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Sentinels of the Multiverse Game 8

Started by catwhowalksbyhimself, August 20, 2015, 01:48:35 AM

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Glitch Girl

(Wraith is planning just that, but first Wraith wanted to be sure she did more than one damage.  Wraith is also not sure why she's speaking in 3rd person except that it's late and she should REALLY be in bed by now)
-Glitch Girl

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

Reepicheep

I'll skip that extra play for now. There's nothing else I particularly want to do. Could really use a bigger hand.

catwhowalksbyhimself

You draw
Spoiler

Sudden Contract: One-Shot--Search your deck for a Bounty card and put it into play. Shuffle your deck. Chrono-Ranger may deal 1 Target 1 Projectile Damage.

That makes it Setback's turn.

Villain Ongoing Effects
When Spite deals damage, he regains that much HP.(Spite)
At the End of the Villain turn, destroy on Environment cards, then deals each hero target X damage, where X is the number of Environment cards destroyed.(Mynd-Phyre)
Whenever a Hero uses a Power, Spite deals them 2 Toxic Damage and that Hero's Player discards the top 5 cards of their deck.(PL626 Compound XI)

Hero Ongoing Effects
Damage dealt by Tempest to the Villain target with the highest HP is increased by 2.
Damage dealt by Chrono-Ranger to Spite is increased by 1.(The Ultimate Target)
Wraith may use an additional power on her turn.(Utility Belt)
Whenever a Hero would take 5 or more damage, reduce that damage by 2.(Shielding Winds)
Reduce damage dealt by Environment cards by 1(Mega Computer)
All Projectile damage deal by Wraith is increase by 2.(Mircro Targeting Computer)

Environment Ongoing Effects
Damage dealt to Hero targets is increased by 1(Blighted Streets)


Side: Transhuman Serial Killer
Spoiler

Transhuman Serial Killer
At the start of the Villain turn, if there are 5 Drug cards in play, flip Spite's Villain Character card. When Spite deals Damage, he regains that much HP.At the end of the Villain turn, play the top card of the Villain deck. Then, Spite deals the Hero Target with the highest HP (H) minus 1 Energy Damage.

Drug-Wracked Monstrosity
When Spite's Villain Character card is flipped to this side, destroy all Villain cards in play other than Drugs and Spite's Villain Character card.Whenever a Villain card would be played, instead Spite deal each Hero Target other than the Hero Target with the lowest HP 1 Projectile Damage.
HP: 34/80
Deck: 13
Trash: 6
In Play: 4
-Safe House--2 Victims Saved
-Good Samaritan--Victim
-Mynd-Phyre--Drug
-PL626 Compound XI--Drug

Spoiler

PL626 Compound XI:Drug--Whenever a Hero uses a Power, Spite deals them 2 Toxic Damage and that Hero's Player discards the top 5 cards of their deck. This card is indestructible. If this card would be put into the trash, put it into play instead.
"Mynd-Phyre":Drug--At the end of the Villain turn, destroy all Environment cards. Spite deals each Hero Target X Psychic Damage, where X = the number of Environment cards destroyed this way. This card is indestructible. If this card would be put into the trash, put it into play instead.
Good Samaritan: Victim--At the start of the Environment turn, the Players may choose to play the top card of the Villain deck. If they do, put this card under the Safe House card. When this card is destroyed, Spite regains (H) HP.
Safe House: When this card enters play, reveal cards from the top of the Villain deck until a Victim card is revealed. Put it into play. Shuffle the rest of the revealed cards back into the Villain deck. When Spite flips to his "Drug-Wracked Monstrosity" side, he deals himself X Toxic Damage, where X = the number of cards under this card times 5. This card and cards under this card are indestructible. Cards under this card have no text.


HP: 23/26

Available Powers
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.

Deck: 28
Hand: 6
Spoiler

Grievous Hail Storm: Ongoing--Power: Tempest deals each non-Hero Target 2 Cold Damage.
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.
Ball Lightning: One-Shot   Tempest deals 1 Target 4 Lightning Damage. You may destroy up to 2 Ongoing cards.
Grievous Hail Storm: Ongoing--Power: Tempest deals each non-Hero Target 2 Cold Damage.
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.
Trash: 5
In Play: 2
-Gene-Bound Shackles--Equipment, Limited
-Shielding Winds--Ongoing, Limited
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.
Gene-Bound Shackles: Equipment, Limited--Increase Damage dealt by Tempest to the Villain Target with the highest HP by 2.



HP: 23/27
Available Powers:
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!

Deck: 27
Hand: 7
Spoiler

Super Ultra Kawaii!!   : Ongoing, Limited--I'm not just a hero, I'm a magical love prince! At the end of each Hero turn, if you have more than H cards in your hand, you may play a card.At the start of your turn, destroy this card.
Retcon: One-shot--Destroy 1 ongoing or environment card. Awesome! I'm a great hero. You may draw a card or play a card.
Uh, Yeah, I'm That Guy!: Ongoing, Limited--When this card enters play, give another player a high-five. If you do, treat this card as if it had the game text of every ongoing card in that player's play area, replacing their hero's name with Guise. At the start of your turn, destroy this card.
Say Cheese!: One-shot--Guise deals 1 target 1 cold damage. Then, if that target is still in play and has 5 or fewer HP, you may play 1 card.
X-treeeeeeeeme!!!: Ongoing, Limited--It's hard to tell if I'm the most awesome, or the most extreme. Probably both.Damage dealt by Guise is irreducible and cannot be redirected. At the start of your turn, destroy this card.
Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.
Selling Out: Ongoing, Limited--Gotta have all the best swag. At the end of the environment turn, you may discard 1 card. You may play up to 3 cards that share a keyword with the discarded card. At the start of your turn, destroy this card.
I Can Do That, Too!: One-shot--Guise uses a power printed on an active hero character card in play. If that power has the name of a hero in it, treat that name as if it were Guise instead.
Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
Trash: 4
In Play: 1
-Total Beefcake--Ongoing, Limited


Spoiler

Total Beefcake:Ongoing, Limited--Who would want to hurt such a beauty? The first time Guise would be dealt damage each turn, redirect that damage to the non-hero target with the lowest HP. At the start of your turn, destroy this card.



HP: 13/28

Available Powers
Quick Shot: Chrono-Ranger deals 1 Target 1 Projectile Damage.

Deck: 29
Hand: 3
Spoiler

Sudden Contract: One-Shot--Search your deck for a Bounty card and put it into play. Shuffle your deck. Chrono-Ranger may deal 1 Target 1 Projectile Damage.
"Dead or Alive": Ongoing, Bounty--Play this card next to a non-Hero Target. At the start of your turn, Chrono-Ranger regains a HP. When that Target leaves play, draw 1 card and destroy this card.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.
Trash: 5
In Play: 4
-Jim's Hat--Equipment
-The Ultimate Target--Ongoing, Bounty
-Compounded Bow--Equipment
-Temporal Grenade--Equipment

Spoiler

Jim's Hat: Equipment--You may play an additional card during your play phase.At the start of your turn, you may destroy a Bounty card.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.
Compounded Bow: Equipment--Power: Chrono-Ranger deals 1 Target 1 Projectile Damage and 1 Damage of a type of your choice.
"The Ultimate Target": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt by Chrono-Ranger to that Target by 1. The first time that Target deals Damage each turn, you may use a Power.

All Equipment in your deck
Spoiler

The Masadah: Equipment--Power: Chrono-Ranger deals 1 Target X Irreducible Energy Damage, where X = the number of Bounty cards in play.
Neuro-Toxin Dart Thrower: Equipment--Power: Chrono-Ranger deals 1 Target 1 Toxic Damage. Reduce Damage dealt by that Target by 1 until the start of your next turn.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.

All Bounties in your deck
Spoiler

"By Any Means": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt to that Target by 1. When that Target leaves play, destroy this card.
"No Executions": Ongoing, Bounty--Play this card next to a non-Character card Target. When that target would be destroyed, put it on the bottom of its deck instead. Then destroy this card.



HP: 16/31

Available Powers
Risk: Add 1 Token to your Unlucky Pool. Play the top card of your deck.
Unlucky Pool: 8

Deck: 28
Hand: 6
Spoiler

Exceeded Expectations: One-Shot--Remove any number of Tokens from your Unlucky Pool. Setback deals that many Targets 3 Melee Damage each.
"Whoops! Sorry!": One-Shot--Destroy 1 non-Character card belonging to another Hero. You may destroy 1 Ongoing or Environment card .Add or remove 3 Tokens from your Unlucky Pool.
Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Plucky Break   : One-Shot--Remove 2 Tokens from your Unlucky Pool. If you do, draw 1 card and Setback deals 1 target 2 Melee Damage. If there are zero Tokens in your Unlucky Pool, Setback regains 3 HP.
Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Uncharmed Life: Ongoing--When a Hero Target would be dealt Damage, you may remove 2 Tokens from your Unlucky Pool to redirect that Damage to Setback. Power: Setback regains 3 HP. Destroy this card.
Trash: 5
In Play: 1
-Looking Up--Ongoing

Spoiler

Looking Up: Ongoing--Power: Add 3 Tokens to your Unlucky Pool. Setback deals 1 Target 3 Melee Damage. At the start of your turn, if you have 10 or more Tokens, Setback deals himself 3 Psychic damage



HP: 21/26

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

Deck: 30
Hand: 6
Spoiler

Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Grappling Hook: One-Shot--Destroy 1 Ongoing or Environment card. You may 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.
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.
Trust Fund: One-Shot--Draw 4 cards, then discard 2 cards.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
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.
Trash: 1
In Play: 3
-Utility Belt--Equipment, Limited
-Infrared Eyepiece--Equipment, Limited
-Mega Computer--Equipment
-Micro Targeting Computer--Equipment, Limited

Spoiler

Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Utility Belt: Equipment, Limited--You may use an additional power during your power phase.

All Equipment in your deck
Spoiler

Utility Belt: Equipment, Limited--You may use an additional power during your power phase.
Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
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: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
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.
Micro Targeting Computer:Equipment, Limited--Increase Projectile Damage dealt by The Wraith by 2.



Deck: 12
Trash: 3
In Play: 0


Spoiler

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

Outcast

I'll play Karmic Retribution to deal Spite 7hp damage. Then use Looking up to add 3 tokens to my unlucky pool and deal him 3hp damage. I would also like to know the 5 cards which will be discarded to my trash. Draw a card to end my turn.

I'll leave it up to Chrono if he wants to strike Spite back knowing he'll be taking a hit as well?

Reepicheep

I'm a bit too low for comfort now. I'll start using the shot again later in the game once victory is more assured.

catwhowalksbyhimself

Discarded
Spoiler

Cash Out: One-Shot--Remove any number of Tokens from your Unlucky Pool. Draw that many cards. Each player may discard 1 card. If (H) minus 1 cards are discarded this way, each Hero Target regains 2 HP.
Exceeded Expectations: One-Shot--Remove any number of Tokens from your Unlucky Pool. Setback deals that many Targets 3 Melee Damage each.
Plucky Break   : One-Shot--Remove 2 Tokens from your Unlucky Pool. If you do, draw 1 card and Setback deals 1 target 2 Melee Damage. If there are zero Tokens in your Unlucky Pool, Setback regains 3 HP.
"Whoops! Sorry!": One-Shot--Destroy 1 non-Character card belonging to another Hero. You may destroy 1 Ongoing or Environment card. Add or remove 3 Tokens from your Unlucky Pool.
Friendly Fire: Ongoing--Whenever a Hero Target deals a non-Hero Target Damage, that Hero may also deal Setback 2 Damage of the same type. Whenever Setback is dealt Damage this way, add 2 Tokens to your Unlucky Pool.

You draw
Spoiler

High Risk Behavior: Ongoing--Increase Damage dealt to and by Setback to and by Villain Targets by 1 for every 3 Tokens in your Unlucky Pool. At the start of your turn, you may add or remove 1 Token from your Unlucky Pool.

It is now Wraith's turn

Villain Ongoing Effects
When Spite deals damage, he regains that much HP.(Spite)
At the End of the Villain turn, destroy on Environment cards, then deals each hero target X damage, where X is the number of Environment cards destroyed.(Mynd-Phyre)
Whenever a Hero uses a Power, Spite deals them 2 Toxic Damage and that Hero's Player discards the top 5 cards of their deck.(PL626 Compound XI)

Hero Ongoing Effects
Damage dealt by Tempest to the Villain target with the highest HP is increased by 2.
Damage dealt by Chrono-Ranger to Spite is increased by 1.(The Ultimate Target)
Wraith may use an additional power on her turn.(Utility Belt)
Whenever a Hero would take 5 or more damage, reduce that damage by 2.(Shielding Winds)
Reduce damage dealt by Environment cards by 1(Mega Computer)
All Projectile damage deal by Wraith is increase by 2.(Mircro Targeting Computer)

Environment Ongoing Effects
Damage dealt to Hero targets is increased by 1(Blighted Streets)


Side: Transhuman Serial Killer
Spoiler

Transhuman Serial Killer
At the start of the Villain turn, if there are 5 Drug cards in play, flip Spite's Villain Character card. When Spite deals Damage, he regains that much HP.At the end of the Villain turn, play the top card of the Villain deck. Then, Spite deals the Hero Target with the highest HP (H) minus 1 Energy Damage.

Drug-Wracked Monstrosity
When Spite's Villain Character card is flipped to this side, destroy all Villain cards in play other than Drugs and Spite's Villain Character card.Whenever a Villain card would be played, instead Spite deal each Hero Target other than the Hero Target with the lowest HP 1 Projectile Damage.
HP: 26/80
Deck: 13
Trash: 6
In Play: 4
-Safe House--2 Victims Saved
-Good Samaritan--Victim
-Mynd-Phyre--Drug
-PL626 Compound XI--Drug

Spoiler

PL626 Compound XI:Drug--Whenever a Hero uses a Power, Spite deals them 2 Toxic Damage and that Hero's Player discards the top 5 cards of their deck. This card is indestructible. If this card would be put into the trash, put it into play instead.
"Mynd-Phyre":Drug--At the end of the Villain turn, destroy all Environment cards. Spite deals each Hero Target X Psychic Damage, where X = the number of Environment cards destroyed this way. This card is indestructible. If this card would be put into the trash, put it into play instead.
Good Samaritan: Victim--At the start of the Environment turn, the Players may choose to play the top card of the Villain deck. If they do, put this card under the Safe House card. When this card is destroyed, Spite regains (H) HP.
Safe House: When this card enters play, reveal cards from the top of the Villain deck until a Victim card is revealed. Put it into play. Shuffle the rest of the revealed cards back into the Villain deck. When Spite flips to his "Drug-Wracked Monstrosity" side, he deals himself X Toxic Damage, where X = the number of cards under this card times 5. This card and cards under this card are indestructible. Cards under this card have no text.


HP: 23/26

Available Powers
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.

Deck: 28
Hand: 6
Spoiler

Grievous Hail Storm: Ongoing--Power: Tempest deals each non-Hero Target 2 Cold Damage.
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.
Ball Lightning: One-Shot   Tempest deals 1 Target 4 Lightning Damage. You may destroy up to 2 Ongoing cards.
Grievous Hail Storm: Ongoing--Power: Tempest deals each non-Hero Target 2 Cold Damage.
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.
Trash: 5
In Play: 2
-Gene-Bound Shackles--Equipment, Limited
-Shielding Winds--Ongoing, Limited
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.
Gene-Bound Shackles: Equipment, Limited--Increase Damage dealt by Tempest to the Villain Target with the highest HP by 2.



HP: 23/27
Available Powers:
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!

Deck: 27
Hand: 7
Spoiler

Super Ultra Kawaii!!   : Ongoing, Limited--I'm not just a hero, I'm a magical love prince! At the end of each Hero turn, if you have more than H cards in your hand, you may play a card.At the start of your turn, destroy this card.
Retcon: One-shot--Destroy 1 ongoing or environment card. Awesome! I'm a great hero. You may draw a card or play a card.
Uh, Yeah, I'm That Guy!: Ongoing, Limited--When this card enters play, give another player a high-five. If you do, treat this card as if it had the game text of every ongoing card in that player's play area, replacing their hero's name with Guise. At the start of your turn, destroy this card.
Say Cheese!: One-shot--Guise deals 1 target 1 cold damage. Then, if that target is still in play and has 5 or fewer HP, you may play 1 card.
X-treeeeeeeeme!!!: Ongoing, Limited--It's hard to tell if I'm the most awesome, or the most extreme. Probably both.Damage dealt by Guise is irreducible and cannot be redirected. At the start of your turn, destroy this card.
Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.
Selling Out: Ongoing, Limited--Gotta have all the best swag. At the end of the environment turn, you may discard 1 card. You may play up to 3 cards that share a keyword with the discarded card. At the start of your turn, destroy this card.
I Can Do That, Too!: One-shot--Guise uses a power printed on an active hero character card in play. If that power has the name of a hero in it, treat that name as if it were Guise instead.
Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
Trash: 4
In Play: 1
-Total Beefcake--Ongoing, Limited


Spoiler

Total Beefcake:Ongoing, Limited--Who would want to hurt such a beauty? The first time Guise would be dealt damage each turn, redirect that damage to the non-hero target with the lowest HP. At the start of your turn, destroy this card.



HP: 13/28

Available Powers
Quick Shot: Chrono-Ranger deals 1 Target 1 Projectile Damage.

Deck: 29
Hand: 3
Spoiler

Sudden Contract: One-Shot--Search your deck for a Bounty card and put it into play. Shuffle your deck. Chrono-Ranger may deal 1 Target 1 Projectile Damage.
"Dead or Alive": Ongoing, Bounty--Play this card next to a non-Hero Target. At the start of your turn, Chrono-Ranger regains a HP. When that Target leaves play, draw 1 card and destroy this card.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.
Trash: 5
In Play: 4
-Jim's Hat--Equipment
-The Ultimate Target--Ongoing, Bounty
-Compounded Bow--Equipment
-Temporal Grenade--Equipment

Spoiler

Jim's Hat: Equipment--You may play an additional card during your play phase.At the start of your turn, you may destroy a Bounty card.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.
Compounded Bow: Equipment--Power: Chrono-Ranger deals 1 Target 1 Projectile Damage and 1 Damage of a type of your choice.
"The Ultimate Target": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt by Chrono-Ranger to that Target by 1. The first time that Target deals Damage each turn, you may use a Power.

All Equipment in your deck
Spoiler

The Masadah: Equipment--Power: Chrono-Ranger deals 1 Target X Irreducible Energy Damage, where X = the number of Bounty cards in play.
Neuro-Toxin Dart Thrower: Equipment--Power: Chrono-Ranger deals 1 Target 1 Toxic Damage. Reduce Damage dealt by that Target by 1 until the start of your next turn.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.

All Bounties in your deck
Spoiler

"By Any Means": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt to that Target by 1. When that Target leaves play, destroy this card.
"No Executions": Ongoing, Bounty--Play this card next to a non-Character card Target. When that target would be destroyed, put it on the bottom of its deck instead. Then destroy this card.



HP: 14/31

Available Powers
Risk: Add 1 Token to your Unlucky Pool. Play the top card of your deck.
Unlucky Pool: 4

Deck: 28
Hand: 6
Spoiler

High Risk Behavior: Ongoing--Increase Damage dealt to and by Setback to and by Villain Targets by 1 for every 3 Tokens in your Unlucky Pool. At the start of your turn, you may add or remove 1 Token from your Unlucky Pool.
Exceeded Expectations: One-Shot--Remove any number of Tokens from your Unlucky Pool. Setback deals that many Targets 3 Melee Damage each.
"Whoops! Sorry!": One-Shot--Destroy 1 non-Character card belonging to another Hero. You may destroy 1 Ongoing or Environment card .Add or remove 3 Tokens from your Unlucky Pool.
Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Plucky Break   : One-Shot--Remove 2 Tokens from your Unlucky Pool. If you do, draw 1 card and Setback deals 1 target 2 Melee Damage. If there are zero Tokens in your Unlucky Pool, Setback regains 3 HP.
Uncharmed Life: Ongoing--When a Hero Target would be dealt Damage, you may remove 2 Tokens from your Unlucky Pool to redirect that Damage to Setback. Power: Setback regains 3 HP. Destroy this card.
Trash: 6
In Play: 1
-Looking Up--Ongoing

Spoiler

Looking Up: Ongoing--Power: Add 3 Tokens to your Unlucky Pool. Setback deals 1 Target 3 Melee Damage. At the start of your turn, if you have 10 or more Tokens, Setback deals himself 3 Psychic damage



HP: 21/26

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

Deck: 30
Hand: 6
Spoiler

Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Grappling Hook: One-Shot--Destroy 1 Ongoing or Environment card. You may 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.
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.
Trust Fund: One-Shot--Draw 4 cards, then discard 2 cards.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
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.
Trash: 1
In Play: 3
-Utility Belt--Equipment, Limited
-Infrared Eyepiece--Equipment, Limited
-Mega Computer--Equipment
-Micro Targeting Computer--Equipment, Limited

Spoiler

Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Utility Belt: Equipment, Limited--You may use an additional power during your power phase.

All Equipment in your deck
Spoiler

Utility Belt: Equipment, Limited--You may use an additional power during your power phase.
Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
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: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
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.
Micro Targeting Computer:Equipment, Limited--Increase Projectile Damage dealt by The Wraith by 2.



Deck: 12
Trash: 3
In Play: 0


Spoiler

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

Glitch Girl

Wraith is going to use her Stun Bolt for three  points damage and then go back to being Stealthy
-Glitch Girl

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

catwhowalksbyhimself

Okay, but is that the actually order you want to do things?

If you use the Stun Bolt Power first, Spite will hit you back for 2 points of damage and heal for that much.  Then you'd take less damage next time.  If you use Stealth first, he will hit you for nothing and not heal at all, but you will be more vulnerable in the mean time.  Order of things is important in this case.
I am the cat that walks by himself, all ways are alike to me.

Reepicheep

You can user a power before playing a card?

catwhowalksbyhimself

Quote from: Reepicheep on October 04, 2015, 08:52:52 PM
You can user a power before playing a card?

No.  Glitch kinof mixes her terms, so I have to interpret.

First she plays the Stun Bolt Card, then she uses it's power.

She doesn't distinguish between those two when she posts, but it's pretty obvious what she wants to do.

Once she does play that card, though, which order she uses her two powers is entirely up to her.

Although now that I think of it, my advice was wrong. He attacks both times she uses a power.  Using Stealth last doesn't do anything at all since he immediately damages her and takes away his it's benefit, but using it first means she actually takes damage for her trouble, so she was right the first time.

You may still shoot him though.  He'll only hurt you for 1 this time.
I am the cat that walks by himself, all ways are alike to me.

Reepicheep

Quote from: catwhowalksbyhimself on October 04, 2015, 09:19:42 PM
Quote from: Reepicheep on October 04, 2015, 08:52:52 PM
You can user a power before playing a card?

No.  Glitch kinof mixes her terms, so I have to interpret.

First she plays the Stun Bolt Card, then she uses it's power.

She doesn't distinguish between those two when she posts, but it's pretty obvious what she wants to do.

Once she does play that card, though, which order she uses her two powers is entirely up to her.

Although now that I think of it, my advice was wrong. He attacks both times she uses a power.  Using Stealth last doesn't do anything at all since he immediately damages her and takes away his it's benefit, but using it first means she actually takes damage for her trouble, so she was right the first time.

You may still shoot him though.  He'll only hurt you for 1 this time.

Ah, I see. I assumed Stun Bolt was a one-shot. Just saw it's an equipment card. And she has utility belt. I just need to pay more attention.

Glitch Girl

Also the reason I did Stun Bolt first was it should decrease the damage done to me by 1. 

I wasn't sure if Stealth would still be active after that turn (if his damage was considered a simultaneous action or happen after the power use). 

If that's the case, I may change my second power to Infrared Eyepiece.
-Glitch Girl

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

catwhowalksbyhimself

Quote from: Glitch Girl on October 05, 2015, 02:10:45 PM
Also the reason I did Stun Bolt first was it should decrease the damage done to me by 1. 

I wasn't sure if Stealth would still be active after that turn (if his damage was considered a simultaneous action or happen after the power use). 

If that's the case, I may change my second power to Infrared Eyepiece.

You may do so if you wish.  You will take an additional 2 damage, however.

Everything in this game generally takes place in sequence.  First you use Stun Bolt, then he damages you.  Then when you use your next power he does the same.  It's annoying, but not so bad as when he gets the drug out that lets him start ignoring damage.
I am the cat that walks by himself, all ways are alike to me.

Glitch Girl

Shouldn't it be 1 additional damage?  Stun Bolt reduces all damage dealt by the target by 1 and I don't think his toxic damage is irreducable. 
-Glitch Girl

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

catwhowalksbyhimself

Quote from: Glitch Girl on October 06, 2015, 02:14:46 AM
Shouldn't it be 1 additional damage?  Stun Bolt reduces all damage dealt by the target by 1 and I don't think his toxic damage is irreducable.

He's your nemesis, so you each deal 1 bonus damage each time you hurt the other.  This also means you dealt 4 damage to him, not 3.
I am the cat that walks by himself, all ways are alike to me.

HarryTrotter

''Even our origin stories have gone sour.''
Jon Farmer

catwhowalksbyhimself

Still waiting for final decision on Wraith's move.
I am the cat that walks by himself, all ways are alike to me.

Glitch Girl

Sorry.  Yes that was my final move.
-Glitch Girl

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

catwhowalksbyhimself

Quote from: Glitch Girl on October 07, 2015, 01:18:09 PM
Sorry.  Yes that was my final move.

I'm still not clear.  What exactly was your final move?
I am the cat that walks by himself, all ways are alike to me.

Glitch Girl

Play and use Stun Gun.

Use Infrared Eyepiece since Stealth is completely negated.  I should take four points for all that I think.

-Glitch Girl

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

catwhowalksbyhimself

Spite's top two are
Spoiler

Innocent Bystander: Victim--At the start of each Hero turn, that Hero's Player may discard (H) minus 2 cards. If they do, put this card under the Safe House card.When this card is destroyed, Spite regains (H) HP.
"Demon's Kiss": Drug--At the end of the Villain turn, Spite deals each non-Villain Target 1 Infernal Damage. This card is indestructible. If this card would be put into the trash, put it into play instead.
I am the cat that walks by himself, all ways are alike to me.

Glitch Girl

Demon's Kiss on the bottom, Innocent Bystander on the top.
-Glitch Girl

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

Reepicheep


Glitch Girl

-Glitch Girl

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

catwhowalksbyhimself

You draw
Spoiler

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

Note--Stun Bolt is not Limited, so you can play and use both copies.

That makes it the Environment's turn.



Start: Nothing

Play: Blighted Streets: Increase Damage dealt to Hero Targets by 1. At the end of each Hero's turn, if that Hero dealt no Damage this turn, their Player may discard 2 cards to destroy this card. When this card is destroyed, play the top card of the Villain deck.

End: Nothing

Now it is Spite's turn.




Start: Nothing

Play: Innocent Bystander: Victim--At the start of each Hero turn, that Hero's Player may discard (H) minus 2 cards. If they do, put this card under the Safe House card.When this card is destroyed, Spite regains (H) HP.

End: Spite plays PL602 Compound Omicron: Drug--The first time Spite would be dealt Damage each turn, reduce that Damage by (H) minus 2. This card is indestructible. If this card would be put into the trash, put it into play instead.

Spite deals either Tempest or Guise 4 damage.  Guise redirects it to Spite, who reduces it to 1.  Does Chrono-Ranger wish to use a power?
I am the cat that walks by himself, all ways are alike to me.

Reepicheep

I will use compound bow, since it's an opportunity to hit him without him reducing it.

Man, these drugs are a killer.

catwhowalksbyhimself

Mynd Phyre then destroys Blighted Streets.  Blighted Streets then makes Spite play another card.

He plays PL531 Compound Upsilon: Drug--Increase Damage dealt by Spite by 1. At the start of the Villain Turn, put (H) minus 2 Hero Ongoing and/or Equipment cards back into their Player's hand. This card is indestructible. If this card would be put into the trash, put it into play instead.

He then hits everyone for 1 point of damage and Wraith for 2 and heals by 6, thanks to his brand new damage boost.

4 drugs down, 1 more to go.

It is now Tempest's turn.

Villain Ongoing Effects
When Spite deals damage, he regains that much HP.(Spite)
At the End of the Villain turn, destroy on Environment cards, then deals each hero target X damage, where X is the number of Environment cards destroyed.(Mynd-Phyre)
Whenever a Hero uses a Power, Spite deals them 2 Toxic Damage and that Hero's Player discards the top 5 cards of their deck.(PL626 Compound XI)
The first time per turn Spite is damage, reduce that damage by 3.(PL602 Compound Omicron)
Spite's damage is increased by 1.(PL531 Compound Upsilon)

Hero Ongoing Effects
Damage dealt by Tempest to the Villain target with the highest HP is increased by 2.
Damage dealt by Chrono-Ranger to Spite is increased by 1.(The Ultimate Target)
Wraith may use an additional power on her turn.(Utility Belt)
Whenever a Hero would take 5 or more damage, reduce that damage by 2.(Shielding Winds)
Reduce damage dealt by Environment cards by 1(Mega Computer)
All Projectile damage deal by Wraith is increase by 2.(Mircro Targeting Computer)
Damage dealt by Spite is reduced by 1(Stun Bolt)

Environment Ongoing Effects
Damage dealt to Hero targets is increased by 1(Blighted Streets)


Side: Transhuman Serial Killer
Spoiler

Transhuman Serial Killer
At the start of the Villain turn, if there are 5 Drug cards in play, flip Spite's Villain Character card. When Spite deals Damage, he regains that much HP.At the end of the Villain turn, play the top card of the Villain deck. Then, Spite deals the Hero Target with the highest HP (H) minus 1 Energy Damage.

Drug-Wracked Monstrosity
When Spite's Villain Character card is flipped to this side, destroy all Villain cards in play other than Drugs and Spite's Villain Character card.Whenever a Villain card would be played, instead Spite deal each Hero Target other than the Hero Target with the lowest HP 1 Projectile Damage.
HP: 27/80
Deck: 10
Trash: 6
In Play: 6
-Safe House--2 Victims Saved
-Good Samaritan--Victim
-Innocent Bystander--Victim
-Mynd-Phyre--Drug
-PL626 Compound XI--Drug
-PL602 Compound Omicron--Drug
-PL531 Compound Upsilon--Drug

Spoiler

PL531 Compound Upsilon: Drug--Increase Damage dealt by Spite by 1. At the start of the Villain Turn, put (H) minus 2 Hero Ongoing and/or Equipment cards back into their Player's hand. This card is indestructible. If this card would be put into the trash, put it into play instead.
PL602 Compound Omicron: Drug--The first time Spite would be dealt Damage each turn, reduce that Damage by (H) minus 2. This card is indestructible. If this card would be put into the trash, put it into play instead.
Innocent Bystander: Victim--At the start of each Hero turn, that Hero's Player may discard (H) minus 2 cards. If they do, put this card under the Safe House card.When this card is destroyed, Spite regains (H) HP.
PL626 Compound XI:Drug--Whenever a Hero uses a Power, Spite deals them 2 Toxic Damage and that Hero's Player discards the top 5 cards of their deck. This card is indestructible. If this card would be put into the trash, put it into play instead.
"Mynd-Phyre":Drug--At the end of the Villain turn, destroy all Environment cards. Spite deals each Hero Target X Psychic Damage, where X = the number of Environment cards destroyed this way. This card is indestructible. If this card would be put into the trash, put it into play instead.
Good Samaritan: Victim--At the start of the Environment turn, the Players may choose to play the top card of the Villain deck. If they do, put this card under the Safe House card. When this card is destroyed, Spite regains (H) HP.
Safe House: When this card enters play, reveal cards from the top of the Villain deck until a Victim card is revealed. Put it into play. Shuffle the rest of the revealed cards back into the Villain deck. When Spite flips to his "Drug-Wracked Monstrosity" side, he deals himself X Toxic Damage, where X = the number of cards under this card times 5. This card and cards under this card are indestructible. Cards under this card have no text.


HP: 22/26

Available Powers
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.

Deck: 28
Hand: 6
Spoiler

Grievous Hail Storm: Ongoing--Power: Tempest deals each non-Hero Target 2 Cold Damage.
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.
Ball Lightning: One-Shot   Tempest deals 1 Target 4 Lightning Damage. You may destroy up to 2 Ongoing cards.
Grievous Hail Storm: Ongoing--Power: Tempest deals each non-Hero Target 2 Cold Damage.
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.
Trash: 5
In Play: 2
-Gene-Bound Shackles--Equipment, Limited
-Shielding Winds--Ongoing, Limited
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.
Gene-Bound Shackles: Equipment, Limited--Increase Damage dealt by Tempest to the Villain Target with the highest HP by 2.



HP: 22/27
Available Powers:
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!

Deck: 27
Hand: 7
Spoiler

Super Ultra Kawaii!!   : Ongoing, Limited--I'm not just a hero, I'm a magical love prince! At the end of each Hero turn, if you have more than H cards in your hand, you may play a card.At the start of your turn, destroy this card.
Retcon: One-shot--Destroy 1 ongoing or environment card. Awesome! I'm a great hero. You may draw a card or play a card.
Uh, Yeah, I'm That Guy!: Ongoing, Limited--When this card enters play, give another player a high-five. If you do, treat this card as if it had the game text of every ongoing card in that player's play area, replacing their hero's name with Guise. At the start of your turn, destroy this card.
Say Cheese!: One-shot--Guise deals 1 target 1 cold damage. Then, if that target is still in play and has 5 or fewer HP, you may play 1 card.
X-treeeeeeeeme!!!: Ongoing, Limited--It's hard to tell if I'm the most awesome, or the most extreme. Probably both.Damage dealt by Guise is irreducible and cannot be redirected. At the start of your turn, destroy this card.
Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.
Selling Out: Ongoing, Limited--Gotta have all the best swag. At the end of the environment turn, you may discard 1 card. You may play up to 3 cards that share a keyword with the discarded card. At the start of your turn, destroy this card.
I Can Do That, Too!: One-shot--Guise uses a power printed on an active hero character card in play. If that power has the name of a hero in it, treat that name as if it were Guise instead.
Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
Trash: 4
In Play: 1
-Total Beefcake--Ongoing, Limited


Spoiler

Total Beefcake:Ongoing, Limited--Who would want to hurt such a beauty? The first time Guise would be dealt damage each turn, redirect that damage to the non-hero target with the lowest HP. At the start of your turn, destroy this card.



HP: 11/28

Available Powers
Quick Shot: Chrono-Ranger deals 1 Target 1 Projectile Damage.

Deck: 29
Hand: 3
Spoiler

Sudden Contract: One-Shot--Search your deck for a Bounty card and put it into play. Shuffle your deck. Chrono-Ranger may deal 1 Target 1 Projectile Damage.
"Dead or Alive": Ongoing, Bounty--Play this card next to a non-Hero Target. At the start of your turn, Chrono-Ranger regains a HP. When that Target leaves play, draw 1 card and destroy this card.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.
Trash: 5
In Play: 4
-Jim's Hat--Equipment
-The Ultimate Target--Ongoing, Bounty
-Compounded Bow--Equipment
-Temporal Grenade--Equipment

Spoiler

Jim's Hat: Equipment--You may play an additional card during your play phase.At the start of your turn, you may destroy a Bounty card.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.
Compounded Bow: Equipment--Power: Chrono-Ranger deals 1 Target 1 Projectile Damage and 1 Damage of a type of your choice.
"The Ultimate Target": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt by Chrono-Ranger to that Target by 1. The first time that Target deals Damage each turn, you may use a Power.

All Equipment in your deck
Spoiler

The Masadah: Equipment--Power: Chrono-Ranger deals 1 Target X Irreducible Energy Damage, where X = the number of Bounty cards in play.
Neuro-Toxin Dart Thrower: Equipment--Power: Chrono-Ranger deals 1 Target 1 Toxic Damage. Reduce Damage dealt by that Target by 1 until the start of your next turn.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.

All Bounties in your deck
Spoiler

"By Any Means": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt to that Target by 1. When that Target leaves play, destroy this card.
"No Executions": Ongoing, Bounty--Play this card next to a non-Character card Target. When that target would be destroyed, put it on the bottom of its deck instead. Then destroy this card.



HP: 13/31

Available Powers
Risk: Add 1 Token to your Unlucky Pool. Play the top card of your deck.
Unlucky Pool: 4

Deck: 28
Hand: 6
Spoiler

High Risk Behavior: Ongoing--Increase Damage dealt to and by Setback to and by Villain Targets by 1 for every 3 Tokens in your Unlucky Pool. At the start of your turn, you may add or remove 1 Token from your Unlucky Pool.
Exceeded Expectations: One-Shot--Remove any number of Tokens from your Unlucky Pool. Setback deals that many Targets 3 Melee Damage each.
"Whoops! Sorry!": One-Shot--Destroy 1 non-Character card belonging to another Hero. You may destroy 1 Ongoing or Environment card .Add or remove 3 Tokens from your Unlucky Pool.
Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Plucky Break   : One-Shot--Remove 2 Tokens from your Unlucky Pool. If you do, draw 1 card and Setback deals 1 target 2 Melee Damage. If there are zero Tokens in your Unlucky Pool, Setback regains 3 HP.
Uncharmed Life: Ongoing--When a Hero Target would be dealt Damage, you may remove 2 Tokens from your Unlucky Pool to redirect that Damage to Setback. Power: Setback regains 3 HP. Destroy this card.
Trash: 6
In Play: 1
-Looking Up--Ongoing

Spoiler

Looking Up: Ongoing--Power: Add 3 Tokens to your Unlucky Pool. Setback deals 1 Target 3 Melee Damage. At the start of your turn, if you have 10 or more Tokens, Setback deals himself 3 Psychic damage



HP: 15/26

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

Deck: 28
Hand: 7
Spoiler

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.
Trust Fund: One-Shot--Draw 4 cards, then discard 2 cards.
Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Grappling Hook: One-Shot--Destroy 1 Ongoing or Environment card. You may 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.
Trust Fund: One-Shot--Draw 4 cards, then discard 2 cards.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
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.
Trash: 1
In Play: 5
-Utility Belt--Equipment, Limited
-Infrared Eyepiece--Equipment, Limited
-Mega Computer--Equipment
-Micro Targeting Computer--Equipment, Limited
-Stun Bolt--Equipment

Spoiler

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.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Utility Belt: Equipment, Limited--You may use an additional power during your power phase.

All Equipment in your deck
Spoiler

Utility Belt: Equipment, Limited--You may use an additional power during your power phase.
Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
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: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
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.
Micro Targeting Computer:Equipment, Limited--Increase Projectile Damage dealt by The Wraith by 2.



Deck: 12
Trash: 3
In Play: 0


Spoiler

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

HarryTrotter

Still 3 cards to save the Bystanders?If so,I discard ESI and 2 griveous hailstorms.
Play Ball Lighting(cant destroy any ongoing?),use my power and draw a card.
''Even our origin stories have gone sour.''
Jon Farmer

Reepicheep

Shall we agree now that we're saving the good samaritan at the start of the environment's turn?

Man, that last round really messed with my predictions. We've gone from having this game in the bag to being kinda screwed. Can Spite be flipped back from drug-wracked monstrosity?

HarryTrotter

In advance,I vote for saving Samaritan.
''Even our origin stories have gone sour.''
Jon Farmer