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Deaths Jester on August 13, 2014, 12:17:11 AM
Cat, don't worry with ret conning then.  Also want to change one strategy for later....

Spoiler
If the environment would cause harm to players and is able to be cancelled by a discard, I'll discard Speedloading instead of Assault rifle.

"Don't worry Scholar! Tempest and I will hold the line against his forces!"
Title: Re: Sentinels of the Multiverse Game 2
Post by: Glitch Girl on August 13, 2014, 02:36:41 PM
Got a question: if Infrared eyepiece is still in play, shouldn't I have seen his hand last round?
Title: Re: Sentinels of the Multiverse Game 2
Post by: Deaths Jester on August 13, 2014, 03:02:38 PM
While I'm unsure about it, I think you had to have specified you used it to have been able to see what he had in his hand.  Unsure though.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Glitch Girl on August 13, 2014, 04:06:20 PM
Personally, I thought it was a one shot, so I was surprised to still see it in play, especially since I have an extra in my hand.  If it is continuous, I can sacrifice one if there's another environmental problem.
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 13, 2014, 08:41:12 PM
The Eyepiece is an equipment card, so it stays in place until destroyed.  While some equipment grant an automatic ability, Eyepiece simply gives you an alternate Power that you can use on your turn.  Currently you can either use Stealth or Infrared Eyepiece as your power each turn.

Looking back, I realize that I lift out the keyword Equipment from that card.  I apologize for any confusion that may have caused.

Also there are a total of 3 copies of Forced Deployment in his deck, so only one more is left.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Glitch Girl on August 13, 2014, 08:55:11 PM
From a shadowy vantage point, Wraith scans Voss and his oncoming forces.

(since Stealth is still in effect, I activate  the eyepiece again)
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 13, 2014, 08:58:54 PM
Don't forget to play a card, if you want to.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Glitch Girl on August 14, 2014, 02:41:06 AM
Is Smoke Bomb only active one round or continuous?  The rest of the hand I want to save except for the 2nd eyepiece, unless those stack, which I doubt.
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 14, 2014, 07:57:08 AM
Any card without the One-Shot keyword stays in effect until destroyed, including Smoke Bombs.  Suture Self is the only One-Shot currently in your hand.

The Eyepiece is not Limited, so you can have both in play at once, but each one would be considered a separate power, so you'd need a way to activate two different powers at the same time for that to actually be useful.  Wraith DOES have such a card in her deck.

Smoke Bomb is also not a power.  It's effects are automatic.  That would, however, pull damage away from your guy with the heavy armor next round, so it might not be optimal at this time.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Glitch Girl on August 14, 2014, 01:07:12 PM
Okay.  In that case, I think I'm done.  So what are the results of eyepiece?
Title: Re: Sentinels of the Multiverse Game 2
Post by: Outcast on August 14, 2014, 02:25:18 PM
Quote from: catwhowalksbyhimself on August 13, 2014, 08:41:12 PM
Also there are a total of 3 copies of Forced Deployment in his deck, so only one more is left.

Well this is good to know. If he ends up using all of his Forced Deployment cards early in the game while he still has few minions out/in the trash, Voss will be forced to start from scratch in building up his minions up to 10.

Quote from: catwhowalksbyhimself on August 13, 2014, 08:58:54 PM
Don't forget to play a card, if you want to.

GG, I think what cat means here is....

Quote from: catwhowalksbyhimself on May 14, 2014, 11:24:16 PM
A couple of Hero notes here. 
Each turn you may play one card, then use 1 power, then drawn one card.  You may also skip the rest of your turn to draw 2 cards instead.
One Shots of played immediately and discarded.  Equipments and Ongoings hang around.  Only one copy of a Limited card can be in play at once.

Since he did say that each turn we may play one card, i'm not sure if we can really skip playing a card and use 1 power. You could still play a card, like equip throwing knives, then choose to use the power of your infra red eyepiece.

Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 14, 2014, 08:52:04 PM
Quote from: Outcast on August 14, 2014, 02:25:18 PMto.

GG, I think what cat means here is....

Quote from: catwhowalksbyhimself on May 14, 2014, 11:24:16 PM
A couple of Hero notes here. 
Each turn you may play one card, then use 1 power, then drawn one card.  You may also skip the rest of your turn to draw 2 cards instead.
One Shots of played immediately and discarded.  Equipments and Ongoings hang around.  Only one copy of a Limited card can be in play at once.

Since he did say that each turn we may play one card, i'm not sure if we can really skip playing a card and use 1 power. You could still play a card, like equip throwing knives, then choose to use the power of your infra red eyepiece.

Those three options are not linked.  You may skip any one or more of them you like, or all three if you so please.  Only special rule is that if you skip out on both playing a card and using a power, then are you permitted to draw one extra card.  In other words, it's perfectly fine not playing a card and still using your power.  I simply wanted to make sure that was your intent.  It is, so all is cool.

I think I'm also going to tinker with my information format to make it more clear what your power options are.

The top two cards of Voss's deck are:

Spoiler

Gene-Bound Banshee:3 hp,Minion   --This card is immune to Sonic Damage. At the end of the Villain turn, this card deals the Hero with the most Ongoing cards 3 Sonic Damage.
Gene-Bound Frosthound:3 hp,Minion--This card is immune to Cold Damage. At the end of the Villain turn, this card deals each Hero Target 2 Cold Damage.

For the record, the hero with the most Ongoings in play is currently Scholar with 3.

You may place one on top of the deck, and one of the bottom.
Title: Re: Sentinels of the Multiverse Game 2
Post by: spydermann93 on August 14, 2014, 09:19:31 PM
I say get rid of the Frosthound and let the Banshee come out.

The Frosthound could damage all of us, but the Banshee would only harm Scholar, and he could easily heal that damage (using "Proverbs and Axioms" and "Better Living") in one turn and get more cards in his hand at the same time.

The Frosthound would damage the entire team, albeit for one less damage a piece.

But I'm definitely open to suggestions, here :P

Tempest: "I hate Frosthounds..."

EDIT: Actually, with the "Proverbs and Axioms" and "Better Living" combo, he could negate all of the the Frosthound's damage for the entire team and heal himself one hp.  Either way, everybody would get cards and nobody would get hurt, so it's up to you guys (primarily Scholar). :P

Tempst: "but I hate Banshees more."
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 14, 2014, 09:38:29 PM
Don't forget that with Mortal Form to energy, any time he heals, he automatically deals damage as well.

There's actually a combo you could do with three different heroes working together that would make the entire team immune to the vast majority of damage for possible the rest of the game. (yes I'll tell, but only if asked)
Title: Re: Sentinels of the Multiverse Game 2
Post by: spydermann93 on August 14, 2014, 09:56:32 PM
Quote from: catwhowalksbyhimself on August 14, 2014, 09:38:29 PMThere's actually a combo you could do with three different heroes working together that would make the entire team immune to the vast majority of damage for possible the rest of the game. (yes I'll tell, but only if asked)

Speaking of that, might I see what's in the trash heap for all of the heroes as of right now?

EDIT: Actually, I can look it up.  I don't know if you're keeping track with an actual set of cards or not. :P
Title: Re: Sentinels of the Multiverse Game 2
Post by: Glitch Girl on August 14, 2014, 10:34:22 PM
Frosthound to bottom it is then.
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 14, 2014, 10:37:47 PM
Yes, I am actually.  I could use a spreadsheet to replace the cards, but I'd rather just use the actual cards.  This does mean that I cannot use those cards in my own games for the duration but, not counting fan made stuff, I have 18 other heroes, 17 other villains, and 15 other environments to choose from, so I think I'm good.

If you'd like I can list the trash piles for you.  I'll also take this opportunity to remind you that you can see all the cards from all the decks here if you are so inclined

https://docs.google.com/spreadsheet/ccc?key=0AprCZHVK0QvtdDVyV1VTTk54TEJ1RFBlSXlJV1p0SVE&usp=sharing#gid=1
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 14, 2014, 10:47:16 PM
Ninja'd but Glitchie.  And then the site stopped working.  Figures.

So to the bottom the frosthounds go!

Eyepiece draws

Spoiler

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

Your normal draw is

Spoiler

Combat Stance:Ongoing,Limited--The first time The Wraith is dealt Damage by a Target each turn, The Wraith deals that Target 2 Melee Damage.

(http://www.sotm.freedomforceforever.com/banners/Tachyon.png)
HP: 20 Highest Hero Target
Available Powers:
Rapid Recon--Look at the top card of your Hero deck.  You may discard that card.

In Play: Synaptic Interruption
Spoiler

Synaptic Interruption:Ongoing,
Burst--If Tachyon would be dealt 3 or more Damage from a single source, you may redirect that Damage to a Target of your choice and destroy this card.
Burst Count: 2
Hand
Spoiler

Lightspeed Barrage:One-Shot--Tachyon deals 1 Target X Melee Damage, where X = the number of Burst cards in your trash.
Nimble Strike: One-Shot, Burst--"Tachyon deals 1 Target 1 Melee Damage. You may draw a card.
Hypersonic Assault: One-Shot--"Tachyon deals each non-Hero Target 1 Sonic Damage. Targets dealt Damage this way cannot deal Damage until the start of your next turn.
Lightning Reflexes:One-Shot--You may play up to 2 cards now.
Fleet of Foot:One-Shot,Burst--Each player may draw a card. You may play a card.
Title: Re: Sentinels of the Multiverse Game 2
Post by: abenavides on August 15, 2014, 12:05:53 AM
Tachyon is gonna build up the burst ...

I'll play Fleet of Foot so everyone draws a card.
I assume I can see what I draw before deciding what card to play next?
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 15, 2014, 02:10:49 AM
You certainly may.  Everything in this game happens in order, so everyone draws first, then you may play.

Expatriette

Spoiler
Hollow Points: Equipment, Ammo--Play this card next to a Gun card. Increase the Damage of that card's Power by 2. After that Power is used, destroy this card.

The Scholar

Spoiler
Proverbs and Axioms:One-Shot--Each Player draws 1 card. Each Hero Character card may either regain 2 HP or deal themselves 3 Psychic Damage and use a Power.

Wraith

Spoiler
Trust Fund:One-Shot--Draw 4 cards, then discard 2 cards.

Tachyon

Spoiler
Research Grant   :Ongoing--Power: Draw 2 cards. Discard a card.

Tempest

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.

Tachyon may now play another card
Title: Re: Sentinels of the Multiverse Game 2
Post by: abenavides on August 15, 2014, 01:44:12 PM
tachyon plays Research Grant and uses it to draw 2 cards (I assume this means I can't use my base power this turn?)
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 15, 2014, 08:43:08 PM
Yes, it's one or the other.  I consider Research Grant to be an improvement over the base power anyways, generally.

You draw
Spoiler

Fleet of Foot:One-Shot,Burst--Each player may draw a card. You may play a card.
Sucker Punch   One-Shot, Burst--Destroy 1 Target with 2 or fewer HP.

Research Grant also required you to discard a card as well.  It can be any card in your hand, including but not limited to the ones you just drew.
Title: Re: Sentinels of the Multiverse Game 2
Post by: abenavides on August 16, 2014, 08:37:49 AM
I discard Nimble Strike
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 16, 2014, 11:54:56 AM
You draw

Spoiler

Synaptic Interruption:Ongoing, Burst--If Tachyon would be dealt 3 or more Damage from a single source, you may redirect that Damage to a Target of your choice and destroy this card.

It is now Tempest's turn

(http://www.sotm.freedomforceforever.com/banners/Tempest.png)
HP: 20 Highest Hero Target
Available Powers:
Squall--Tempest deals all non-Hero targets 1 Projectile damage.
Grievous Hail Storm--Tempest deals each non-Hero Target 2 Cold Damage.

In Play: Grievous Hail Storm, Electrical Storm

Spoiler

Grievous Hail Storm: Ongoing--Power: Tempest deals each non-Hero Target 2 Cold Damage.
Electrical Storm:Ongoing, Limited--At the start of your turn, Tempest deals each non-Hero Target 1 Lightning Damage.

Hand:
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.
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.
Elemental Subwave Inducer:Equipment,Limited--At the start of your turn, select a Damage type. All Damage dealt by Tempest this turn is of that type. Reduce Damage to Tempest of that type by 1 until the start of your next turn.
Chain Lightning:One-Shot--Tempest deals 1 Target 4 Lightning Damage. Tempest may deal a second Target 3 Lightning Damage. Tempest may deal a third Target 2 Lightning Damage.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Vicious Cyclone:Ongoing,
Limited--Play this card next to a Target.
At the start of your turn, discard up to 3 cards. Tempest deals that Target 1 Projectile Damage for each card discarded this way.
If the Target leaves play, destroy this card.

At the beginning of your turn, Electrical storm deals Voss 2 damage.  He is now at 77 hp.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Outcast on August 16, 2014, 01:11:59 PM
Quote from: catwhowalksbyhimself on August 11, 2014, 08:38:53 PM
Sorry, DJ, but discarding can only be done from your hand.  Destroy means remove something in play, discard means from hand.  I can retcon a different discard from your hand, if you like.....Anyhow, you deal Voss 2 and 2 damage.  Since I forgot to factor Tempests Nemesis bonus correctly on Round 2, Voss should have gotten a point of damage then as well.  So voss is down to 79 points of damage.

It is now Scholar's turn

Uhm....since i did attack him using Truth Seeker....Voss should at least felt something....i know my attack ( probably a clubbing melee attack using the philosopher stone :P ) isn't much but i know he isn't protected by any minions at the moment. Voss should at least have 77 hp when my turn ended. :mellow:
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 16, 2014, 01:23:58 PM
Sorry about that.  Voss is at 75 hp then.
Title: Re: Sentinels of the Multiverse Game 2
Post by: spydermann93 on August 16, 2014, 03:40:33 PM
I'll do a Grievous Hailstorm on Voss

and put up a Shielding Wind
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 16, 2014, 05:11:14 PM
Shielding Wind is in play

You deal Voss 3 damage.  He is now at 72 hp.

You draw

Spoiler
Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.

It is now the Environment's turn

(http://www.sotm.freedomforceforever.com/banners/Megalopolis.png)
Cards in Play: Police Backup

Magalopolis plays another Police Backup

Each Police Backup shoots Voss for 1 point of damage each, reducing him to 70 hp.

Voss knocks Scholar, now glowing green and transparent, into a nearby wall.  As Tempest concentrates his storm on Voss, Expatriette and the ever increasing numbers of police in the area concentrate gunfire on Voss.  He seems to be starting to notice, if only barely.  In the meantime, Wraith and Tachyon are working together to predict and counter his military operations.  Dismayed, Voss issues an order--immediate reinforcement, ignoring losses.  More dropships begin to arrive. . .

This concludes Round 4.
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 16, 2014, 05:21:01 PM
Round 5

Effects in play:
All damage dealt to Voss reduced by 1 for every Minion in play.  Voss's current reduction is 0.
Next Damage dealt to Wrait reduced by 2.
Whevener Scholar is healed, he may deal that much damage to 1 target.

(http://www.sotm.freedomforceforever.com/banners/voss.png)
Side:Super Thorathian Warrior
HP: 70 Highest Villain Target
Minions in play:


Details on what the Minions do:
Spoiler

Gene-Bound Shock Infantry[/b:]This card is immune to Lightning Damage.
At the end of the Villain turn, this card deals the Hero Target with the highest HP 3 Lightning Damage.
Gene-Bound Psi-Weaver[/b:]This card is immune to Psychic Damage.
At the end of the Villain turn, this card deals each Hero Target 2 Psychic Damage.
Gene-Bound Guard[/b:]Reduce Damage dealt to Villain Targets by 1.
Gene-Bound Psi-Weaver:This card is immune to Psychic Damage.
Gene-Bound Soldier: This cards is immune to Projectile Damage. At the end of the Villain turn, this card deals the Hero Target with the highest HP 2 Projectile Damage."
Gene-Bound Firesworn [/b:]This card is immune to Fire Damage.
At the end of the Villain turn, this card deals the Hero Target with the highest HP 2 Fire Damage.
Gene-Bound Ion Lancer[/b:]This card is immune to Energy Damage.
At the end of the Villain turn, this card deals the Hero Target with the lowest HP 2 Energy Damage.

(http://www.sotm.freedomforceforever.com/banners/Megalopolis.png)
Cards in Play: Police Backup, Police Backup

(http://www.sotm.freedomforceforever.com/banners/Expatriette.png)
HP: 20 Highest Hero Target
Base Power: Load--Play a card.
Cards in Play: Tactical Shotgun, Flak Jacket, Pride, Prejudice
Spoiler

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.
"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."

Hand:
Spoiler

Hollow Points: Equipment,
Ammo--Play this card next to a Gun card.
Increase the Damage of that card's Power by 2.
After that Power is used, 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.
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.
Speed Loading:Ongoing,Limited--At the start of your turn, you may take 1 Ammo card from your trash and put it on the top of your deck. At the start of your turn, you may play an Ammo card.
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.

(http://www.sotm.freedomforceforever.com/banners/Scholar.png)
HP: 14 Lowest Hero Target
Base Power: Better Living--The Scholar regains 1 hp.
In Play: Truth Seeker, Mortal Form to Energy, Flesh to Iron
Spoiler

Flesh to IronOngoing, Elemental--At the start of your turn, either discard 1 card or destroy this card. Reduce Damage dealt to The Scholar by 2.
Mortal Form to Energy:Ongoing, Elemental-At the start of your turn, either discard 1 card or destroy this card. Whenever The Scholar regains HP, The Scholar also deals 1 Target that much Energy Damage.
Truth Seeker:Ongoing,
Limited--Power: The Scholar deals 1 Target 2 Melee Damage. Draw 1 card.

Hand:
Spoiler

Alchemical Redirection: Ongoing--Redirect all Damage that would be deal to Hero Targets to The Scholar.
At the start of your turn, destroy this card.
Know When to Turn Loose:One-Shot-Discard your hand. The Scholar deals 1 Target X Lightning Damage, where X = the number of cards discarded this way.
Mortal Form to Energy:Ongoing, Elemental-At the start of your turn, either discard 1 card or destroy this card. Whenever The Scholar regains HP, The Scholar also deals 1 Target that much Energy Damage.
Proverbs and Axioms:One-Shot--Each Player draws 1 card. Each Hero Character card may either regain 2 HP or deal themselves 3 Psychic Damage and use a Power.
Truth Seeker:Ongoing,
Limited--Power: The Scholar deals 1 Target 2 Melee Damage. Draw 1 card.
"Get Out of the Way!":One-Shot--The Scholar deals each non-Hero Target 1 Fire Damage. Then, The Scholar regains X HP, where X = the number of Targets dealt Damage this way.
Grace Under Fire:One-Shot--The Scholar deals 1 Target X Radiant Damage, where X = the number of non-Hero Targets in play.
Know When to Turn Loose:One-Shot   "Discard your hand. The Scholar deals 1 Target X Lightning Damage, where X = the number of cards discarded this way.
Transmutive Recovery:One-Shot--The Scholar regains 2 HP. Draw 2 cards.
Transmutive Recovery:One-Shot--The Scholar regains 2 HP. Draw 2 cards.
Proverbs and Axioms:One-Shot--Each Player draws 1 card. Each Hero Character card may either regain 2 HP or deal themselves 3 Psychic Damage and use a Power.

(http://www.sotm.freedomforceforever.com/banners/Wraith.png)
HP: 20 Highest Hero Target
Base Power: Stealth--Reduce the next damage that would be dealt to the Wraith by 2.
In Play: Infrared Eyepiece, Micro Targeting Computer
Spoiler

Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Infrared Eyepiece:Equipment--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.

Hand:
Spoiler

Research Grant:Ongoing--Power: Draw 2 cards. Discard a card.
Grappling Hook:One-Shot--Destroy 1 Ongoing or Environment card. You may draw a card.
Combat Stance:Ongoing,Limited--The first time The Wraith is dealt Damage by a Target each turn, The Wraith deals that Target 2 Melee Damage.
Suture Self:One-Shot-The Wraith regains 3 HP.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Throwing Knives:Equipment,Limited--Power: The Wraith deals up to 3 Targets 1 Projectile Damage each.
Infrared Eyepiece: Power: Reveal the top 2 cards of the Villain deck.
Put 1 of them on top of the Villain deck and the other on the bottom.
Draw a card.
Smoke Bombs: Equipment,
Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP.
Reduce Damage redirected this way by 1.

(http://www.sotm.freedomforceforever.com/banners/Tachyon.png)
HP: 20 Highest Hero Target
Available Powers:
Rapid Recon--Look at the top card of your Hero deck.  You may discard that card.
Research Grant--Draw 2 cards. Discard a card.

In Play: Synaptic Inerruption, Research Grant
Spoiler

Research Grant:Ongoing--Power: Draw 2 cards. Discard a card.
Synaptic Interruption:Ongoing,
Burst--If Tachyon would be dealt 3 or more Damage from a single source, you may redirect that Damage to a Target of your choice and destroy this card.
Burst Count: 4
Hand
Spoiler

Lightspeed Barrage:One-Shot--Tachyon deals 1 Target X Melee Damage, where X = the number of Burst cards in your trash.
Hypersonic Assault: One-Shot--"Tachyon deals each non-Hero Target 1 Sonic Damage.
Targets dealt Damage this way cannot deal Damage until the start of your next turn.
Lightning Reflexes:One-Shot--You may play up to 2 cards now.
Fleet of Foot:One-Shot,Burst--Each player may draw a card. You may play a card.
Sucker Punch: One-Shot, Burst--Destroy 1 Target with 2 or fewer HP.
Synaptic Interruption:Ongoing,
Burst--If Tachyon would be dealt 3 or more Damage from a single source, you may redirect that Damage to a Target of your choice and destroy this card.

(http://www.sotm.freedomforceforever.com/banners/Tempest.png)
HP: 20 Highest Hero Target
Available Powers:
Squall--Tempest deals all non-Hero targets 1 Projectile damage.
Grievous Hail Storm--Tempest deals each non-Hero Target 2 Cold Damage.

In Play: Grievous Hail Storm, Electrical Storm, 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.
Grievous Hail Storm: Ongoing--Power: Tempest deals each non-Hero Target 2 Cold Damage.
Electrical Storm:Ongoing, Limited--At the start of your turn, Tempest deals each non-Hero Target 1 Lightning Damage.

Hand:
Spoiler

Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.
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.
Elemental Subwave Inducer:Equipment,Limited--At the start of your turn, select a Damage type. All Damage dealt by Tempest this turn is of that type. Reduce Damage to Tempest of that type by 1 until the start of your next turn.
Chain Lightning:One-Shot--Tempest deals 1 Target 4 Lightning Damage. Tempest may deal a second Target 3 Lightning Damage. Tempest may deal a third Target 2 Lightning Damage.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Vicious Cyclone:Ongoing,
Limited--Play this card next to a Target.
At the start of your turn, discard up to 3 cards. Tempest deals that Target 1 Projectile Damage for each card discarded this way.
If the Target leaves play, destroy this card.

It is Voss's turn.  At the start of his turn, he will deal the highest 4 energy damage and the lowest 3 fire damage.  Scholar is the lowest no matter what and will take 1 point of damage, reducing him to 13 hp.  Any of the other heroes could take the highest damage, but as Expat has already volunteer, Expat takes it, then destroy Flak Jack to ignore the damage.

Forced Deployment destroys itself, bring back every Minion in Voss's trash.  They are Shock Infantry, Firesworn, Firesworn, Soldier, Ion-Lancer, Psi Weaver, and Guard.

Voss then plays Gene-Bound Banshee

First off, the Infantry will hit the highest for three.  Everyone but Scholar is tied for highest hp, so who wants it.  Tachyon has the option to use Synaptic Interruption to redirect the damage to another target if she takes it.
Title: Re: Sentinels of the Multiverse Game 2
Post by: abenavides on August 16, 2014, 05:28:57 PM
I'd like to use Synaptic Interruption to redirect the 3pts of damage.

Hmm.. not sure of best target. I assume Voss now has 7 pts of protection?
Can I hurt his minions? (i.e what are their point totals?)

Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 16, 2014, 05:48:24 PM
All Minions in his deck always have 3 hp.

Thanks to the Guard being back, all damage to them is reduced by 1.

So you could reduce any one of them to 1 hp, basically.

Actually, right now the minions are reducing damage dealt to Voss by 8.  7 Minions brought back from Forced Deployment, plus the new one that just go played.

To simply matters, here's things as they currently stand

Effects in play:
All damage dealt to Voss reduced by 1 for every Minion in play.  Voss's current reduction is 8.
Next Damage dealt to Wrait reduced by 2.
Whevener Scholar is healed, he may deal that much damage to 1 target.
Reduce all damage dealt to Scholar by 2
Anytime 5 or more damage is deal to a hero from a single target, reduce it by 2

(http://www.sotm.freedomforceforever.com/banners/voss.png)
Side:Super Thorathian Warrior
HP: 70 Highest Villain Target
Minions in play:
Gene-Bound Psi-Weaver 3hp
Gene-Bound Firesworn 3hp
Gene-Bound Firesworn 3hp
Gene-Bound Soldier 3hp
Gene-Bound Ion Lancer 3hp
Gene-Bound Psi-Weaver 3hp
Gene-Bound Guard 3hp
Gene-Bound Banshee 3hp

Details on what the Minions do:
Spoiler

Gene-Bound Banshee:3 hp,Minion   --This card is immune to Sonic Damage. At the end of the Villain turn, this card deals the Hero with the most Ongoing cards 3 Sonic Damage.
Gene-Bound Shock Infantry[/b:]This card is immune to Lightning Damage.
At the end of the Villain turn, this card deals the Hero Target with the highest HP 3 Lightning Damage.
Gene-Bound Guard[/b:]Reduce Damage dealt to Villain Targets by 1.
Gene-Bound Psi-Weaver:This card is immune to Psychic Damage.
Gene-Bound Soldier: This cards is immune to Projectile Damage. At the end of the Villain turn, this card deals the Hero Target with the highest HP 2 Projectile Damage."
Gene-Bound Firesworn [/b:]This card is immune to Fire Damage.
At the end of the Villain turn, this card deals the Hero Target with the highest HP 2 Fire Damage.
Gene-Bound Ion Lancer[/b:]This card is immune to Energy Damage.
At the end of the Villain turn, this card deals the Hero Target with the lowest HP 2 Energy Damage.

Edit, Voss is dealing Energy damage, and the Ion-Lancer are immune to that, so you couldn't hurt them. Anyone else though.
Title: Re: Sentinels of the Multiverse Game 2
Post by: spydermann93 on August 16, 2014, 05:56:54 PM
"Strike down the Guard if you can, friend Tachyon! With that, Voss' forces will fall soon after!"
Title: Re: Sentinels of the Multiverse Game 2
Post by: abenavides on August 17, 2014, 01:13:36 AM
Tachyon redirects 3 damage at the guard.
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 17, 2014, 04:56:02 AM
The guard takes 2 points of damage from Voss, reducing him to 1 hp and Synaptic is destroyed.

So now we have 3 instances of 2 points of damage from the Soldier and the 2 Firesworns.  Wraith can use steath to ignore one of those, so now I need 2 people who aren't Scholar to volunteer to take the other two.
Title: Re: Sentinels of the Multiverse Game 2
Post by: spydermann93 on August 17, 2014, 06:21:45 AM
Quote from: catwhowalksbyhimself on August 17, 2014, 04:56:02 AM
The guard takes 2 points of damage from Voss, reducing him to 1 hp and Synaptic is destroyed.

So now we have 3 instances of 2 points of damage from the Soldier and the 2 Firesworns.  Wraith can use steath to ignore one of those, so now I need 2 people who aren't Scholar to volunteer to take the other two.

I will take one of them.

"Stay strong, my friends! Like the storms of Vognild Prime, we shall endure!"
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 17, 2014, 12:50:57 PM
Sigh.  I goofed with the timing of Voss and his minions attacks.

Voss should have attacked after the minions came out.  What this means is that tachyon can redirect that damage instead, which is enough to instant kill any minion, while expat can take and ignore the damage that Tachyon was going to re-direct.  Do you still wish to redirect to the guard?  Since Voss goes first, you can also re-direct to kill another minion before it has a chance to deal its own damage.  Both have merits, but I'll need a decision on that as well.
Title: Re: Sentinels of the Multiverse Game 2
Post by: abenavides on August 17, 2014, 03:33:37 PM
I'll stick with the guard.
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 17, 2014, 04:21:44 PM
Done and done.  The guard dies horribly at the hand of his own master.  Oops.  Speedsters are tricky that way. The minions no longer have damage reduction.

Alright, need one more volunteer for that last instance of 2 damage, then I can finish the rest of Voss's turn.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Deaths Jester on August 17, 2014, 06:05:28 PM
I'll take the damage.
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 17, 2014, 06:32:31 PM
Done.  Expat and Tempest take 2 each, reducing them to 18 hp.

The Soldier and the Lancer deal 0 points of damage each to Scholar

The Psi-Weaver deals 2 points of damage to everyone but Scholar who takes 0.

Expat is now at 16 hp, Wraith at 18, Tachyon at 18, and Tempest at 16.

The banshee deals Scholar 1 point of damage, bringing him down to 12.

And that is that.  It is now Expatriette's turn.

(http://www.sotm.freedomforceforever.com/banners/Expatriette.png)
HP: 16
Base Power: Load--Play a card.
Cards in Play: Tactical Shotgun, Pride, Prejudice
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.
"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."

Hand:
Spoiler

Hollow Points: Equipment,
Ammo--Play this card next to a Gun card.
Increase the Damage of that card's Power by 2.
After that Power is used, 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.
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.
Speed Loading:Ongoing,Limited--At the start of your turn, you may take 1 Ammo card from your trash and put it on the top of your deck. At the start of your turn, you may play an Ammo card.
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.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Deaths Jester on August 17, 2014, 06:45:28 PM
I'll play "Assault Rifle" and target the Psi-Weaver, ShockTroop, and one of the Firesworn.  I'll then draw a card and end my turn.

Looks down at her torn and battered flak jacket "You scum have done it now!  Nobody messes up my wardrobe!"  With that she grabs an assault rifle from the hands of a nearby cop.  "Time to weaken you up so Tempest can wash you away for good!"

Spoiler
This will be the only thing I'll do this round because I have plans for most of my cards in later rounds.
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 17, 2014, 07:20:18 PM
You actually can't do anything else anyways, so it works out (1 Play, the rifle, 1 power, the rifle again, 1 card draw)

Psi-Weaver, Shock Trooper, and 1 Firesworn are now at 1 hp.

You draw

Spoiler

Reload:One-Shot--Take an Ammo card from your trash and put it into play or into your hand.

It is now Scholar's turn


(http://www.sotm.freedomforceforever.com/banners/Scholar.png)
HP: 12 Lowest Hero Target
Available Powers:
Better Living--The Scholar regains 1 hp.
Truth Seeker--The Scholar deals 1 Target 2 Melee Damage. Draw 1 card.

In Play: Truth Seeker, Mortal Form to Energy, Flesh to Iron
Spoiler

Flesh to IronOngoing, Elemental--At the start of your turn, either discard 1 card or destroy this card. Reduce Damage dealt to The Scholar by 2.
Mortal Form to Energy:Ongoing, Elemental-At the start of your turn, either discard 1 card or destroy this card. Whenever The Scholar regains HP, The Scholar also deals 1 Target that much Energy Damage.
Truth Seeker:Ongoing,
Limited--Power: The Scholar deals 1 Target 2 Melee Damage. Draw 1 card.

Hand:
Spoiler

Alchemical Redirection: Ongoing--Redirect all Damage that would be deal to Hero Targets to The Scholar.
At the start of your turn, destroy this card.
Know When to Turn Loose:One-Shot-Discard your hand. The Scholar deals 1 Target X Lightning Damage, where X = the number of cards discarded this way.
Mortal Form to Energy:Ongoing, Elemental-At the start of your turn, either discard 1 card or destroy this card. Whenever The Scholar regains HP, The Scholar also deals 1 Target that much Energy Damage.
Proverbs and Axioms:One-Shot--Each Player draws 1 card. Each Hero Character card may either regain 2 HP or deal themselves 3 Psychic Damage and use a Power.
Truth Seeker:Ongoing,
Limited--Power: The Scholar deals 1 Target 2 Melee Damage. Draw 1 card.
"Get Out of the Way!":One-Shot--The Scholar deals each non-Hero Target 1 Fire Damage. Then, The Scholar regains X HP, where X = the number of Targets dealt Damage this way.
Grace Under Fire:One-Shot--The Scholar deals 1 Target X Radiant Damage, where X = the number of non-Hero Targets in play.
Know When to Turn Loose:One-Shot   "Discard your hand. The Scholar deals 1 Target X Lightning Damage, where X = the number of cards discarded this way.
Transmutive Recovery:One-Shot--The Scholar regains 2 HP. Draw 2 cards.
Transmutive Recovery:One-Shot--The Scholar regains 2 HP. Draw 2 cards.
Proverbs and Axioms:One-Shot--Each Player draws 1 card. Each Hero Character card may either regain 2 HP or deal themselves 3 Psychic Damage and use a Power.

At the beginning of your turn, you must decide whether to keep Flesh to Iron and Mortal Form to Energy.  You must discard one card from hand for each to do so.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Outcast on August 18, 2014, 02:16:47 PM
Scholar discards (1) know when to turn loose and alchemical redirection to keep the ongoing cards. Then plays transmutive recovery to heal himself 2 hp and direct 2 energy damage to the Shock trooper. Afterwards, uses better living to heal 1 more hp, to strike the Psi Weaver with 1 energy damage as well. To end my turn i'll draw a card.

Scholar uses his power to heal himself, all the while directing the energy surges to the Shock trooper and Psi Weaver.

(I am hoping i can somehow make it so that my hp would be the highest hero target. So Wraith can use the Smoke Bombs' ongoing effect to redirect even the attacks directed to the lowest hp towards me. I'm thinking that's what cat had in mind to protect everyone from most damage.)

If not, i can also have the Scholar to play some Proverbs and Axioms. (If you guys are so inclined...)

"Would you guys like to hear out some inspiring quotes and proverbs? You know i've memorized them all. I also like to share some logical theories and deductions with you guys on how to stop Voss. Anyone interested?"  :thinkingidea

(Either way they can inspire and even heal your injuries....or drive you guys crazy but into action with some lengthy, boring, and not so simple explaination of things.)
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 18, 2014, 10:28:11 PM
You have the right idea, although you could have healed 6 points of damage this turn and gotten there immediately.  Doesn't matter, you can get there more slowly.  Scholar's very good at healing.

Scholar heals up to 15 hp.  He hits Shock Troop for 2, and Psi Weaver for 1, destroying both.

You Draw

Spoiler

"Get Out of the Way!":One-Shot--The Scholar deals each non-Hero Target 1 Fire Damage. Then, The Scholar regains X HP, where X = the number of Targets dealt Damage this way.
Bring What you Need:Ongoing, Limited--Power: Reveal the top 3 cards of your deck. Put 2 in your hand and 1 on the bottom of your deck.
Don't Dismiss Anything:One-Shot--Each Player may either move 1 card from their trash to the top of their deck, or put the top card of their deck into play.

It is now Wraith's turn


(http://www.sotm.freedomforceforever.com/banners/Wraith.png)
HP: 18 Highest Hero Target
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.

In Play: Infrared Eyepiece, Micro Targeting Computer
Spoiler

Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Infrared Eyepiece:Equipment--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.

Hand:
Spoiler

Research Grant:Ongoing--Power: Draw 2 cards. Discard a card.
Grappling Hook:One-Shot--Destroy 1 Ongoing or Environment card. You may draw a card.
Combat Stance:Ongoing,Limited--The first time The Wraith is dealt Damage by a Target each turn, The Wraith deals that Target 2 Melee Damage.
Suture Self:One-Shot-The Wraith regains 3 HP.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Throwing Knives:Equipment,Limited--Power: The Wraith deals up to 3 Targets 1 Projectile Damage each.
Infrared Eyepiece: Power: Reveal the top 2 cards of the Villain deck.
Put 1 of them on top of the Villain deck and the other on the bottom.
Draw a card.
Smoke Bombs: Equipment,
Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP.
Reduce Damage redirected this way by 1.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Glitch Girl on August 19, 2014, 03:25:07 AM
How many enemies are still on the board?
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 19, 2014, 03:28:26 AM
(http://www.sotm.freedomforceforever.com/banners/voss.png)
Side:Super Thorathian Warrior
HP: 70 Highest Villain Target
Minions in play:

Gene-Bound Firesworn 1hp
Gene-Bound Firesworn 3hp
Gene-Bound Soldier 3hp
Gene-Bound Ion Lancer 3hp
Gene-Bound Banshee 3hp

Details on what the Minions do:
Spoiler

Gene-Bound Banshee:3 hp,Minion   --This card is immune to Sonic Damage. At the end of the Villain turn, this card deals the Hero with the most Ongoing cards 3 Sonic Damage.
Gene-Bound Shock Infantry[/b:]This card is immune to Lightning Damage.
At the end of the Villain turn, this card deals the Hero Target with the highest HP 3 Lightning Damage.
Gene-Bound Guard[/b:]Reduce Damage dealt to Villain Targets by 1.
Gene-Bound Psi-Weaver:This card is immune to Psychic Damage.
Gene-Bound Soldier: This cards is immune to Projectile Damage. At the end of the Villain turn, this card deals the Hero Target with the highest HP 2 Projectile Damage."
Gene-Bound Firesworn [/b:]This card is immune to Fire Damage.
At the end of the Villain turn, this card deals the Hero Target with the highest HP 2 Fire Damage.
Gene-Bound Ion Lancer[/b:]This card is immune to Energy Damage.
At the end of the Villain turn, this card deals the Hero Target with the lowest HP 2 Energy Damage.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Outcast on August 19, 2014, 03:51:53 AM
Oh man, didn't realize there were still that many. :doh:

I thought the 3 minions with 1 hp each were the only ones left. :banghead:

If i had known/remembered, i may have directed my attack on that gene bound soldier who is immune to Wraith's projectile attacks. Or better yet used Get of the Way.

So that's why i could have healed much more than i should.

It was really my intention to heal up as much as i can. Don't know why i totally forgot there were still a lot of minions in play.

Anyway what's done is done. No use trying to take it back because it would only confuse the others. They can pretty much handle them. I just hope another Forced Deployment is among the next 2 cards or so of Voss, or it's pretty far below his deck. *sighs*
Title: Re: Sentinels of the Multiverse Game 2
Post by: Glitch Girl on August 19, 2014, 04:27:51 PM
Voss' minons cock their heads slightly as their eyes start to glaze.  While they can't understand much of his lengthy lecture, it is still having an effect.  So much so, that they almost don't notice the slim shafts of silver shoot out from the shadows*.

(*yes I do like alliteration.  Why do you ask?)

The 3hp Firesworn, the Ion Lancer, and the Banshee are all getting 3 points of Projectile throwing knife damage  (Throwing Knives + Micro Targeting Computer)

I'm also going to scan Voss with the eyepiece.
Title: Re: Sentinels of the Multiverse Game 2
Post by: spydermann93 on August 19, 2014, 07:52:35 PM
"Four monsters remain, bearing their lives as shields to protect their master."
Title: Re: Sentinels of the Multiverse Game 2
Post by: Glitch Girl on August 19, 2014, 08:28:31 PM
Wait, 4?  Should be 2.  3 points of damage to each of those three I targeted - no shielding that I'm aware of. 
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 19, 2014, 08:38:37 PM
Quote from: Glitch Girl on August 19, 2014, 04:27:51 PM
Voss' minons cock their heads slightly as their eyes start to glaze.  While they can't understand much of his lengthy lecture, it is still having an effect.  So much so, that they almost don't notice the slim shafts of silver shoot out from the shadows*.

(*yes I do like alliteration.  Why do you ask?)

The 3hp Firesworn, the Ion Lancer, and the Banshee are all getting 3 points of Projectile throwing knife damage  (Throwing Knives + Micro Targeting Computer)

I'm also going to scan Voss with the eyepiece.

Throwing Knives is a power and you can only use one, so it's either it or the Eyepiece I'm afraid.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Glitch Girl on August 19, 2014, 08:49:16 PM
Knives it is then, and hope he doesn't draw another "Forced Deployment" in the meantime.
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 19, 2014, 09:06:56 PM
You Draw

Spoiler

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

For you convenience, a list of all Equipment cards still in your hand

Spoiler

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

It is now Tachyon's turn

(http://www.sotm.freedomforceforever.com/banners/Tachyon.png)
HP: 18 Highest Hero Target
Available Powers:
Rapid Recon--Look at the top card of your Hero deck.  You may discard that card.
Research Grant--Draw 2 cards. Discard a card.

In Play: Research Grant
Spoiler

Research Grant:Ongoing--Power: Draw 2 cards. Discard a card.
Burst Count: 5
Hand
Spoiler

Lightspeed Barrage:One-Shot--Tachyon deals 1 Target X Melee Damage, where X = the number of Burst cards in your trash.
Hypersonic Assault: One-Shot--"Tachyon deals each non-Hero Target 1 Sonic Damage. Targets dealt Damage this way cannot deal Damage until the start of your next turn.
Lightning Reflexes:One-Shot--You may play up to 2 cards now.
Fleet of Foot:One-Shot,Burst--Each player may draw a card. You may play a card.
Sucker Punch: One-Shot, Burst--Destroy 1 Target with 2 or fewer HP.
Synaptic Interruption:Ongoing, Burst--If Tachyon would be dealt 3 or more Damage from a single source, you may redirect that Damage to a Target of your choice and destroy this card.
Title: Re: Sentinels of the Multiverse Game 2
Post by: spydermann93 on August 19, 2014, 09:11:49 PM
Quote from: Glitch Girl on August 19, 2014, 08:28:31 PM
Wait, 4?  Should be 2.  3 points of damage to each of those three I targeted - no shielding that I'm aware of.

"I must admit that I have yet to fully understand Terran numbers, friend Wraith."
Title: Re: Sentinels of the Multiverse Game 2
Post by: abenavides on August 19, 2014, 11:25:46 PM
Tachyon uses Research Grant to draw 2 cards
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 20, 2014, 12:49:11 AM
I take it you're passing on a card play?  If not then let me know.

You draw

Spoiler

Supersonic Response:One-Shot, Burst--Tachyon deals 1 Target 2 Melee Damage. If that Target dealt Tachyon Damage since your last turn, she deals that Target 2 Sonic Damage.
Quick Insight:One-Shot, Burst--Draw 3 cards, discard 2 cards.

Choose 1 card to discard.
Title: Re: Sentinels of the Multiverse Game 2
Post by: abenavides on August 20, 2014, 01:24:37 AM
Sorry, didn't realize I had to play a card before using power?

I do want to play a card - Hypersonic Assault
and then I would discard Sucker Punch.
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 20, 2014, 01:38:15 AM
Yeah, play card first, then use power, then draw card, in that order.

Yeah deal 1 damage to the Firesworn and the Soldier.  The Firesworn is destroyed and the soldier at 2 hp.  The soldier cannot deal damage.  Voss is deal 0 damage.

You draw

Spoiler

Synaptic Interruption:Ongoing,Burst--If Tachyon would be dealt 3 or more Damage from a single source, you may redirect that Damage to a Target of your choice and destroy this card.

It is now Tempest's turn

(http://www.sotm.freedomforceforever.com/banners/Tempest.png)
HP: 16
Available Powers:
Squall--Tempest deals all non-Hero targets 1 Projectile damage.
Grievous Hail Storm--Tempest deals each non-Hero Target 2 Cold Damage.

In Play: Grievous Hail Storm, Electrical Storm, 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.
Grievous Hail Storm: Ongoing--Power: Tempest deals each non-Hero Target 2 Cold Damage.
Electrical Storm:Ongoing, Limited--At the start of your turn, Tempest deals each non-Hero Target 1 Lightning Damage.

Hand:
Spoiler

Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.
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.
Elemental Subwave Inducer:Equipment,Limited--At the start of your turn, select a Damage type. All Damage dealt by Tempest this turn is of that type. Reduce Damage to Tempest of that type by 1 until the start of your next turn.
Chain Lightning:One-Shot--Tempest deals 1 Target 4 Lightning Damage. Tempest may deal a second Target 3 Lightning Damage. Tempest may deal a third Target 2 Lightning Damage.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Vicious Cyclone:Ongoing,
Limited--Play this card next to a Target.
At the start of your turn, discard up to 3 cards. Tempest deals that Target 1 Projectile Damage for each card discarded this way.
If the Target leaves play, destroy this card.

At the start of your turn, you deal the soldier 1 point of damage, reducing him to 1 hp, and Voss 1 point of damage reducing him to 69 hp.
Title: Re: Sentinels of the Multiverse Game 2
Post by: spydermann93 on August 20, 2014, 03:26:54 PM
I'll go with a Grievous Hailstorm (striking the Soldier first), followed by an Otherworldly Resilience
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 20, 2014, 08:59:37 PM
Technically, it's the other way around.  You play first, then  you use your power.  In this case, however, it changes nothing.

You deal the Soldier 2 points of damage, destroying him.  You deal Voss 3 points of damage, leaving him at 66 hp.

You draw

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

It is now the Environment's turn.

(http://www.sotm.freedomforceforever.com/banners/Megalopolis.png)
Cards in Play: Police Backup, Police Backup

Spoiler

Police Backup:At the end of the Environment turn, deal 1 Projectile Damage to the Villain Target with the highest HP. Whenever a Villain card would make a Player discard a card, destroy this card.

Megalopolis plays

Traffic Pileup:10 hp--Players cannot draw cards.

At the end of the turn, both Police Backups take pot shots at Voss, deal 1 point of damage each.  He is now at 64 hp.

Note:  Traffic Pileup over rules anything that would normally allow you to draw cards, including other cards.

This concludes Round 5.

Voss grinns savagely as fresh soldier arrive.  His glee does not last long.  His attempt to blast Tachyon iwth his power gauntlets only results in him missing and destroying his own Psi-Weavers, while a Scholar, holding the Philosopher's Stone in one hand, turns his body into transparent energy followed by a coat of metal, just in him for his punch to clang harmlessly off him.  Several of the alien warrior attack him with equal success while a combination of Expat's gunfire, energy blasts from Scholar, throwing knives from Wraith and Tempest's every grown storm disable or destroy the remaining fighters.  Voss is once again left alone.  He withdraws this time, gliding across the street on some sort of hover platform above the abandoned cards filling the road below.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Deaths Jester on August 21, 2014, 02:27:38 PM
Because I doubt I'll be on when my turn comes around...

Spoiler
I'll play "flak jacket", target Voss with "Pride and Prejudice" and end my turn.
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 22, 2014, 12:44:34 AM
Sorry for the delay folks

Effects in play:
All damage dealt to Voss reduced by 1 for every Minion in play.  Voss's current reduction is 0.
Whevener Scholar is healed, he may deal that much damage to 1 target.
Reduce all damage dealt to Scholar by 2
Reduce all damage deal to Tempest by 1.
Anytime 5 or more damage is deal to a hero from a single target, reduce it by 2

(http://www.sotm.freedomforceforever.com/banners/voss.png)
Side:Super Thorathian Warrior
HP: 64 Highest Villain Target
Minions in play: None

Details on what the Minions do:
Spoiler

Gene-Bound Banshee:3 hp,Minion   --This card is immune to Sonic Damage. At the end of the Villain turn, this card deals the Hero with the most Ongoing cards 3 Sonic Damage.
Gene-Bound Shock Infantry[/b:]This card is immune to Lightning Damage.
At the end of the Villain turn, this card deals the Hero Target with the highest HP 3 Lightning Damage.
Gene-Bound Guard[/b:]Reduce Damage dealt to Villain Targets by 1.
Gene-Bound Psi-Weaver:This card is immune to Psychic Damage.
Gene-Bound Soldier: This cards is immune to Projectile Damage. At the end of the Villain turn, this card deals the Hero Target with the highest HP 2 Projectile Damage."
Gene-Bound Firesworn [/b:]This card is immune to Fire Damage.
At the end of the Villain turn, this card deals the Hero Target with the highest HP 2 Fire Damage.
Gene-Bound Ion Lancer[/b:]This card is immune to Energy Damage.
At the end of the Villain turn, this card deals the Hero Target with the lowest HP 2 Energy Damage.

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

Targetrs in Play
Traffic Pileup--10 hp

Cards in Play: Police Backup, Police Backup

Spoiler

Traffic Pileup:10 hp--Players cannot draw cards.
Police Backup:At the end of the Environment turn, deal 1 Projectile Damage to the Villain Target with the highest HP. Whenever a Villain card would make a Player discard a card, destroy this card.

(http://www.sotm.freedomforceforever.com/banners/Expatriette.png)
HP: 16
Base Power: Load--Play a card.
Cards in Play: Tactical Shotgun, Pride, Prejudice, Assault Rifle
Spoiler

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.
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.
"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."

Hand:
Spoiler

Reload:One-Shot--Take an Ammo card from your trash and put it into play or into your hand.
Hollow Points: Equipment,
Ammo--Play this card next to a Gun card.
Increase the Damage of that card's Power by 2.
After that Power is used, 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.
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.
Speed Loading:Ongoing,Limited--At the start of your turn, you may take 1 Ammo card from your trash and put it on the top of your deck. At the start of your turn, you may play an Ammo card.

(http://www.sotm.freedomforceforever.com/banners/Scholar.png)
HP: 15 Lowest Hero Target
Available Powers:
Better Living--The Scholar regains 1 hp.
Truth Seeker--The Scholar deals 1 Target 2 Melee Damage. Draw 1 card.

In Play: Truth Seeker, Mortal Form to Energy, Flesh to Iron
Spoiler

Flesh to IronOngoing, Elemental--At the start of your turn, either discard 1 card or destroy this card. Reduce Damage dealt to The Scholar by 2.
Mortal Form to Energy:Ongoing, Elemental-At the start of your turn, either discard 1 card or destroy this card. Whenever The Scholar regains HP, The Scholar also deals 1 Target that much Energy Damage.
Truth Seeker:Ongoing,
Limited--Power: The Scholar deals 1 Target 2 Melee Damage. Draw 1 card.

Hand:
Spoiler

Mortal Form to Energy:Ongoing, Elemental-At the start of your turn, either discard 1 card or destroy this card. Whenever The Scholar regains HP, The Scholar also deals 1 Target that much Energy Damage.
Proverbs and Axioms:One-Shot--Each Player draws 1 card. Each Hero Character card may either regain 2 HP or deal themselves 3 Psychic Damage and use a Power.
Truth Seeker:Ongoing,
Limited--Power: The Scholar deals 1 Target 2 Melee Damage. Draw 1 card.
"Get Out of the Way!":One-Shot--The Scholar deals each non-Hero Target 1 Fire Damage. Then, The Scholar regains X HP, where X = the number of Targets dealt Damage this way.
"Get Out of the Way!":One-Shot--The Scholar deals each non-Hero Target 1 Fire Damage. Then, The Scholar regains X HP, where X = the number of Targets dealt Damage this way.
Grace Under Fire:One-Shot--The Scholar deals 1 Target X Radiant Damage, where X = the number of non-Hero Targets in play.
Know When to Turn Loose:One-Shot   "Discard your hand. The Scholar deals 1 Target X Lightning Damage, where X = the number of cards discarded this way.
Bring What you Need:Ongoing, Limited--Power: Reveal the top 3 cards of your deck. Put 2 in your hand and 1 on the bottom of your deck.
Don't Dismiss Anything:One-Shot--Each Player may either move 1 card from their trash to the top of their deck, or put the top card of their deck into play.
Transmutive Recovery:One-Shot--The Scholar regains 2 HP. Draw 2 cards.
Proverbs and Axioms:One-Shot--Each Player draws 1 card. Each Hero Character card may either regain 2 HP or deal themselves 3 Psychic Damage and use a Power.

(http://www.sotm.freedomforceforever.com/banners/Wraith.png)
HP: 18 Highest Hero Target
Available Powers
Throwing Knives--The Wraith deals up to 3 Targets 1 Projectile Damage each.
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.

In Play: Infrared Eyepiece, Micro Targeting Computer, Throwing Knives
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.
Infrared Eyepiece:Equipment--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.

Hand:
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.
Research Grant:Ongoing--Power: Draw 2 cards. Discard a card.
Grappling Hook:One-Shot--Destroy 1 Ongoing or Environment card. You may draw a card.
Combat Stance:Ongoing,Limited--The first time The Wraith is dealt Damage by a Target each turn, The Wraith deals that Target 2 Melee Damage.
Suture Self:One-Shot-The Wraith regains 3 HP.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Infrared Eyepiece: Power: Reveal the top 2 cards of the Villain deck.
Put 1 of them on top of the Villain deck and the other on the bottom.
Draw a card.
Smoke Bombs: Equipment,
Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP.
Reduce Damage redirected this way by 1.

(http://www.sotm.freedomforceforever.com/banners/Tachyon.png)
HP: 18 Highest Hero Target
Available Powers:
Rapid Recon--Look at the top card of your Hero deck.  You may discard that card.
Research Grant--Draw 2 cards. Discard a card.

In Play: Research Grant
Spoiler

Research Grant:Ongoing--Power: Draw 2 cards. Discard a card.
Burst Count: 5
Hand
Spoiler

Supersonic Response:One-Shot, Burst--Tachyon deals 1 Target 2 Melee Damage. If that Target dealt Tachyon Damage since your last turn, she deals that Target 2 Sonic Damage.
Quick Insight:One-Shot, Burst--Draw 3 cards, discard 2 cards.
Lightspeed Barrage:One-Shot--Tachyon deals 1 Target X Melee Damage, where X = the number of Burst cards in your trash.
Lightning Reflexes:One-Shot--You may play up to 2 cards now.
Fleet of Foot:One-Shot,Burst--Each player may draw a card. You may play a card.
Synaptic Interruption:Ongoing,
Burst--If Tachyon would be dealt 3 or more Damage from a single source, you may redirect that Damage to a Target of your choice and destroy this card.
Synaptic Interruption:Ongoing,
Burst--If Tachyon would be dealt 3 or more Damage from a single source, you may redirect that Damage to a Target of your choice and destroy this card.

(http://www.sotm.freedomforceforever.com/banners/Tempest.png)
HP: 16
Available Powers:
Squall--Tempest deals all non-Hero targets 1 Projectile damage.
Grievous Hail Storm--Tempest deals each non-Hero Target 2 Cold Damage.

In Play: Grievous Hail Storm, Electrical Storm, Shielding Winds, Otherworldly Resilience

Spoiler

Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.
Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Grievous Hail Storm: Ongoing--Power: Tempest deals each non-Hero Target 2 Cold Damage.
Electrical Storm:Ongoing, Limited--At the start of your turn, Tempest deals each non-Hero Target 1 Lightning Damage.

Hand:
Spoiler

Grievous Hail Storm: Ongoing--Power: Tempest deals each non-Hero Target 2 Cold 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.
Elemental Subwave Inducer:Equipment,Limited--At the start of your turn, select a Damage type. All Damage dealt by Tempest this turn is of that type. Reduce Damage to Tempest of that type by 1 until the start of your next turn.
Chain Lightning:One-Shot--Tempest deals 1 Target 4 Lightning Damage. Tempest may deal a second Target 3 Lightning Damage. Tempest may deal a third Target 2 Lightning Damage.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Vicious Cyclone:Ongoing,
Limited--Play this card next to a Target.
At the start of your turn, discard up to 3 cards. Tempest deals that Target 1 Projectile Damage for each card discarded this way.
If the Target leaves play, destroy this card.

Voss Plays

Quark-Drive Translocator:10 hp--Device--The first time a Minion enters play each turn, play the top card of the Villain deck.

Voss then hits either Tachyon or Wraith for 4 points of damage, and Scholar for 1.  Scholar is down to 14 hp.  Whoever takes the hit will also be down to 14.

So, which of you wants it?
Title: Re: Sentinels of the Multiverse Game 2
Post by: abenavides on August 22, 2014, 01:14:12 AM
I'll take the damage.

"can't ... let .. him ... blast Wraith ... argghhh!"

Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 22, 2014, 01:41:00 AM
Then that makes it Expat's turn.  She hits Voss for 2 and 2 damage with Pride and Prejudice after putting out another Flak Jacket. That puts Voss at 60 hp.

Expatriette draws

Spoiler

RPG Launcher:One-Shot--Destroy 1 Ongoing or Environment card. If you do, Expatriette deals up to 2 Targets 2 Fire Damage each.

That makes it Scholar's turn


(http://www.sotm.freedomforceforever.com/banners/Scholar.png)
HP: 14 Lowest Hero Target
Available Powers:
Better Living--The Scholar regains 1 hp.
Truth Seeker--The Scholar deals 1 Target 2 Melee Damage. Draw 1 card.

In Play: Truth Seeker, Mortal Form to Energy, Flesh to Iron
Spoiler

Flesh to IronOngoing, Elemental--At the start of your turn, either discard 1 card or destroy this card. Reduce Damage dealt to The Scholar by 2.
Mortal Form to Energy:Ongoing, Elemental-At the start of your turn, either discard 1 card or destroy this card. Whenever The Scholar regains HP, The Scholar also deals 1 Target that much Energy Damage.
Truth Seeker:Ongoing,
Limited--Power: The Scholar deals 1 Target 2 Melee Damage. Draw 1 card.

Hand:
Spoiler

Mortal Form to Energy:Ongoing, Elemental-At the start of your turn, either discard 1 card or destroy this card. Whenever The Scholar regains HP, The Scholar also deals 1 Target that much Energy Damage.
Proverbs and Axioms:One-Shot--Each Player draws 1 card. Each Hero Character card may either regain 2 HP or deal themselves 3 Psychic Damage and use a Power.
Truth Seeker:Ongoing,
Limited--Power: The Scholar deals 1 Target 2 Melee Damage. Draw 1 card.
"Get Out of the Way!":One-Shot--The Scholar deals each non-Hero Target 1 Fire Damage. Then, The Scholar regains X HP, where X = the number of Targets dealt Damage this way.
"Get Out of the Way!":One-Shot--The Scholar deals each non-Hero Target 1 Fire Damage. Then, The Scholar regains X HP, where X = the number of Targets dealt Damage this way.
Grace Under Fire:One-Shot--The Scholar deals 1 Target X Radiant Damage, where X = the number of non-Hero Targets in play.
Know When to Turn Loose:One-Shot   "Discard your hand. The Scholar deals 1 Target X Lightning Damage, where X = the number of cards discarded this way.
Bring What you Need:Ongoing, Limited--Power: Reveal the top 3 cards of your deck. Put 2 in your hand and 1 on the bottom of your deck.
Don't Dismiss Anything:One-Shot--Each Player may either move 1 card from their trash to the top of their deck, or put the top card of their deck into play.
Transmutive Recovery:One-Shot--The Scholar regains 2 HP. Draw 2 cards.
Proverbs and Axioms:One-Shot--Each Player draws 1 card. Each Hero Character card may either regain 2 HP or deal themselves 3 Psychic Damage and use a Power.
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 22, 2014, 10:22:31 PM
I goofed as card draws are not allowed right now, so I'll shuffle Expat's draw back into the deck.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Outcast on August 23, 2014, 07:49:43 AM
Hope you don't mind if i ask a few questions before i decide.

If i were to use Get Out of the Way, would Traffic Pileup and Quark-Drive Translocator count as 2 non-hero targets? Therefore making that 3 non hero targets (including Voss) affected by fire damage? If Voss is the only non-hero target, it would be a waste to use this.

Will Traffic Pileup affect the power of Bring What You Need? I'm hoping there's a chance that it may be exempted from this because it doesn't actually say that you draw cards. (The reason for this is because sometimes i notice some cards in the Yugioh TCG get away with this sort of thing.)
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 23, 2014, 10:42:27 AM
Traffic Pileup and Quark Drive are both targets and they are not part of a hero deck, so yes, Get Out of the Way would apply to them as well.

You are also correct about Bring What You Need.  I does not actually draw any cards.  This game is very literal, so since it does not at any time tell you to "draw" a card, it is not doing so at all.

And don't forget to discard if you want to keep your Forms in play.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Outcast on August 23, 2014, 04:32:15 PM
Ok. I'll discard Mortal Form to Energy and Truth Seeker from my hand to keep my ongoing cards.

Since time is of the essence here, i think i'll play Get Out of the Way and use Better living to heal myself now so i'll be tied with Wraith as the highest Hero target.

Now the question is where should i direct the energy damage to. I have a mind to use it on Voss to cause him a total of 5 damage ( 1 fire damage + 4 energy damage as i heal 4 hp). But seeing as the traffic pile up is causing some trouble for me and my teammates in drawing cards, i want to ask them if they'd rather have me target the traffic pile up card instead.

"Expat,Wraith Tachyon, Tempest! In the long run, we can't do much of anything if this traffic jam keeps getting in our way. I could try to scare the people into leaving their vehicles and possibly clear the few empty cars out of the way?"
Title: Re: Sentinels of the Multiverse Game 2
Post by: spydermann93 on August 23, 2014, 06:06:51 PM
Quote from: Outcast on August 23, 2014, 04:32:15 PM
Ok. I'll discard Mortal Form to Energy and Truth Seeker from my hand to keep my ongoing cards.

Since time is of the essence here, i think i'll play Get Out of the Way and use Better living to heal myself now so i'll be tied with Wraith as the highest Hero target.

Now the question is where should i direct the energy damage to. I have a mind to use it on Voss to cause him a total of 5 damage ( 1 fire damage + 4 energy damage as i heal 4 hp). But seeing as the traffic pile up is causing some trouble for me and my teammates in drawing cards, i want to ask them if they'd rather have me target the traffic pile up card instead.

"Expat,Wraith Tachyon, Tempest! In the long run, we can't do much of anything if this traffic jam keeps getting in our way. I could try to scare the people into leaving their vehicles and possibly clear the few empty cars out of the way?"

"I shall assist Friend Scholar in removing these obstacles.  The others must keep the pressure on Voss if we are to achieve victory, this day."
Title: Re: Sentinels of the Multiverse Game 2
Post by: Outcast on August 25, 2014, 12:58:29 PM
"Thanks Tempest. I'll just go ahead and redirect my energies into Traffic Pileup then."
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 26, 2014, 02:02:35 AM
Get out of the Way deals 1 damage each to Traffic Pileup, Quark Drive, and Voss.  Traffic and Quark are at 9 hp, Voss is now at 59.

Scholar heals 3 points and is now at 17 hp.  Scholar deals Traffic Pileup 3 points of damage, leaving it at 6.

Scholar heals 1 point and is now at 18 hp.  Scholar deals Traffic 1 point of damage, leaving it at 5.

It is now Wraith's turn

(http://www.sotm.freedomforceforever.com/banners/Wraith.png)
HP: 18 Highest Hero Target
Available Powers
Throwing Knives--The Wraith deals up to 3 Targets 1 Projectile Damage each.
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.

In Play: Infrared Eyepiece, Micro Targeting Computer, Throwing Knives
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.
Infrared Eyepiece:Equipment--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.

Hand:
Spoiler

Impromptu Invention:One-Shot--Draw a card .Search your deck for an Equipment card and either put it into play or your hand. Shuffle your deck.You may play a card.
Trust Fund:One-Shot--Draw r cards. Then discard 2 cards.
Grappling Hook:One-Shot--Destroy 1 Ongoing or Environment card. You may draw a card.
Combat Stance:Ongoing,Limited--The first time The Wraith is dealt Damage by a Target each turn, The Wraith deals that Target 2 Melee Damage.
Suture Self:One-Shot-The Wraith regains 3 HP.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Infrared Eyepiece: Power: Reveal the top 2 cards of the Villain deck.
Put 1 of them on top of the Villain deck and the other on the bottom.
Draw a card.
Smoke Bombs: Equipment,
Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP.
Reduce Damage redirected this way by 1.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Glitch Girl on August 26, 2014, 01:44:22 PM
OOC: I'm about to be MIA for about a week (DragonCon!  WHOOO!)  so today and tomorrow will be the last times I can check in until a few days after Labor Day.

Is Pileup still in effect?  Can I use Impromptu Invention to pull out the utility belt (use 2 powers a round)?  If so, I do so, activate it, and hit him with some knives (3pts) and scan him with the eyepeice.

If not, I use the eyepiece to scope out Voss' plans.
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 26, 2014, 09:22:40 PM
Indeed you can.  You lose the extra card draw you'd normally get, but you can pull out the Utility Belt, pet it into play, and use both powers.  Impromptu also give you an additional card play, if you wish to use it.

Also, who do you wish to attack?  There are currently three different targets--Voss, Quark Drive Translocator, and Traffic Pileup.  You may hit all of them, if you wish.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Glitch Girl on August 27, 2014, 03:58:30 AM
I aim for all of them (3 points each) and since I can play one more card, I use combat stance.
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 27, 2014, 09:47:58 AM
Fine.  You use Impromput invention to put Utility Belt in play from your deck, then play Combat Stance.

You hit Voss, the Quark Drive, and the Traffic Pileup for 3 damage each.  Voss is at 56 hp, the Quark Drive at 6, and the Traffic Pileup at 2.

The top two cards of Voss's deck are

Spoiler

Gene-Bound Soldier: 3hp,Minion--This cards is immune to Projectile Damage. At the end of the Villain turn, this card deals the Hero Target with the highest HP 2 Projectile Damage.
Gene-Bound Frosthound:3hp,Minion--This card is immune to Cold Damage. At the end of the Villain turn, this card deals each Hero Target 2 Cold Damage.

Choose one to go on top of the deck and one to go on bottom.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Glitch Girl on August 27, 2014, 12:37:12 PM
Frosthound to the bottom, Soldier to the top. 
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 27, 2014, 08:55:51 PM
Done and done.

It is now Tachyon's turn.

(http://www.sotm.freedomforceforever.com/banners/Tachyon.png)
HP: 14 Highest Hero Target
Available Powers:
Rapid Recon--Look at the top card of your Hero deck.  You may discard that card.
Research Grant--Draw 2 cards. Discard a card.

In Play: Research Grant
Spoiler

Research Grant:Ongoing--Power: Draw 2 cards. Discard a card.
Burst Count: 5
Hand
Spoiler

Supersonic Response:One-Shot, Burst--Tachyon deals 1 Target 2 Melee Damage. If that Target dealt Tachyon Damage since your last turn, she deals that Target 2 Sonic Damage.
Quick Insight:One-Shot, Burst--Draw 3 cards, discard 2 cards.
Lightspeed Barrage:One-Shot--Tachyon deals 1 Target X Melee Damage, where X = the number of Burst cards in your trash.
Lightning Reflexes:One-Shot--You may play up to 2 cards now.
Fleet of Foot:One-Shot,Burst--Each player may draw a card. You may play a card.
Synaptic Interruption:Ongoing,
Burst--If Tachyon would be dealt 3 or more Damage from a single source, you may redirect that Damage to a Target of your choice and destroy this card.
Synaptic Interruption:Ongoing,
Burst--If Tachyon would be dealt 3 or more Damage from a single source, you may redirect that Damage to a Target of your choice and destroy this card.
Title: Re: Sentinels of the Multiverse Game 2
Post by: abenavides on August 28, 2014, 10:33:45 PM
Tachyon uses Supersonic response to hit traffic pileup for 2

And then she uses research grant to draw 2 cards
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 29, 2014, 12:17:57 AM
The Traffic Pileup is destroyed.  All players may resume drawing cards normally.

Research Grant draws

Spoiler

Accelerated Assault: One-Shot,Burst--Tachyon deals each non-Hero Target 1 Melee Damage.
Pushing the Limits: Ongoing, Limited--You may play an additional card during your play phase and draw an additional card during your draw phase. At the start of your turn, Tachyon may deal herself 2 Sonic Damage. If she takes no Damage this way, this card is destroyed.

Choose 1 card to discard
Title: Re: Sentinels of the Multiverse Game 2
Post by: abenavides on August 29, 2014, 11:45:11 AM
I discard Fleet of foot
Title: Re: Sentinels of the Multiverse Game 2
Post by: Deaths Jester on August 29, 2014, 02:27:14 PM
Spoiler
Because I won't be online until Wed of next week, here's my move for next round.  I'll draw two cards (no actions taken) and end my turn.
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 30, 2014, 12:37:53 AM
Quote from: abenavides on August 29, 2014, 11:45:11 AM
I discard Fleet of foot

Very well, you draw

Spoiler
Lightning Reflexes:One-Shot--You may play up to 2 cards now.

I forgot to update it earlier, but you are now up to 8 Burst cards in your trash

It is now Tempest's turn

At the start of your turn, you hit Voss with 2 points of damage, leaving him at 54, and Quark Drive Translocator for 1, leaving it at 5 hp.

img]http://www.sotm.freedomforceforever.com/banners/Tempest.png[/img]
HP: 16
Available Powers:
Squall--Tempest deals all non-Hero targets 1 Projectile damage.
Grievous Hail Storm--Tempest deals each non-Hero Target 2 Cold Damage.

In Play: Grievous Hail Storm, Electrical Storm, Shielding Winds, Otherworldly Resilience

Spoiler

Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.
Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Grievous Hail Storm: Ongoing--Power: Tempest deals each non-Hero Target 2 Cold Damage.
Electrical Storm:Ongoing, Limited--At the start of your turn, Tempest deals each non-Hero Target 1 Lightning Damage.

Hand:
Spoiler

Grievous Hail Storm: Ongoing--Power: Tempest deals each non-Hero Target 2 Cold 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.
Elemental Subwave Inducer:Equipment,Limited--At the start of your turn, select a Damage type. All Damage dealt by Tempest this turn is of that type. Reduce Damage to Tempest of that type by 1 until the start of your next turn.
Chain Lightning:One-Shot--Tempest deals 1 Target 4 Lightning Damage. Tempest may deal a second Target 3 Lightning Damage. Tempest may deal a third Target 2 Lightning Damage.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Vicious Cyclone:Ongoing,
Limited--Play this card next to a Target.
At the start of your turn, discard up to 3 cards. Tempest deals that Target 1 Projectile Damage for each card discarded this way.
If the Target leaves play, destroy this card.
Title: Re: Sentinels of the Multiverse Game 2
Post by: spydermann93 on August 30, 2014, 06:33:12 AM
I will play Grievous Hailstorm to hit the Quark Drive, and then Voss.

Next, I will use Chain Lightning on Voss first, and then the Quark Drive.
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 30, 2014, 01:37:13 PM
Actually, you have to play the Chain Lightning first.  You play cards first, then you use powers.

Voss takes 5 points of damage from the Chain Lightning, bringing him down to 49 hp, and the Quark drive takes 3, leaving it at 2.

The Hailstorm hits Voss for 3, leaving him at 46 hp and the Quark Drive Translocator is destroyed.

You draw

Spoiler

Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.

It is the Environment's turn


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

Cards in Play: Police Backup, Police Backup

Spoiler

Traffic Pileup:10 hp--Players cannot draw cards.
Police Backup:At the end of the Environment turn, deal 1 Projectile Damage to the Villain Target with the highest HP. Whenever a Villain card would make a Player discard a card, destroy this card.

Megalopolis plays Cramped Quarters Combat:Change the type of all damage to Melee Damage. Increase all, Damage dealt by 1. At the start of the Environment turn, destroy this card.

The Police punch Voss for 2 points of damage each, leaving him at 42 hp.

The Heroes forcibly blast a path through the cards and follow Voss to find him standing in from of a large slowing arch being attending by a large group of engineer aliens.  As they approach, it activates, showing an alien landscape behind it, with legions of more slave soldier ready to step over into Earth.

With a yell, Tempest throws a bolt of lightning that arcs between it and voss.  With a sputter and a few flames, the structure shuts down.

Voss retreat down a narrow ally.  The heroes can hear his order his solder to prepare to destroy the city as soon as his ships can get in place for a bombardment.  The heroes and their police escort pile in to the alley.

This concludes Round 6.
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on August 30, 2014, 03:25:55 PM
Begin Round 7

Effects in play:
All damage dealt to Voss reduced by 1 for every Minion in play.  Voss's current reduction is 0.
Whevener Scholar is healed, he may deal that much damage to 1 target.
Reduce all damage dealt to Scholar by 2
Reduce all damage deal to Tempest by 1.
Anytime 5 or more damage is deal to a hero from a single target, reduce it by 2
The first time Wraith is damaged every round, she deals the source of that damage 2 melee damage.
All damage is turned to Melee and increased by 1.

(http://www.sotm.freedomforceforever.com/banners/voss.png)
Side:Super Thorathian Warrior
HP: 42 Highest Villain Target
Minions in play: None

Other Cards in Play: None

Details on what the Minions do:
Spoiler

Gene-Bound Banshee:3 hp,Minion--This card is immune to Sonic Damage. At the end of the Villain turn, this card deals the Hero with the most Ongoing cards 3 Sonic Damage.
Gene-Bound Shock Infantry[/b:]This card is immune to Lightning Damage.
At the end of the Villain turn, this card deals the Hero Target with the highest HP 3 Lightning Damage.
Gene-Bound Guard[/b:]Reduce Damage dealt to Villain Targets by 1.
Gene-Bound Psi-Weaver:This card is immune to Psychic Damage.
Gene-Bound Soldier: This cards is immune to Projectile Damage. At the end of the Villain turn, this card deals the Hero Target with the highest HP 2 Projectile Damage."
Gene-Bound Firesworn [/b:]This card is immune to Fire Damage.
At the end of the Villain turn, this card deals the Hero Target with the highest HP 2 Fire Damage.
Gene-Bound Ion Lancer[/b:]This card is immune to Energy Damage.
At the end of the Villain turn, this card deals the Hero Target with the lowest HP 2 Energy Damage.

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

Cards in Play: Police Backup, Police Backup, Close Quarters Combat

Spoiler

Traffic Pileup:10 hp--Players cannot draw cards.
Police Backup:At the end of the Environment turn, deal 1 Projectile Damage to the Villain Target with the highest HP. Whenever a Villain card would make a Player discard a card, destroy this card.

(http://www.sotm.freedomforceforever.com/banners/Expatriette.png)
HP: 16
Base Power: Load--Play a card.
Cards in Play: Tactical Shotgun, Pride, Prejudice, Assault Rifle, Flak Jacket
Spoiler

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.
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.
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.
"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."

Hand:
Spoiler

Reload:One-Shot--Take an Ammo card from your trash and put it into play or into your hand.
Hollow Points: Equipment,
Ammo--Play this card next to a Gun card.
Increase the Damage of that card's Power by 2.
After that Power is used, 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.
Speed Loading:Ongoing,Limited--At the start of your turn, you may take 1 Ammo card from your trash and put it on the top of your deck. At the start of your turn, you may play an Ammo card.

(http://www.sotm.freedomforceforever.com/banners/Scholar.png)
HP: 18 Lowest Hero Target
Available Powers:
Better Living--The Scholar regains 1 hp.
Truth Seeker--The Scholar deals 1 Target 2 Melee Damage. Draw 1 card.

In Play: Truth Seeker, Mortal Form to Energy, Flesh to Iron
Spoiler

Flesh to IronOngoing, Elemental--At the start of your turn, either discard 1 card or destroy this card. Reduce Damage dealt to The Scholar by 2.
Mortal Form to Energy:Ongoing, Elemental-At the start of your turn, either discard 1 card or destroy this card. Whenever The Scholar regains HP, The Scholar also deals 1 Target that much Energy Damage.
Truth Seeker:Ongoing,
Limited--Power: The Scholar deals 1 Target 2 Melee Damage. Draw 1 card.

Hand:
Spoiler

Proverbs and Axioms:One-Shot--Each Player draws 1 card. Each Hero Character card may either regain 2 HP or deal themselves 3 Psychic Damage and use a Power.
"Get Out of the Way!":One-Shot--The Scholar deals each non-Hero Target 1 Fire Damage. Then, The Scholar regains X HP, where X = the number of Targets dealt Damage this way.
Grace Under Fire:One-Shot--The Scholar deals 1 Target X Radiant Damage, where X = the number of non-Hero Targets in play.
Know When to Turn Loose:One-Shot   "Discard your hand. The Scholar deals 1 Target X Lightning Damage, where X = the number of cards discarded this way.
Bring What you Need:Ongoing, Limited--Power: Reveal the top 3 cards of your deck. Put 2 in your hand and 1 on the bottom of your deck.
Don't Dismiss Anything:One-Shot--Each Player may either move 1 card from their trash to the top of their deck, or put the top card of their deck into play.
Transmutive Recovery:One-Shot--The Scholar regains 2 HP. Draw 2 cards.
Proverbs and Axioms:One-Shot--Each Player draws 1 card. Each Hero Character card may either regain 2 HP or deal themselves 3 Psychic Damage and use a Power.

(http://www.sotm.freedomforceforever.com/banners/Wraith.png)
HP: 18 Highest Hero Target
Available Powers
Throwing Knives--The Wraith deals up to 3 Targets 1 Projectile Damage each.
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.

In Play: Infrared Eyepiece, Micro Targeting Computer, Throwing Knives
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.
Infrared Eyepiece:Equipment--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.

Hand:
Spoiler

Impromptu Invention:One-Shot--Draw a card .Search your deck for an Equipment card and either put it into play or your hand. Shuffle your deck.You may play a card.
Trust Fund:One-Shot--Draw r cards. Then discard 2 cards.
Grappling Hook:One-Shot--Destroy 1 Ongoing or Environment card. You may draw a card.
Combat Stance:Ongoing,Limited--The first time The Wraith is dealt Damage by a Target each turn, The Wraith deals that Target 2 Melee Damage.
Suture Self:One-Shot-The Wraith regains 3 HP.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Infrared Eyepiece: Power: Reveal the top 2 cards of the Villain deck.
Put 1 of them on top of the Villain deck and the other on the bottom.
Draw a card.
Smoke Bombs: Equipment,
Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP.
Reduce Damage redirected this way by 1.

(http://www.sotm.freedomforceforever.com/banners/Tachyon.png)
HP: 14 Highest Hero Target
Available Powers:
Rapid Recon--Look at the top card of your Hero deck.  You may discard that card.
Research Grant--Draw 2 cards. Discard a card.

In Play: Research Grant
Spoiler

Research Grant:Ongoing--Power: Draw 2 cards. Discard a card.
Burst Count: 8
Hand
Spoiler

Accelerated Assault: One-Shot,Burst--Tachyon deals each non-Hero Target 1 Melee Damage.
Pushing the Limits: Ongoing, Limited--You may play an additional card during your play phase and draw an additional card during your draw phase. At the start of your turn, Tachyon may deal herself 2 Sonic Damage. If she takes no Damage this way, this card is destroyed.
Quick Insight:One-Shot, Burst--Draw 3 cards, discard 2 cards.
Lightspeed Barrage:One-Shot--Tachyon deals 1 Target X Melee Damage, where X = the number of Burst cards in your trash.
Lightning Reflexes:One-Shot--You may play up to 2 cards now.
Lightning Reflexes:One-Shot--You may play up to 2 cards now.
Synaptic Interruption:Ongoing,
Burst--If Tachyon would be dealt 3 or more Damage from a single source, you may redirect that Damage to a Target of your choice and destroy this card.
Synaptic Interruption:Ongoing,
Burst--If Tachyon would be dealt 3 or more Damage from a single source, you may redirect that Damage to a Target of your choice and destroy this card.

(http://www.sotm.freedomforceforever.com/banners/Tempest.png)
HP: 16
Available Powers:
Squall--Tempest deals all non-Hero targets 1 Projectile damage.
Grievous Hail Storm--Tempest deals each non-Hero Target 2 Cold Damage.

In Play: Grievous Hail Storm, Electrical Storm, Shielding Winds, Otherworldly Resilience

Spoiler

Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.
Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Grievous Hail Storm: Ongoing--Power: Tempest deals each non-Hero Target 2 Cold Damage.
Electrical Storm:Ongoing, Limited--At the start of your turn, Tempest deals each non-Hero Target 1 Lightning Damage.

Hand:
Spoiler

Grievous Hail Storm: Ongoing--Power: Tempest deals each non-Hero Target 2 Cold 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.
Elemental Subwave Inducer:Equipment,Limited--At the start of your turn, select a Damage type. All Damage dealt by Tempest this turn is of that type. Reduce Damage to Tempest of that type by 1 until the start of your next turn.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Vicious Cyclone:Ongoing,
Limited--Play this card next to a Target.
At the start of your turn, discard up to 3 cards. Tempest deals that Target 1 Projectile Damage for each card discarded this way.
If the Target leaves play, destroy this card.

It is now Voss's turn

Voss plays Gene-Bound Soldier: 3hp--This cards is immune to Projectile Damage. At the end of the Villain turn, this card deals the Hero Target with the highest HP 2 Projectile Damage.

Thanks to Shielding Winds, Scholar and Wraith will take the same amount of damage whether Voss hits them or the Soldier does, so the question is who do you want to take Wraiths 3 points of retalitory damage?  Either 2 more to Voss, or 3 to instant kill the Soldier.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Glitch Girl on September 04, 2014, 05:26:59 PM
I'm Back!  :D

And I will counterattack the soldier and take him out so that everyone can focus on Voss.
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on September 05, 2014, 01:31:49 AM
So Voss will deal Scholar 1 point of damage, leaving him at 17 (my highest and lowest markers are all wrong, sorry) and Tachyon for 4, leaving her at 10.

The Soldier then hits wraith for 3 points of damage, lowering her to 15 hps, and she counter-attacks it for 3, destroying it.

It is now Expat's turn

(http://www.sotm.freedomforceforever.com/banners/Expatriette.png)
HP: 16
Base Power: Load--Play a card.
Cards in Play: Tactical Shotgun, Pride, Prejudice, Assault Rifle, Flak Jacket
Spoiler

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.
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.
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.
"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."

Hand:
Spoiler

Reload:One-Shot--Take an Ammo card from your trash and put it into play or into your hand.
Hollow Points: Equipment,
Ammo--Play this card next to a Gun card.
Increase the Damage of that card's Power by 2.
After that Power is used, 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.
Speed Loading:Ongoing,Limited--At the start of your turn, you may take 1 Ammo card from your trash and put it on the top of your deck. At the start of your turn, you may play an Ammo card.

Expat draws two cards

Spoiler

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

It is now Scholar's turn


(http://www.sotm.freedomforceforever.com/banners/Scholar.png)
HP: 17 Highest Hero Target
Available Powers:
Better Living--The Scholar regains 1 hp.
Truth Seeker--The Scholar deals 1 Target 2 Melee Damage. Draw 1 card.

In Play: Truth Seeker, Mortal Form to Energy, Flesh to Iron
Spoiler

Flesh to IronOngoing, Elemental--At the start of your turn, either discard 1 card or destroy this card. Reduce Damage dealt to The Scholar by 2.
Mortal Form to Energy:Ongoing, Elemental-At the start of your turn, either discard 1 card or destroy this card. Whenever The Scholar regains HP, The Scholar also deals 1 Target that much Energy Damage.
Truth Seeker:Ongoing,
Limited--Power: The Scholar deals 1 Target 2 Melee Damage. Draw 1 card.

Hand:
Spoiler

Proverbs and Axioms:One-Shot--Each Player draws 1 card. Each Hero Character card may either regain 2 HP or deal themselves 3 Psychic Damage and use a Power.
"Get Out of the Way!":One-Shot--The Scholar deals each non-Hero Target 1 Fire Damage. Then, The Scholar regains X HP, where X = the number of Targets dealt Damage this way.
Grace Under Fire:One-Shot--The Scholar deals 1 Target X Radiant Damage, where X = the number of non-Hero Targets in play.
Know When to Turn Loose:One-Shot   "Discard your hand. The Scholar deals 1 Target X Lightning Damage, where X = the number of cards discarded this way.
Bring What you Need:Ongoing, Limited--Power: Reveal the top 3 cards of your deck. Put 2 in your hand and 1 on the bottom of your deck.
Don't Dismiss Anything:One-Shot--Each Player may either move 1 card from their trash to the top of their deck, or put the top card of their deck into play.
Transmutive Recovery:One-Shot--The Scholar regains 2 HP. Draw 2 cards.
Proverbs and Axioms:One-Shot--Each Player draws 1 card. Each Hero Character card may either regain 2 HP or deal themselves 3 Psychic Damage and use a Power.

Don't forget to discard if you want to keep your forms in play.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Outcast on September 05, 2014, 03:49:22 PM
I'll discard "Get out of the way" and "Grace under fire" to keep my forms in play.

I'll then play Proverbs and Axioms and choose to heal myself 2hp and redirect energy/melee damage to Voss. (2+1)
drawing 1 card at the same time.

Then use Truth Seeker's melee damage on Voss. (2+1) , and drawing another card.

Then draw a third card to end my turn.


Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on September 05, 2014, 11:52:08 PM
I'll need feedback from everyone else on whether they wish to heal themselves by 2 or take 3 damage to use a power (out of your normal turn, so you can still use the same power on your own turn)  I'll let you all respond retroactively.  So long as everything's decided before Voss's turn it shouldn't make a difference.

In the meantime, Voss takes a total of 6 damage, leaving him at 36 hp, which Scholar heals 2, bringing him up to 19 and still the highest target.

You draw

Spoiler

Don't Dismiss Anything: One-Shot--Each Player may either move 1 card from their trash to the top of their deck, or put the top card of their deck into play.
Keep Moving: One-Shot--Search your deck for an Elemental card and put it into play. Shuffle your deck. You may play a card.

About Elemental cards, you have already drawn all copies of Mortal Form to Energy.  2 More copies of Flesh to Iron are in the deck.  There is also a third Elemental form
Spoiler

Solid to Liquid:Ongoing,Elemental--At the start of your turn, either discard 1 card or destroy this card. Whenever The Scholar would regain HP, increase the amount of HP regained by 1.

It is now Wraith's turn.  Wraith, if you choose the power use option of Proverbs, it won't card as a power use this turn, so you can still use the same power on your regular turn.

(http://www.sotm.freedomforceforever.com/banners/Wraith.png)
HP: 14 Highest Hero Target
Available Powers
Throwing Knives--The Wraith deals up to 3 Targets 1 Projectile Damage each.
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.

In Play: Infrared Eyepiece, Micro Targeting Computer, Throwing Knives
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.
Infrared Eyepiece:Equipment--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.

Hand:
Spoiler

Impromptu Invention:One-Shot--Draw a card .Search your deck for an Equipment card and either put it into play or your hand. Shuffle your deck.You may play a card.
Trust Fund:One-Shot--Draw r cards. Then discard 2 cards.
Grappling Hook:One-Shot--Destroy 1 Ongoing or Environment card. You may draw a card.
Combat Stance:Ongoing,Limited--The first time The Wraith is dealt Damage by a Target each turn, The Wraith deals that Target 2 Melee Damage.
Suture Self:One-Shot-The Wraith regains 3 HP.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Infrared Eyepiece: Power: Reveal the top 2 cards of the Villain deck.
Put 1 of them on top of the Villain deck and the other on the bottom.
Draw a card.
Smoke Bombs: Equipment,
Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP.
Reduce Damage redirected this way by 1.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Outcast on September 06, 2014, 04:12:21 AM
At the risk of sounding like a card hoarder, i thought i would have 3 cards drawn.

*I'm kinda saving it for the time i'll eventually have to let loose.*
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on September 06, 2014, 04:45:12 AM
Copy-Paste error.  You drew another Grace Under Fire as well.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Glitch Girl on September 06, 2014, 08:34:14 PM
I think something's off on my hand.  I played Impromtu Device last round to get the utility belt.  I also played Combat Stance which is why I counterattacked Voss' soldier.
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on September 07, 2014, 04:37:24 AM
You did.  Sigh.  I didn't change the information in my master file properly, but the rest of your hand should be correct.  I'll just remove those two cards and put them properly into play.

(http://www.sotm.freedomforceforever.com/banners/Wraith.png)
HP: 14 Highest Hero Target
Available Powers
Throwing Knives--The Wraith deals up to 3 Targets 1 Projectile Damage each.
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.

In Play: Infrared Eyepiece, Micro Targeting Computer, Throwing Knives, Utility Belt, Combat Stance
Spoiler

Utility Belt:Equipment,
Limited--You may use an additional power during your power phase.
Combat Stance:Ongoing,Limited--The first time The Wraith is dealt Damage by a Target each turn, The Wraith deals that Target 2 Melee Damage.
Suture Self:One-Shot-The Wraith regains 3 HP.
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.
Infrared Eyepiece:Equipment--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.

Hand:
Spoiler

Trust Fund:One-Shot--Draw r cards. Then discard 2 cards.
Grappling Hook:One-Shot--Destroy 1 Ongoing or Environment card. You may draw a card.
Combat Stance:Ongoing,Limited--The first time The Wraith is dealt Damage by a Target each turn, The Wraith deals that Target 2 Melee Damage.
Suture Self:One-Shot-The Wraith regains 3 HP.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Infrared Eyepiece: Power: Reveal the top 2 cards of the Villain deck.
Put 1 of them on top of the Villain deck and the other on the bottom.
Draw a card.
Smoke Bombs: Equipment,
Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP.
Reduce Damage redirected this way by 1.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Glitch Girl on September 07, 2014, 04:10:30 PM
I'm going to opt for the heal.

Is combat stance still in effect?  It's listed in my hand but it got played earlier.  Same with Utility belt and Micro Targeting Computer.

In the meantime, I will throwing knife Voss for 3 and any other targets (I don't think there are any, but just in case).

I am also going to activate the eyepiece to see what Voss is up to.
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on September 07, 2014, 04:42:16 PM
Quote from: Glitch Girl on September 07, 2014, 04:10:30 PM
I'm going to opt for the heal.

Is combat stance still in effect?  It's listed in my hand but it got played earlier.  Same with Utility belt and Micro Targeting Computer.

In the meantime, I will throwing knife Voss for 3 and any other targets (I don't think there are any, but just in case).

I am also going to activate the eyepiece to see what Voss is up to.

I thought  removed Combat Stance.  It just doesn't want to go away.  Utility belt was removed from your hand after you pointed it out.  Both are permanently in effect unless destroyed.

Micro Targeting Computer is not listed as being in your hand.  Mega Computer is, but it's a completely different card.

I should also point out that Close Quarters Combat is turning all your damage to Melee (and increasing it by 1), so the bonus from Micro Targeting Computer no longer applies.  You will only do 2 damage to Voss.  There are no other targets.

Do you wish to play a card?  That should happen before powers, but it doesn't matter in this case.

Next two cards in Voss's deck

Spoiler

Gene-Bound Bionaut   :3hp, Minion--This card is immune to Toxic Damage. At the end of the Villain turn, this card deals the Hero Target with the lowest HP 2 Toxic Damage.
b]Gene-Bound Ion Lancer[/b:]This card is immune to Energy Damage. At the end of the Villain turn, this card deals the Hero Target with the lowest HP 2 Energy Damage.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Glitch Girl on September 07, 2014, 05:30:14 PM
My bad on targeting computer - I saw Mega Computer and misread.

I was going to play grappling hook but since close combat is only one turn, not worth it.  I guess I'll play Trust Fund, though I'm not sure how many cards "r" is.
Title: Re: Sentinels of the Multiverse Game 2
Post by: spydermann93 on September 07, 2014, 07:48:50 PM
It's supposed to be "Draw 4 cards, then discard 2 cards"
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on September 07, 2014, 09:05:49 PM
Yes, it's 4.  A mistake slipped through there.  Sorry.

You draw

Spoiler

Trust Fund:One-Shot--Draw 4 cards, then discard 2 cards.
Throat Jab:One-Shot--The Wraith deals 1 Target 2 Melee Damage. The Target dealt Damage this way cannot deal Damage until the start of your next turn.
Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.

You also heal by 14, bringing you to 16 hp and deal Voss 2 damage, leaving him at 34 hp.

So decide which of Voss's cards goes on the top and which on the bottom, then decide which two cards to discard from your hand.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Glitch Girl on September 07, 2014, 11:47:33 PM
Keeping Throat Jab and Razor Ordinance.

Gene-Bound Ion Lancer goes to the bottom of the deck.
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on September 07, 2014, 11:53:06 PM
Quote from: Glitch Girl on September 07, 2014, 11:47:33 PM
Keeping Throat Jab and Razor Ordinance.

Does that mean you wish to discard the other Razor Ordinance and the other Trust Fund?  You are not limited to just discarding from the four you just drew.  You may discard any 2 cards in your hand including but not limited to the four you just drew.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Glitch Girl on September 08, 2014, 02:16:32 PM
Yes.  I want to keep the rest of my hand.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Deaths Jester on September 08, 2014, 02:23:25 PM
For the retcon...I'll take the three damage to use "Pride and Prejudice" against Voss.
Title: Re: Sentinels of the Multiverse Game 2
Post by: abenavides on September 08, 2014, 03:24:31 PM
I'll take 2 healing.
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on September 09, 2014, 12:28:22 AM
Wraith:

Both are discarded.  You draw
Spoiler

Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.

Tachyon:

You heal by 2 and are now at 12 hp.

Expat:  You take 3 damage, leaving you at 13 hp.  You deal Voss 6 damage.  He is now at 28 hp.

It is now Tachyon's turn

(http://www.sotm.freedomforceforever.com/banners/Tachyon.png)
HP: 12 Highest Hero Target
Available Powers:
Rapid Recon--Look at the top card of your Hero deck.  You may discard that card.
Research Grant--Draw 2 cards. Discard a card.

In Play: Research Grant
Spoiler

Research Grant:Ongoing--Power: Draw 2 cards. Discard a card.
Burst Count: 8
Hand
Spoiler

Accelerated Assault: One-Shot,Burst--Tachyon deals each non-Hero Target 1 Melee Damage.
Pushing the Limits: Ongoing, Limited--You may play an additional card during your play phase and draw an additional card during your draw phase. At the start of your turn, Tachyon may deal herself 2 Sonic Damage. If she takes no Damage this way, this card is destroyed.
Quick Insight:One-Shot, Burst--Draw 3 cards, discard 2 cards.
Lightspeed Barrage:One-Shot--Tachyon deals 1 Target X Melee Damage, where X = the number of Burst cards in your trash.
Lightning Reflexes:One-Shot--You may play up to 2 cards now.
Lightning Reflexes:One-Shot--You may play up to 2 cards now.
Synaptic Interruption:Ongoing,
Burst--If Tachyon would be dealt 3 or more Damage from a single source, you may redirect that Damage to a Target of your choice and destroy this card.
Synaptic Interruption:Ongoing,
Burst--If Tachyon would be dealt 3 or more Damage from a single source, you may redirect that Damage to a Target of your choice and destroy this card.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Glitch Girl on September 09, 2014, 03:01:42 PM
3hp????

I think there's a digit missing there. 
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on September 09, 2014, 09:15:40 PM
it is, it is, a wonderful thing, to be the typo king.
Title: Re: Sentinels of the Multiverse Game 2
Post by: abenavides on September 14, 2014, 11:48:28 AM
Oh wow, sorry. I do monitor this thread and I kept completely missing that it's my turn!

Tachyon plays Lightning Reflexes to get 2 card plays
Then I'll play Synaptic Interruption and Synaptic Interruption (I assume I can use these all at once eventually?)

Finally, I'll use Research Grant to draw 2 cards.
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on September 14, 2014, 12:21:35 PM
Synaptic Interruption is not Limited, so you can indeed have as many in play at once as you like.

Spoiler

Accelerated Assault: One-Shot,Burst--Tachyon deals each non-Hero Target 1 Melee Damage.
Fleet of Foot:One-Shot,Burst--Each player may draw a card. You may play a card.

Choose one card to discard.

While waiting for that, I'll  go ahead and start Tempest's turn, so we can get this show moving.


(http://www.sotm.freedomforceforever.com/banners/Tempest.png)
HP: 16
Available Powers:
Squall--Tempest deals all non-Hero targets 1 Projectile damage.
Grievous Hail Storm--Tempest deals each non-Hero Target 2 Cold Damage.

In Play: Grievous Hail Storm, Electrical Storm, Shielding Winds, Otherworldly Resilience

Spoiler

Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.
Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Grievous Hail Storm: Ongoing--Power: Tempest deals each non-Hero Target 2 Cold Damage.
Electrical Storm:Ongoing, Limited--At the start of your turn, Tempest deals each non-Hero Target 1 Lightning Damage.

Hand:
Spoiler

Grievous Hail Storm: Ongoing--Power: Tempest deals each non-Hero Target 2 Cold 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.
Elemental Subwave Inducer:Equipment,Limited--At the start of your turn, select a Damage type. All Damage dealt by Tempest this turn is of that type. Reduce Damage to Tempest of that type by 1 until the start of your next turn.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Vicious Cyclone:Ongoing,
Limited--Play this card next to a Target.
At the start of your turn, discard up to 3 cards. Tempest deals that Target 1 Projectile Damage for each card discarded this way.
If the Target leaves play, destroy this card.

At the start of his turn, Tempest deals Voss 3 melee damage.  He is now at 25 hp.
Title: Re: Sentinels of the Multiverse Game 2
Post by: spydermann93 on September 15, 2014, 12:24:35 AM
I'll play one Lightning Slash on Voss, followed by a Grievous Hailstorm
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on September 15, 2014, 12:43:21 AM
You deal 7 and 4 damage to Voss, leaving him at 14 hp.  Almost there.

You draw
Spoiler

Elemental Subwave Inducer:Equipment,Limited--At the start of your turn, select a Damage type. All Damage dealt by Tempest this turn is of that type. Reduce Damage to Tempest of that type by 1 until the start of your next turn.

It is now the environment's turn

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

Cards in Play: Police Backup, Police Backup, Cramped Quarters Combat

Spoiler

Police Backup:At the end of the Environment turn, deal 1 Projectile Damage to the Villain Target with the highest HP. Whenever a Villain card would make a Player discard a card, destroy this card.

Cramped Quarters Combat destroys itself

The Environment plays Plummeting Monorail: 10 hp, Train--At the start of the Environment turn, this card deals the 2 Targets with the highest HP 5 Melee Damage each.

The police shoot Voss for a total of 2 hp.  He is now at 12.

A confusing all out brawl in the narrow ally takes place.  Voss runs out of other end, clearly injured and now for the first time genuinely running for safely.  He pauses for a brief moment to issue orders to his fighters above, who strafe the supports of the monorail system about.  The who rail looks like its about to collapse on the heroes below as they emerge from the ally themselves, an unconscious troop of alien left behind and two squads of police following.

This concludes Round 7.
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on September 15, 2014, 12:49:24 AM
Round 8

Effects in play:
All damage dealt to Voss reduced by 1 for every Minion in play.  Voss's current reduction is 0.
Whevener Scholar is healed, he may deal that much damage to 1 target.
Reduce all damage dealt to Scholar by 2
Reduce all damage deal to Tempest by 1.
Anytime 5 or more damage is deal to a hero from a single target, reduce it by 2
The first time Wraith is damaged every turn, she deals the source of that damage 2 melee damage.

(http://www.sotm.freedomforceforever.com/banners/voss.png)
Side:Super Thorathian Warrior
HP: 12 Highest Villain Target
Minions in play: None

Other Cards in Play: None

Details on what the Minions do:
Spoiler

Gene-Bound Bionaut:3hp, Minion--This card is immune to Toxic Damage. At the end of the Villain turn, this card deals the Hero Target with the lowest HP 2 Toxic Damage.
Gene-Bound Banshee:3 hp,Minion--This card is immune to Sonic Damage. At the end of the Villain turn, this card deals the Hero with the most Ongoing cards 3 Sonic Damage.
Gene-Bound Shock Infantry[/b:]This card is immune to Lightning Damage.
At the end of the Villain turn, this card deals the Hero Target with the highest HP 3 Lightning Damage.
Gene-Bound Guard[/b:]Reduce Damage dealt to Villain Targets by 1.
Gene-Bound Psi-Weaver:This card is immune to Psychic Damage.
Gene-Bound Soldier: This cards is immune to Projectile Damage. At the end of the Villain turn, this card deals the Hero Target with the highest HP 2 Projectile Damage."
Gene-Bound Firesworn [/b:]This card is immune to Fire Damage.
At the end of the Villain turn, this card deals the Hero Target with the highest HP 2 Fire Damage.
Gene-Bound Ion Lancer[/b:]This card is immune to Energy Damage.
At the end of the Villain turn, this card deals the Hero Target with the lowest HP 2 Energy Damage.

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

Cards in Play: Police Backup, Police Backup, Close Quarters Combat

Spoiler

Traffic Pileup:10 hp--Players cannot draw cards.
Police Backup:At the end of the Environment turn, deal 1 Projectile Damage to the Villain Target with the highest HP. Whenever a Villain card would make a Player discard a card, destroy this card.

(http://www.sotm.freedomforceforever.com/banners/Expatriette.png)
HP: 13
Base Power: Load--Play a card.
Cards in Play: Tactical Shotgun, Pride, Prejudice, Assault Rifle, Flak Jacket
Spoiler

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.
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.
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.
"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."

Hand:
Spoiler

Unload: One-Shot--This turn, you may use as many Powers as you have Guns in play.
RPG Launcher:One-Shot--Destroy 1 Ongoing or Environment card. If you do, Expatriette deals up to 2 Targets 2 Fire Damage each.
Reload:One-Shot--Take an Ammo card from your trash and put it into play or into your hand.
Hollow Points: Equipment,
Ammo--Play this card next to a Gun card.
Increase the Damage of that card's Power by 2.
After that Power is used, 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.
Speed Loading:Ongoing,Limited--At the start of your turn, you may take 1 Ammo card from your trash and put it on the top of your deck. At the start of your turn, you may play an Ammo card.

(http://www.sotm.freedomforceforever.com/banners/Scholar.png)
HP: 17 Highest Hero Target
Available Powers:
Better Living--The Scholar regains 1 hp.
Truth Seeker--The Scholar deals 1 Target 2 Melee Damage. Draw 1 card.

In Play: Truth Seeker, Mortal Form to Energy, Flesh to Iron
Spoiler

Flesh to IronOngoing, Elemental--At the start of your turn, either discard 1 card or destroy this card. Reduce Damage dealt to The Scholar by 2.
Mortal Form to Energy:Ongoing, Elemental-At the start of your turn, either discard 1 card or destroy this card. Whenever The Scholar regains HP, The Scholar also deals 1 Target that much Energy Damage.
Truth Seeker:Ongoing,
Limited--Power: The Scholar deals 1 Target 2 Melee Damage. Draw 1 card.

Hand:
Spoiler

Grace Under Fire:One-Shot--The Scholar deals 1 Target X Radiant Damage, where X = the number of non-Hero Targets in play.
Don't Dismiss Anything: One-Shot--Each Player may either move 1 card from their trash to the top of their deck, or put the top card of their deck into play.
Keep Moving: One-Shot--Search your deck for an Elemental card and put it into play. Shuffle your deck. You may play a card.
Know When to Turn Loose:One-Shot   "Discard your hand. The Scholar deals 1 Target X Lightning Damage, where X = the number of cards discarded this way.
Bring What you Need:Ongoing, Limited--Power: Reveal the top 3 cards of your deck. Put 2 in your hand and 1 on the bottom of your deck.
Don't Dismiss Anything:One-Shot--Each Player may either move 1 card from their trash to the top of their deck, or put the top card of their deck into play.
Transmutive Recovery:One-Shot--The Scholar regains 2 HP. Draw 2 cards.
Proverbs and Axioms:One-Shot--Each Player draws 1 card. Each Hero Character card may either regain 2 HP or deal themselves 3 Psychic Damage and use a Power.

(http://www.sotm.freedomforceforever.com/banners/Wraith.png)
HP: 16
Available Powers
Throwing Knives--The Wraith deals up to 3 Targets 1 Projectile Damage each.
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.

In Play: Infrared Eyepiece, Micro Targeting Computer, Throwing Knives, Utility Belt, Combat Stance
Spoiler

Utility Belt:Equipment,
Limited--You may use an additional power during your power phase.
Combat Stance:Ongoing,Limited--The first time The Wraith is dealt Damage by a Target each turn, The Wraith deals that Target 2 Melee Damage.
Suture Self:One-Shot-The Wraith regains 3 HP.
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.
Infrared Eyepiece:Equipment--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.

Hand:
Spoiler

Throat Jab:One-Shot--The Wraith deals 1 Target 2 Melee Damage. The Target dealt Damage this way cannot deal Damage until the start of your next turn.
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.
Combat Stance:Ongoing,Limited--The first time The Wraith is dealt Damage by a Target each turn, The Wraith deals that Target 2 Melee Damage.
Suture Self:One-Shot-The Wraith regains 3 HP.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Infrared Eyepiece: Power: Reveal the top 2 cards of the Villain deck.
Put 1 of them on top of the Villain deck and the other on the bottom.
Draw a card.
Smoke Bombs: Equipment,
Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP.
Reduce Damage redirected this way by 1.
Smoke Bombs: Equipment,
Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP.
Reduce Damage redirected this way by 1.

(http://www.sotm.freedomforceforever.com/banners/Tachyon.png)
HP: 12 Lowest Hero Target
Available Powers:
Rapid Recon--Look at the top card of your Hero deck.  You may discard that card.
Research Grant--Draw 2 cards. Discard a card.

In Play: Research Grant
Spoiler

Research Grant:Ongoing--Power: Draw 2 cards. Discard a card.
Burst Count: 8
Hand
Spoiler

Accelerated Assault: One-Shot,Burst--Tachyon deals each non-Hero Target 1 Melee Damage.
Fleet of Foot:One-Shot,Burst--Each player may draw a card. You may play a card.
Accelerated Assault: One-Shot,Burst--Tachyon deals each non-Hero Target 1 Melee Damage.
Pushing the Limits: Ongoing, Limited--You may play an additional card during your play phase and draw an additional card during your draw phase. At the start of your turn, Tachyon may deal herself 2 Sonic Damage. If she takes no Damage this way, this card is destroyed.
Quick Insight:One-Shot, Burst--Draw 3 cards, discard 2 cards.
Lightspeed Barrage:One-Shot--Tachyon deals 1 Target X Melee Damage, where X = the number of Burst cards in your trash.
Lightning Reflexes:One-Shot--You may play up to 2 cards now.

(http://www.sotm.freedomforceforever.com/banners/Tempest.png)
HP: 16
Available Powers:
Squall--Tempest deals all non-Hero targets 1 Projectile damage.
Grievous Hail Storm--Tempest deals each non-Hero Target 2 Cold Damage.

In Play: Grievous Hail Storm, Electrical Storm, Shielding Winds, Otherworldly Resilience

Spoiler

Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.
Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Grievous Hail Storm: Ongoing--Power: Tempest deals each non-Hero Target 2 Cold Damage.
Electrical Storm:Ongoing, Limited--At the start of your turn, Tempest deals each non-Hero Target 1 Lightning Damage.

Hand:
Spoiler

Grievous Hail Storm: Ongoing--Power: Tempest deals each non-Hero Target 2 Cold 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.
Elemental Subwave Inducer:Equipment,Limited--At the start of your turn, select a Damage type. All Damage dealt by Tempest this turn is of that type. Reduce Damage to Tempest of that type by 1 until the start of your next turn.
Elemental Subwave Inducer:Equipment,Limited--At the start of your turn, select a Damage type. All Damage dealt by Tempest this turn is of that type. Reduce Damage to Tempest of that type by 1 until the start of your next turn.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Vicious Cyclone:Ongoing,
Limited--Play this card next to a Target.
At the start of your turn, discard up to 3 cards. Tempest deals that Target 1 Projectile Damage for each card discarded this way.
If the Target leaves play, destroy this card.

Voss plays Gene-Bound Bionaut.

Voss Hits Scholar for 2.  He is now at 15 hp.  Voss hits Tachyon for 3.  Would Tachyon like to Destroy a Synaptic Interruption to redirect the damage?  If you use it to kill the Bionaut, it will be dead before it deals its damage.  Don't forget to also discard a card for Research Grant.
Title: Re: Sentinels of the Multiverse Game 2
Post by: abenavides on September 15, 2014, 10:18:50 AM
Yep, I discard Fleet of Foot

And use Synaptic Interruption to redirect damage to the bionaut.
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on September 15, 2014, 08:36:03 PM
In that case, this concludes what may very well be Voss's last turn.

It is now Expatriette's turn.

(http://www.sotm.freedomforceforever.com/banners/Expatriette.png)
HP: 13
Base Power: Load--Play a card.
Cards in Play: Tactical Shotgun, Pride, Prejudice, Assault Rifle, Flak Jacket
Spoiler

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.
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.
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.
"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."

Hand:
Spoiler

Unload: One-Shot--This turn, you may use as many Powers as you have Guns in play.
RPG Launcher:One-Shot--Destroy 1 Ongoing or Environment card. If you do, Expatriette deals up to 2 Targets 2 Fire Damage each.
Reload:One-Shot--Take an Ammo card from your trash and put it into play or into your hand.
Hollow Points: Equipment,
Ammo--Play this card next to a Gun card.
Increase the Damage of that card's Power by 2.
After that Power is used, 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.
Speed Loading:Ongoing,Limited--At the start of your turn, you may take 1 Ammo card from your trash and put it on the top of your deck. At the start of your turn, you may play an Ammo card.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Deaths Jester on September 16, 2014, 02:21:45 PM
I play Unload and use all four powers on "Pride and Prejudice"...that should knock Voss out with a one point overkill!


"You're days of world domination are over, punk!"
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on September 16, 2014, 10:23:35 PM
Sorry, but a given card's power can only be used once on any given turn.  It still works out pretty well though.

So shotgun for 4

Assault rifle for 2

Pride for 2, which also triggers Prejudice for 2

Then Prejudice for 2.

Total damage twelve.  Game over.

Voss doesn't get far before a heavy volley of gunfire from Expatriette brings him down.  He barely survives and is still unconscious when FILTER arrives to collect him for their extra-dimensional prison.  They glare at Tempest as they go.  "Next time, alien."

Voss's fleets and armies, meanwhile briefly try to continue the attack, but they soon start fighting each other as several of Voss's Senior officers lay claim to his throne.  They soon abandon Earth, racing to be the first to lay claim to the home world.

While the damage to the city comes to millions, the casaulties were fairly low.  Tempest is officially declared Mynerian ambassador to Earth and given diplomatic immunity, much to FILTER's irritation.

HEROES WIN!

Good job all.  That went fairly well.  You were lucky that Voss's ships and Lieutenants never came out, but I think you could have handled them.

If there is still interest, I will start another game shortly.  I will add all remaining heroes to the mix, plus the promo variants.  Since there was interest in both Omnitron and Gloomweaver, we will likely play one of them.

Good job saving the multiverse, heroes!
Title: Re: Sentinels of the Multiverse Game 2
Post by: Glitch Girl on September 17, 2014, 01:38:57 PM
Whoo! 

Well, that was fun.  I have to admit, I was a little worried about my choice at first, but DANG she got powerful fast.

I'd like to try it again so count me in for a second run.
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on September 18, 2014, 12:27:28 AM
Wraith (and both variants) are known for not having really useful base powers, but give her a chance to build up and she shines as either a damage dealer or deck controller, depending on what you need.
Title: Re: Sentinels of the Multiverse Game 2
Post by: Deaths Jester on September 18, 2014, 02:10:04 PM
Well, I guess I'd say I'm in seeing as I've finally got the hang of Expat.  Thought I'd end up failing with her like I did Wraith in the previous game (never got the better equipment that time) but I think Expat really shined for me.
Title: Re: Sentinels of the Multiverse Game 2
Post by: catwhowalksbyhimself on September 18, 2014, 11:02:51 PM
For the record, I don't think you failed with Wraith.  You destroyed a couple of nasty environments and got some of her useful weapon cards into play.  Nothing spectacular, sure, but you freed up the other heroes to do their spectacular stuff.

Expat worked out okay too.  I think you underestimated the value of the shotgun though.  It does exactly as much damage as pride and prejudice together and pierces armor like nothing.  Pride and Prejudice are better if you get damage boosts into play against unarmored targets, or stockpile Ammo on them while firing other gun.  Pride and Prejudice worked out well in this particular case.

Odd that most of her Ammo cards were never drawn.  At least you got that Unload just in time to finish things.

I'll start up a new thread and get going on the next game within a day or two.  I have 7 never heroes to throw in the mix, plus all or most of the possible villain and environment option.  Including the really hard ones, if you want a challenge.