Non-playable Norman Osborne (Four Versions)
Buret0
Posts: 1,591
He's been the main villain in the Prologue story this whole time.
It therefore makes sense that he get the full Ultron treatment; as such, I propose a four sub event, where each sub contains a final boss fight with four versions of Norman Osborne, culminating with a four round battle to end the event with one of each version of Osborne being the finale.
Stage 1: Norman Osborne (Industrialist) + two Oscorp Goons.
Capitalism. 5 Yellow AP. Osborne uses his wealth to give himself the edge in battle. Heals his team by X and gives his team 4 AP in a random color.
Ruthless. 8 Purple AP. Osborne sacrifices his own people to win the battle. Deals X damage to a random ally (or himself if none remain) and deals X * 3 damage to the enemy.
Hostile Takeover. 12 Black AP. Osborne deals X damage to the enemy, adds a protect, strike, and attack tile of strength Y, and steals 2 AP from the enemy in each color.
Stage 2: Norman Osborne (Serum Injected)
Evil Genius. 5 Black AP. Norman places (5) Black trap tiles on the board. If matched by the enemy it explodes dealing X damage to the enemy.
Insanity. (Passive). Each turn Norman destroys (1) Black trap tile to deal X damage to the enemy team and to himself.
Regeneration. (Passive). Each turn Norman heals for X * the number of basic Green tiles in play.
Stage 3: Norman Osborne (Green Goblin)
Insanity. (Passive). At the start of every turn, Norman heals himself and the opposing team for X and then puts out an attack tile and strike tile of strength X.
Glider Smash. 10 Black AP. Norman remotely controls his glider to impale his enemy. Deals X damage to the target.
Goblin Equipment 7 Red AP. Norman reaches in to his bag of tricks and randomly uses one of the following abilities: Pumpkin Bombs, deals X damage 5 times randomly to the enemy team; Razor Bats, deals X damage to the enemy team and drains 3 AP from a random color; Electric Gloves, deals X damage and stuns for two turns; and Gas Attack, destroys all Green basic tiles on the board and deals X damage per Green tile destroyed.
Stage 4: Norman Osborne (Iron Patriot):
Weapons Systems Engaged. 8 Red AP. Norman puts (3) CD tiles on the board: a 2-Turn Red Flamethrower tile that deals X damage to the enemy team, a 3-Turn Yellow Heatseeking missile tile that deals X damage to a single enemy, and a 4-turn Purple magnetic blast tile that reduces enemy AP by 3 of each type.
Global Communications Array. 10 Blue AP. Norman controls the global satellite defense network to defend himself from his enemies. Puts out (5) 2 Turn CD tiles that, when activated, restore 2 Blue AP and become strength X protect tiles.
Insanity. (Passive) The Mastermind Green Goblin lives on inside the Iron Patriot. Each turn Norman puts out (1) 2-turn Green CD tile. When activated, the CD tile heals Osborne for X, deals X damage, and reduces the timer of all CD tiles on the board by 1.
The final version of Norman Osborne would be like an Insane Tetris Ultron battle. However, he can't do anything if you can keep taking care of his CD tiles, so bringing along someone who can deal with CD tiles is a must. However, the other three versions of Norman don't rely on CD tiles, and most of the CD tile manipulators are a bit squishy...
I like the random equipment throws by the Green Goblin, but I don't know if the text would all fit in game.
Other missing Spider Cast:
It therefore makes sense that he get the full Ultron treatment; as such, I propose a four sub event, where each sub contains a final boss fight with four versions of Norman Osborne, culminating with a four round battle to end the event with one of each version of Osborne being the finale.
Stage 1: Norman Osborne (Industrialist) + two Oscorp Goons.
Capitalism. 5 Yellow AP. Osborne uses his wealth to give himself the edge in battle. Heals his team by X and gives his team 4 AP in a random color.
Ruthless. 8 Purple AP. Osborne sacrifices his own people to win the battle. Deals X damage to a random ally (or himself if none remain) and deals X * 3 damage to the enemy.
Hostile Takeover. 12 Black AP. Osborne deals X damage to the enemy, adds a protect, strike, and attack tile of strength Y, and steals 2 AP from the enemy in each color.
Stage 2: Norman Osborne (Serum Injected)
Evil Genius. 5 Black AP. Norman places (5) Black trap tiles on the board. If matched by the enemy it explodes dealing X damage to the enemy.
Insanity. (Passive). Each turn Norman destroys (1) Black trap tile to deal X damage to the enemy team and to himself.
Regeneration. (Passive). Each turn Norman heals for X * the number of basic Green tiles in play.
Stage 3: Norman Osborne (Green Goblin)
Insanity. (Passive). At the start of every turn, Norman heals himself and the opposing team for X and then puts out an attack tile and strike tile of strength X.
Glider Smash. 10 Black AP. Norman remotely controls his glider to impale his enemy. Deals X damage to the target.
Goblin Equipment 7 Red AP. Norman reaches in to his bag of tricks and randomly uses one of the following abilities: Pumpkin Bombs, deals X damage 5 times randomly to the enemy team; Razor Bats, deals X damage to the enemy team and drains 3 AP from a random color; Electric Gloves, deals X damage and stuns for two turns; and Gas Attack, destroys all Green basic tiles on the board and deals X damage per Green tile destroyed.
Stage 4: Norman Osborne (Iron Patriot):
Weapons Systems Engaged. 8 Red AP. Norman puts (3) CD tiles on the board: a 2-Turn Red Flamethrower tile that deals X damage to the enemy team, a 3-Turn Yellow Heatseeking missile tile that deals X damage to a single enemy, and a 4-turn Purple magnetic blast tile that reduces enemy AP by 3 of each type.
Global Communications Array. 10 Blue AP. Norman controls the global satellite defense network to defend himself from his enemies. Puts out (5) 2 Turn CD tiles that, when activated, restore 2 Blue AP and become strength X protect tiles.
Insanity. (Passive) The Mastermind Green Goblin lives on inside the Iron Patriot. Each turn Norman puts out (1) 2-turn Green CD tile. When activated, the CD tile heals Osborne for X, deals X damage, and reduces the timer of all CD tiles on the board by 1.
The final version of Norman Osborne would be like an Insane Tetris Ultron battle. However, he can't do anything if you can keep taking care of his CD tiles, so bringing along someone who can deal with CD tiles is a must. However, the other three versions of Norman don't rely on CD tiles, and most of the CD tile manipulators are a bit squishy...
I like the random equipment throws by the Green Goblin, but I don't know if the text would all fit in game.
Other missing Spider Cast:
John Jonah Jameson
Gwen Stacey
Gwen Stacey's twins.
Ben Reilly.
Mary Jane
4* Uncle Ben
Aunt May
Gwen Stacey
Gwen Stacey's twins.
Ben Reilly.
Mary Jane
4* Uncle Ben
Aunt May
0
Comments
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I'll take a crack at filling out some scaled up to 270 damage (though since he's non-playable I wanted to leave these blank).
Stage 1: Norman Osborne (Industrialist) + two Oscorp Goons.
Capitalism. 5 Yellow AP. Osborne uses his wealth to give himself the edge in battle. Heals his team by 1,300 and gives his team 4 AP in a random color.
Ruthless. 8 Purple AP. Osborne sacrifices his own people to win the battle. Deals 1,250 damage to a random ally (or himself if none remain) and deals 6,200 damage to the enemy.
Hostile Takeover. 12 Black AP. Osborne deals 5,040 damage to the enemy, steals a protect, strike, and attack tile (no more than one of each) and boosts their strength by 100, and steals 2 AP from the enemy in each color.
Stage 2: Norman Osborne (Serum Injected)
Evil Genius. 5 Black AP. Norman places (5) Black trap tiles on the board. If a tile is matched by the enemy, it explodes dealing 1,000 damage.
Insanity. (Passive). Each turn Norman destroys (1) Black trap tile to deal 750 damage to the enemy team and to himself.
Regeneration. (Passive). Each turn Norman heals for 70 * the # of basic Green tiles in play.
Stage 3: Norman Osborne (Green Goblin)
Insanity. (Passive). At the start of every turn, Norman heals himself and the opposing team for 350 health, then puts out a green attack tile and strike tile of strength 350 and turns a random team up tile into a green basic tile.
Glider Smash. 10 Black AP. Norman remotely controls his glider to impale his enemy. Deals 6,500 damage to the target.
Goblin Equipment 7 Red AP. Norman reaches in to his bag of tricks and randomly uses one of the following abilities: Pumpkin Bombs, deals 875 damage 5 times to random members of the enemy team; Razor Bats, deals 2,500 damage to the enemy team and drains 3 AP from a random color; Electric Gloves, deals 3,150 damage and stuns for two turns; and Gas Attack, destroys all Green basic tiles on the board and deals 145 damage to the enemy team per Green tile destroyed.
Stage 4: Norman Osborne (Iron Patriot):
Weapons Systems Engaged. 8 Red AP. Norman puts (3) CD tiles on the board: a 2-Turn Red Flamethrower tile that deals 1,250 damage to the enemy team, a 3-Turn Yellow Heatseeking missile tile that deals 3,500 damage to a single enemy, and a 4-turn Purple magnetic blast tile that reduces enemy AP by 3 of each type.
Global Communications Array. 10 Blue AP. Norman controls the global satellite defense network to defend himself from his enemies. Puts out (5) 2-Turn CD tiles that, when activated, restore 2 Blue AP and become strength 150 protect tiles.
(Passive) If Norman takes damage while any of these tiles are present: neutralize a CD tile, damage is reduced by 1/2 and gain 1 Blue AP.
Insanity. (Passive) The Mastermind Green Goblin lives on inside the Iron Patriot. Whenever an enemy uses an ability, Norman puts out (2) 3-turn Green CD tiles. When the CD reaches 0, heals Osborne for 750, deals 750 damage, and reduces the timer of all friendly CD tiles on the board by 1.0 -
Here are the four covers for your four iterations.
Question. Are the 3 and 4 star iterations?
0 -
Stage 1: Norman Osborne (Industrialist) + two Oscorp Goons.
Capitalism. 5 Yellow AP. Osborne uses his wealth to give himself the edge in battle.
Heals his team by 750 and gives his team 4 AP in a random color.
Ruthless. 8 Purple AP. Osborne sacrifices his own people to win the battle.
Deals 1,250 damage to a random ally (or himself if none remain) and deals 3,750 damage to the enemy.
Hostile Takeover. 12 Black AP. Osborne deals 4,000 damage to the enemy,
steals a protect, strike, and attack tile (no more than one of each) and boosts their strength by 100,
and steals 2 AP from the enemy in each color.
If Osborne comes with 2 goons, then we've got a completely new dynamic. And if you look at Fury with Shield
agents on his team, he gets purples so quick it's unbearable. Osborn should be that way, too.
So The Agents get one generation ability and one generation ability per turn, free.
Stage 2: Norman Osborne (Serum Injected)
Evil Genius. 5 Black AP. Norman places (5) Black trap tiles on the board.
If matched by the enemy it explodes dealing 1,000 damage to the enemy.
Insanity. (Passive). Each turn Norman destroys (1) Black trap tile to deal 750
damage to the enemy team and to himself.
Regeneration. (Passive). Each turn Norman heals for 70 * the # of basic Green tiles in play.
The Goblin proper; the big green demon, should have a blood samples ability that neutralizes the enemy.
He's exceptionally intelligent in this iteration. He's just a hulking, intelligent nightmare. Maybe make him go strength. This is
the bruiser Goblin of the bunch.
Stage 3: Norman Osborne (Green Goblin)
Insanity. (Passive). At the start of every turn, Norman heals himself and
the opposing team for 350 health, then puts out a green attack tile and strike tile of strength 350
and turns a random team up tile into a green basic tile.
Glider Smash. 10 Black AP. Norman remotely controls his glider to impale his enemy.
Deals 5,000 damage to the target.
Goblin Equipment 7 Red AP. Norman reaches in to his bag of tricks and randomly uses
one of the following abilities:
Pumpkin Bombs, deals 600 damage 5 times randomly to the enemy team;
Razor Bats, deals 2,500 damage to the enemy team and drains 3 AP from a random color;
Electric Gloves, deals 2,500 damage and stuns for two turns; and
Gas Attack, destroys all Green basic tiles on the board and deals 125 damage to the enemy team per Green tile destroyed.
I've already done a Goblin. So I'll be minimal here. Make the Equipment ability a Nick Fury Avengers Assemble
of his Equipment Kit, ala kitchen sink.
Stage 4: Norman Osborne (Iron Patriot):
Weapons Systems Engaged. 8 Red AP. Norman puts (3) CD tiles on the board:
a 2-Turn Red Flamethrower tile that deals 1,250 damage to the enemy team,
a 3-Turn Yellow Heatseeking missile tile that deals 3,500 damage to a single enemy,
and a 4-turn Purple magnetic blast tile that reduces enemy AP by 3 of each type.
Global Communications Array. 10 Blue AP. Norman controls the global satellite defense network
to defend himself from his enemies. Puts out (5) 2-Turn CD tiles that,
when activated, restore 2 Blue AP and become strength 75 protect tiles.
Insanity. (Passive) The Mastermind Green Goblin lives on inside the Iron Patriot.
Each turn Norman puts out (1) 2-turn Green CD tile. When activated, the CD tile heals Osborne for 750,
deals 750 damage, and reduces the timer of all CD tiles on the board by 1.
Make the communications ability a SUPER Beast ability that also steals AP.
If then it does the flamethrower. That's a once-per-turn Torch ability.
If then it's the missile attack.
If then it's the AP steal.
Make consume the ability tiles to do the respective ability. If we borrow a page from Hulkbuster's book,
then the more tiles consumed, the stronger the attack.
For the I would make it a life support based ability. The suit sustains him. But what if you
changed the color to say, . Here's why. Purple is AP theft -OBW. Purple is vindictive -Yelena.
Purple is insanity -Deadpool.
So make the purple about a perception of threat and free :defense: tile generation (Bullseye) with the caveat
that if 5 are generated, then they are consumed and you get 5 AP. Mull that over. Free defense tiles.
Free AP as a result. Mix him with Scarlet Witch, and you've got a lot of purples and a lot of free reds.
Alternately, you convert 1-2 tiles to :charged: tiles for every defense tile converted.0 -
ronin-san wrote:Here are the four covers for your four iterations.
Question. Are the 3 and 4 star iterations?
I was thinking that these would be non-playable, like Ultron or Gorgon, so they don't really have different levels based on their covers, nor are they 3 or 4*.
In fact, I think I remember Tetris Ultron being listed as a 1* on the gauntlet... probably why his scaling was so out of control.0 -
I think you've thought more about this than D3 has. U should do different * versions as well to seal the deal, unvoted0
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