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Sentinels of the Multiverse Game 11

Started by catwhowalksbyhimself, June 07, 2017, 11:57:19 PM

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Glitch Girl

Can I play the second improptu invention and get out my throwing knives?
-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 July 02, 2017, 04:57:56 PM
Can I play the second improptu invention and get out my throwing knives?

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

That was basically just good luck there.
I am the cat that walks by himself, all ways are alike to me.

Glitch Girl

Not sure I follow.   Did I miss a copy of Throwing Knives in there somewhere?  I just checked the last version of my hand and it wasn't there (though the eyepiece was, and I think I played that)

Also change of plans anyway.  Want to get out the Targeting Computer instead.  Once I start getting weapons, they'll be more effective overall.
-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

#123
Improptu invention does three different things, in order.

1. Draws a card

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

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

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

As a result, you my put Targeting computer into play for 2, then immediately play you new copy of throwing knives for 3.
I am the cat that walks by himself, all ways are alike to me.

Glitch Girl

Ah okay.  Sounds good.

Who do y'all want me to target first?  I got 3 shots.
-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

Deaths Jester

Avatar picture originally a Brom painting entitled Marionette.

catwhowalksbyhimself

Any attacking will have to wait until your turn, since you only card a card play, not a power use.

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



Start: Proletariat takes 3 Psychic damage from himself.

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

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

It is now Absolute Zero's turn

Villain Ongoing Effects
Whenever Proletariat would be dealt non-psychic damage, redirect that damage to the clone card with the lowest HP.(Proletariat)
Reduce the first damage dealt to Biomancer each turn by 2.At the end of Biomancer's turn, Biomancer and each Fleshchild regains 2 HP.(Biomancer)
If Mr. Fascimile is dealt exactly 1 damage, redirect it to the Hero target with the highest HP.(Biomancer--Mr. Fascimile)
At the end of Ermine's turn, reveal the top card of Ermine's villain deck. If it is a one-shot, put it into play. If not, discard it and Ermine deals the Hero target with the second-lowest HP 2 melee damage.(Ermine)
At the End of Ermine's turn discard the top card of ever deck.(Ermine--Constant Prattle)
The First time Ermine is dealt damage each turn, redirect it to the Hero target with the highest HP.(Ermine--Subtile Diversion)
At the end of Miss Information's turn, move the top card of each Hero deck to the Bottom of that deck.(Miss Information)


Hero Ongoing Effects
Whenever Absolute Zero is dealt Fire damage, he may deal a target that much Cold damage.(Isothermic Transducer)
Whenever Absoltue Zero is dealt Cold damage, he heals the same amount instead(Null Point Calibration Unit)
All Cold damage dealt by Absolute Zero is increased by 1(Focused Apetures)
All Projectile damage dealt by Wraith is increased by 2(Micro Targeting Computers)
Wraith may use 2 powers during her powers phase(Utility Belt)

Environment Ongoing Effects


Side: The Every Man
HP: 11/20

Spoiler

The Every Man
Whenever this card would be dealt non-psychic damage, redirect that damage to the clone card with the lowest HP. At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.

Incapacitated
At the start of Proletariat's turn, shuffle the hero trash with the most cards into its associated deck.

Deck: 13
Trash: 2

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

Spoiler

Hermetic:Nemesis(Scholar), HP:6--At the end of Proletariat's turn, each Hero target deals itself 1 infernal damage. Then, if the Scholar is active in this game, each Hero character card deals itself 1 toxic damage.
Proletariate: Clone, 6 HP--At the start of Proletariat's turn, the Proletariat character card deals itself 1 psychic damage. At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.



HP: 12/29

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

Deck: 30
Hand: 5
Spoiler

Thermal Shockwave: Ongoing, Limited--Power: Absolute Zero deals up to 3 Targets 1 Cold Damage each. Absolute Zero deals himself X Fire Damage, where X = the total amount of Cold Damage dealt by Absolute Zero this turn.
Thermal Shockwave: Ongoing, Limited--Power: Absolute Zero deals up to 3 Targets 1 Cold Damage each. Absolute Zero deals himself X Fire Damage, where X = the total amount of Cold Damage dealt by Absolute Zero this turn.
Cryo Chamber: Equipment, Limited--Cold Damage dealt to Absolute Zero is increased by 1. Fire Damage dealt to Absolute Zero is reduced by 1. Power: Absolute Zero deals himself 5 Fire Damage. Destroy this card.
Modular Realignment: One-Shot--Select 1 Equipment card from your trash and put it either into your hand or into play. Absolute Zero deals himself 1 Fire Damage and 1 Cold Damage.
Coolant Blast: Ongoing--Power: Absolute Zero deals 1 non-Hero Target X Cold Damage, where X = the amount of Fire Damage that has been dealt to Absolute Zero since the end of your last turn.

Trash: 2
In Play: 3
-Isothermic Transducer--Equipment, Limited, Module

Spoiler

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



Side: Flesh Moulder
HP: 18/18

Spoiler

Flesh Moulder
Reduce the first damage dealt to Biomancer each turn by 2.At the end of Biomancer's turn, Biomancer and each Fleshchild regains 2 HP.

Incapacitated
Increase damage dealt to Hero targets by Hero targets by 1.

Deck: 16
Trash: 2

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


Spoiler

Mr. Facisimile: Fleshchild, HP:5--If this card would be dealt exactly 1 damage, redirect that damage to the Hero target with the highest HP.At the end of Biomancer's turn, this card deals the Hero character card with the lowest HP 1 melee damage.
Homunculus:Fleshchild, HP:7--Reduce damage dealt to this card by 1. At the end of Biomancer's turn, this card deals the Hero target with the highest HP 2 melee damage.



HP: 12/30
Available Powers:
Aim: Increase Damage dealt by Expatriette by 1 until the end of your next turn.
"Pride": Expatriette deals 1 Target 2 Projectile Damage. If "Prejudice" is in play, you may use its Power now.

Deck: 31
Hand: 3
Spoiler

Shock Rounds: Equipment, Ammo--Play this card next to a Gun card.When that card's Power is used to Damage a Target, Expatriette deals each non-Hero Target 1 Lightning Damage.After that Power is used, destroy this card.
Submachine Gun: Equipment, Limited, Gun--Power: Expatriette deals each non-Hero Target 1 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.
Unload: One-Shot--This turn, you may use as many Powers as you have Guns in play.
Trash: 5
In Play: 1
-"Pride"--Equipment, Gun

Spoiler

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



Side: Con Artist Extraordinaire
HP: 25/25

Spoiler

Con Artist Extraordinaire
At the end of Ermine's turn, reveal the top card of Ermine's villain deck. If it is a one-shot, put it into play. If not, discard it and Ermine deals the Hero target with the second-lowest HP 2 melee damage.

Incapacitated
At the start of Ermine's turn, discard the top 2 cards of each Hero deck.

Deck: 15
Trash: 3

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


Spoiler

Constant Prattle: Ongoing--At the end of Ermine's turn, discard the top card of each deck.
Subtle Diversion: Ongoing--The first time Ermine would be dealt damage each turn, redirect that damage to the Hero target with the highest HP.



HP: 13/26

Available Powers
Stealth: Reduce the next Damage that would be dealt to The Wraith by 2.
Infrared Eyepiece: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.


Deck: 32
Hand: 2
Spoiler

Grappling Hook: One-Shot--Destroy 1 Ongoing or Environment card. You may draw a card.
Inventory Barrage: One-Shot--Destroy all of your Equipment cards. The Wraith deals 1 Target X Projectile Damage, where X = 2 times the number of cards destroyed this way.
Trash: 4

In Play: 4
-Infrared Eyepiece--Equipment, Limited
-Micro Targeting Computer--Equipment, Limited
-Utility Belt--Equipment, Limited
-Throwing Knives--Equipment, Limited

Spoiler

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


Side: Reality Rewriter
HP: 23/23

Spoiler

Reality Rewriter
At the end of Miss Information's turn, move the top card of each Hero deck to the Bottom of that deck.

Incapacitated
At the end of Miss Information's turn, each player discards 1 card and draws 1 card.

Deck: 16
Trash: 4

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

Spoiler

Green Grosser: Nemesis(Guise), HP:6--At the end of Miss Information's turn, this card deals the Hero character card with the most Ongoing cards in play 1 energy damage and 1 fire damage. Then, if Guise is in play, this card deals 1 fire damage to each Hero target.



HP: 11/24

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

Deck: 27
Hand: 5
Spoiler

Instrumental Conjuration: One-Shot--Search your deck or trash for an Instrument card and put it into play. If you searched your deck, shuffle your deck.You may draw a card.
Counterpoint Bulwark: Ongoing, Rhythm--Perform: Select up to 2 Targets. Until the start of your next turn, reduce Damage dealt to those Targets by 1. Accompany: One Player may draw 1 card now.
Sarabande of Destruction: Ongoing, Melody--Perform: Destroy 1 Ongoing or Environment card.
Silver Shadow: One-Shot--Activate an Accompany text. You may either draw a card or play a card now.
Vernal Sonata: One-Shot--Each Hero Target regains 1 HP. Each Player may take 1 card other than Vernal Sonata from their trash and put it on top of their deck.
Trash: 6
In Play: 2
-Musaragni's Harp--Equipment, Instrument
-Inspiring Supertonic--Ongoing, Harmony
-Inventive Preparation--Ongoing, Harmony

Spoiler

Inventive Preparation   : Ongoing, Rhythm--Perform: Each Player may look at the top card of their Hero deck, then replace it or discard it. Accompany: One Player, other than you, may play 1 card now.
Inspiring Supertonic: Ongoing, Harmony--Perform: One Player may use a Power now. Accompany: The Argent Adept regains 2 HP.
Musaragni's Harp: Equipment, Instrument--Power: Activate the Perform text of a Harmony card and the Accompany text of a Harmony card.



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

Spoiler

Mysterious Ceremonies--At the start of the Environment turn, reveal the top card of the Environment deck. If it is a target, discard it. Otherwise, put it into play. At the end of the Environment turn, 1 player may either draw 3 cards or play 1 card. If no cards are drawn or played this way, destroy this card.
Shinobi Assassin: Dragon's Student, HP: 3--When this card enters play, it deals the non-Environment target with the lowest HP 3 melee damage. When this card would be destroyed, move it to the top of a Hero deck instead. When this card would be drawn, discarded, revealed, or played, put it into play in the Environment play area.
I am the cat that walks by himself, all ways are alike to me.

Deaths Jester

When it gets around to my turn, here's my plan:

Spoiler
Play Submachine gun, use my base power, draw a card, and end my turn.
Avatar picture originally a Brom painting entitled Marionette.

catwhowalksbyhimself

I suggest then that we bring as many things to 2 hp or lower and let DJ machine them all to death at the same time.  I can give him an extra power so he can do this on my turn and he STILL gets the the damage boost on his own turn.

Be aware that Ermine will share her damage with us, though.
I am the cat that walks by himself, all ways are alike to me.

Deaths Jester

Actually it be better if you went after the clones and Green Grosser and NOT use your ability on me this turn. Reason goes to the fact Ermine will redirect to Wraith thus making Stealth useless afterwards plus most the Grosser's attacks are targeted at Argent right now. Hold the power/play card ability on me for another turn or so, thus allowing me to get more guns out for a use of Unload. If that makes sense and we last that long...
Avatar picture originally a Brom painting entitled Marionette.

Reepicheep

#130
Ok, let's see if I've worked out how to do AZ correctly.

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

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

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

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


catwhowalksbyhimself

The clones do not have the Nemesis Icon, only the original, so your bonus damage applies only to him.

Other than that, you are basically correct.

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

DJ: 2 damage to everything is HUGE and you can finish off like all the clones at once.  Taking 2 damage to deal, what 10, 14, is probably worth it.
I am the cat that walks by himself, all ways are alike to me.

Reepicheep

Gotcha. I was counting on that extra bit from a nemesis bonus, but it's still a pretty decent hit. Reducing the clones to 1, 1 and 4 should pave way for DJ to more or less finish them with your suggested strategy. So I'll stick with the move and draw a card.

catwhowalksbyhimself

#133
Your draw just makes things more interesting.

Spoiler

Fueled Freeze: One-Shot--Destroy up to 3 Ongoing cards.Absolute Zero deals each non-Hero Target X Cold Damage, where X = the number of Ongoing cards destroyed by this card.

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

Actually, depeding on what Wraith hits, we can very well clear the board of everything but he villains themselves.  Cool.  In that case I'll use the extra power myself.
I am the cat that walks by himself, all ways are alike to me.

catwhowalksbyhimself

It is now Biomancer's turn.



Start: Nothing

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

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

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

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

Deaths Jester

Sticking with my planned move. As for mowing them down, it's up to you guys. Got no prob going that way if we can clear the minions.
Avatar picture originally a Brom painting entitled Marionette.

catwhowalksbyhimself

Sorry, forgot to finish processing your turn.

You draw

Spoiler

Arsenal Access: One-Shot--Reveal cards from the top of your deck until you reveal 2 Equipment cards. Put one of them either into play or into your hand. Shuffle the rest of the revealed cards into your deck.

It is now Ermine's turn.



Start: Nothing

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

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

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

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

It is now Wraith's turn.

Villain Ongoing Effects
Whenever Proletariat would be dealt non-psychic damage, redirect that damage to the clone card with the lowest HP.(Proletariat)
Reduce the first damage dealt to Biomancer each turn by 2.At the end of Biomancer's turn, Biomancer and each Fleshchild regains 2 HP.(Biomancer)
If Mr. Fascimile is dealt exactly 1 damage, redirect it to the Hero target with the highest HP.(Biomancer--Mr. Fascimile)
At the end of Ermine's turn, reveal the top card of Ermine's villain deck. If it is a one-shot, put it into play. If not, discard it and Ermine deals the Hero target with the second-lowest HP 2 melee damage.(Ermine)
At the End of Ermine's turn discard the top card of ever deck.(Ermine--Constant Prattle)
The First time Ermine is dealt damage each turn, redirect it to the Hero target with the highest HP.(Ermine--Subtile Diversion)
At the end of Miss Information's turn, move the top card of each Hero deck to the Bottom of that deck.(Miss Information)


Hero Ongoing Effects
Whenever Absolute Zero is dealt Fire damage, he may deal a target that much Cold damage.(Isothermic Transducer)
Whenever Absoltue Zero is dealt Cold damage, he heals the same amount instead(Null Point Calibration Unit)
All Cold damage dealt by Absolute Zero is increased by 1(Focused Apetures)
All Projectile damage dealt by Wraith is increased by 2(Micro Targeting Computers)
Wraith may use 2 powers during her powers phase(Utility Belt)
Until the end of her next turn, all damage dealt by Expatriette is increased by one.

Environment Ongoing Effects


Side: The Every Man
HP: 11/20

Spoiler

The Every Man
Whenever this card would be dealt non-psychic damage, redirect that damage to the clone card with the lowest HP. At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.

Incapacitated
At the start of Proletariat's turn, shuffle the hero trash with the most cards into its associated deck.

Deck: 13
Trash: 2

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

Spoiler

Hermetic:Nemesis(Scholar), HP:6--At the end of Proletariat's turn, each Hero target deals itself 1 infernal damage. Then, if the Scholar is active in this game, each Hero character card deals itself 1 toxic damage.
Proletariate: Clone, 6 HP--At the start of Proletariat's turn, the Proletariat character card deals itself 1 psychic damage. At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.



HP: 7/29

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

Deck: 30
Hand: 5
Spoiler

Fueled Freeze: One-Shot--Destroy up to 3 Ongoing cards.Absolute Zero deals each non-Hero Target X Cold Damage, where X = the number of Ongoing cards destroyed by this card.
Thermal Shockwave: Ongoing, Limited--Power: Absolute Zero deals up to 3 Targets 1 Cold Damage each. Absolute Zero deals himself X Fire Damage, where X = the total amount of Cold Damage dealt by Absolute Zero this turn.
Cryo Chamber: Equipment, Limited--Cold Damage dealt to Absolute Zero is increased by 1. Fire Damage dealt to Absolute Zero is reduced by 1. Power: Absolute Zero deals himself 5 Fire Damage. Destroy this card.
Modular Realignment: One-Shot--Select 1 Equipment card from your trash and put it either into your hand or into play. Absolute Zero deals himself 1 Fire Damage and 1 Cold Damage.
Coolant Blast: Ongoing--Power: Absolute Zero deals 1 non-Hero Target X Cold Damage, where X = the amount of Fire Damage that has been dealt to Absolute Zero since the end of your last turn.

Trash: 2
In Play: 3
-Isothermic Transducer--Equipment, Limited, Module

Spoiler

Thermal Shockwave: Ongoing, Limited--Power: Absolute Zero deals up to 3 Targets 1 Cold Damage each. Absolute Zero deals himself X Fire Damage, where X = the total amount of Cold Damage dealt by Absolute Zero this turn.
Focused Apertures: Equipment, Limited--Increase Cold Damage dealt by Absolute Zero by 1.
Null-Point Calibration Unit: Equipment, Limited, Module--When Absolute Zero would take Cold Damage, he regains that many HP instead.
Isothermic Transducer: Equipment, Limited, Module--When Absolute Zero is dealt Fire Damage, Absolute Zero deals 1 Target that much Cold Damage.



Side: Flesh Moulder
HP: 18/18

Spoiler

Flesh Moulder
Reduce the first damage dealt to Biomancer each turn by 2.At the end of Biomancer's turn, Biomancer and each Fleshchild regains 2 HP.

Incapacitated
Increase damage dealt to Hero targets by Hero targets by 1.

Deck: 12
Trash: 5

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


Spoiler

Mr. Facisimile: Fleshchild, HP:5--If this card would be dealt exactly 1 damage, redirect that damage to the Hero target with the highest HP.At the end of Biomancer's turn, this card deals the Hero character card with the lowest HP 1 melee damage.
Homunculus:Fleshchild, HP:7--Reduce damage dealt to this card by 1. At the end of Biomancer's turn, this card deals the Hero target with the highest HP 2 melee damage.



HP: 8/30
Available Powers:
Aim: Increase Damage dealt by Expatriette by 1 until the end of your next turn.
"Pride": Expatriette deals 1 Target 2 Projectile Damage. If "Prejudice" is in play, you may use its Power now.
Submachine Gun: Expatriette deals each non-Hero Target 1 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.

Deck: 30
Hand: 3
Spoiler

Arsenal Access: One-Shot--Reveal cards from the top of your deck until you reveal 2 Equipment cards. Put one of them either into play or into your hand. Shuffle the rest of the revealed cards into your deck.
Shock Rounds: Equipment, Ammo--Play this card next to a Gun card.When that card's Power is used to Damage a Target, Expatriette deals each non-Hero Target 1 Lightning Damage.After that Power is used, destroy this card.
Unload: One-Shot--This turn, you may use as many Powers as you have Guns in play.
Trash: 5
In Play: 2
-"Pride"--Equipment, Gun
-Submachine Gun--Equipment, Limited, Gu

Spoiler

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



Side: Con Artist Extraordinaire
HP: 25/25

Spoiler

Con Artist Extraordinaire
At the end of Ermine's turn, reveal the top card of Ermine's villain deck. If it is a one-shot, put it into play. If not, discard it and Ermine deals the Hero target with the second-lowest HP 2 melee damage.

Incapacitated
At the start of Ermine's turn, discard the top 2 cards of each Hero deck.

Deck: 15
Trash: 3

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


Spoiler

Constant Prattle: Ongoing--At the end of Ermine's turn, discard the top card of each deck.
Subtle Diversion: Ongoing--The first time Ermine would be dealt damage each turn, redirect that damage to the Hero target with the highest HP.



HP: 7/26

Available Powers
Stealth: Reduce the next Damage that would be dealt to The Wraith by 2.
Infrared Eyepiece: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.


Deck: 32
Hand: 2
Spoiler

Grappling Hook: One-Shot--Destroy 1 Ongoing or Environment card. You may draw a card.
Inventory Barrage: One-Shot--Destroy all of your Equipment cards. The Wraith deals 1 Target X Projectile Damage, where X = 2 times the number of cards destroyed this way.
Trash: 4

In Play: 4
-Infrared Eyepiece--Equipment, Limited
-Micro Targeting Computer--Equipment, Limited
-Utility Belt--Equipment, Limited
-Throwing Knives--Equipment, Limited

Spoiler

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


Side: Reality Rewriter
HP: 23/23

Spoiler

Reality Rewriter
At the end of Miss Information's turn, move the top card of each Hero deck to the Bottom of that deck.

Incapacitated
At the end of Miss Information's turn, each player discards 1 card and draws 1 card.

Deck: 16
Trash: 4

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

Spoiler

Green Grosser: Nemesis(Guise), HP:6--At the end of Miss Information's turn, this card deals the Hero character card with the most Ongoing cards in play 1 energy damage and 1 fire damage. Then, if Guise is in play, this card deals 1 fire damage to each Hero target.



HP: 9/24

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

Deck: 29
Hand: 7
Spoiler

Instrumental Conjuration: One-Shot--Search your deck or trash for an Instrument card and put it into play. If you searched your deck, shuffle your deck.You may draw a card.
Counterpoint Bulwark: Ongoing, Rhythm--Perform: Select up to 2 Targets. Until the start of your next turn, reduce Damage dealt to those Targets by 1. Accompany: One Player may draw 1 card now.
Sarabande of Destruction: Ongoing, Melody--Perform: Destroy 1 Ongoing or Environment card.
Trash: 6
In Play: 2
-Musaragni's Harp--Equipment, Instrument
-Inspiring Supertonic--Ongoing, Harmony
-Inventive Preparation--Ongoing, Harmony

Spoiler

Inventive Preparation   : Ongoing, Rhythm--Perform: Each Player may look at the top card of their Hero deck, then replace it or discard it. Accompany: One Player, other than you, may play 1 card now.
Inspiring Supertonic: Ongoing, Harmony--Perform: One Player may use a Power now. Accompany: The Argent Adept regains 2 HP.
Musaragni's Harp: Equipment, Instrument--Power: Activate the Perform text of a Harmony card and the Accompany text of a Harmony card.



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

Spoiler

Mysterious Ceremonies--At the start of the Environment turn, reveal the top card of the Environment deck. If it is a target, discard it. Otherwise, put it into play. At the end of the Environment turn, 1 player may either draw 3 cards or play 1 card. If no cards are drawn or played this way, destroy this card.
Shinobi Assassin: Dragon's Student, HP: 3--When this card enters play, it deals the non-Environment target with the lowest HP 3 melee damage. When this card would be destroyed, move it to the top of a Hero deck instead. When this card would be drawn, discarded, revealed, or played, put it into play in the Environment play area.
I am the cat that walks by himself, all ways are alike to me.

catwhowalksbyhimself

Try to hit anything above 5 hp, since we can kill anything below that on my turn.  The ninja will also take out something for us.

Actually if you can hit the healthist clone, then AZ's card will start hitting main proletariate.  That would be good.  That would also lower Pro enough in hp to make him a target for the ninja in case nothing else survives.
I am the cat that walks by himself, all ways are alike to me.

catwhowalksbyhimself

I forgot to discard cards for Prattle.  Doing that now.
I am the cat that walks by himself, all ways are alike to me.

catwhowalksbyhimself

I'm thinking our next villain to take down after proleterat should be Miss Information, simply because two of use have nemesis bonuses and can take her down pretty quickly.  We need to take down foes fast at them point if we are to have any hope of winning.
I am the cat that walks by himself, all ways are alike to me.

Glitch Girl

Does targeting Green Grosser, Hermetic, and one of the Homunculi 3 each (2 for homonculi) sound to you guys?  That should take those three down to 5 or lower.

Then stealth because yikes!

-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

#141
I would rather the healthy clone take one of those hits to knock it down to 1.  If you don't , the Proletariat will redirect his damage to it, then it will take it's own damage from Az cold blast and die.  Or the other way round.

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

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

EDIT: NM, Expat's strike actually goes first and the clone dies from that.  Proletariat would still take two more damage, but it isn't quite as big a deal.  Still up to you though.
I am the cat that walks by himself, all ways are alike to me.

Glitch Girl

Good point.  Change the Homunculus to a Clone.
-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

Wraith draws

Spoiler

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

It is now Miss Information's turn.



Start: Nothing

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

Endless Possibilities reveals Memory Loss: One-Shot--Miss Information deals each Hero character card 2 psychic damage. Each player either discards 1 card or destroys 1 of their Ongoing cards.

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

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

It is now Argent Adept's turn.

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

catwhowalksbyhimself



Start: Nothing

Play: Instrumental Conjuration: One-Shot--Search your deck or trash for an Instrument card and put it into play. If you searched your deck, shuffle your deck.You may draw a card.

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

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

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

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


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

Reepicheep

I'll play Fueled Freeze to destroy all of the enemy ongoing cards.

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

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

catwhowalksbyhimself

Quote from: Reepicheep on July 06, 2017, 03:01:27 AM
I'll play Fueled Freeze to destroy all of the enemy ongoing cards.

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

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

In this game, all target reduced to 0 HP are removed instantly unless a card effect makes them indestructable.  Also, in case of no directions, the players always can decide in their favor.  In the case of mass damage like this, we choose the exact order, so we kill all the clones first, then hit Proletariat, who now has no one to redirect damage to.
I am the cat that walks by himself, all ways are alike to me.

catwhowalksbyhimself

Alright, most everything dies.  Since the Ninja dies, he goes on someone's deck.  I'm think AZ just so he can come out and kill one of Biomancer's minions before Biomancer has the chance to heal them.  Losing a card draw might be annoying, but if we are willing to risk more Environment cards, we could borrow some card draw from that.  I can also potentially start handing those out.  Opinions?
I am the cat that walks by himself, all ways are alike to me.

Deaths Jester

Couldn't the assasin card go on the top of the enviroment's deck thus saving us from any harmful cards that might come up on the enviroment's upcoming turn?
Avatar picture originally a Brom painting entitled Marionette.

catwhowalksbyhimself

The Environment Deck is not a Hero Deck.
I am the cat that walks by himself, all ways are alike to me.