therightwaye wrote: :redflag: Disable Target 8 Punch target for damage. Place trap tile. While trap tile is on-board no red powers can be fired. Dust of Death 10 Place enemy countdown tile. At start of enemy turn, change five basic tiles red. <passive> if Enemy red AP is at 30, remove 15 AP and kill target AP steal 0 Every time a power is fired, steal enemy's highest AP (besides red) and give red AP. At a 2:1 rate.
darkwatcherDEZ wrote: The Agent Coulson "Inside Job" event (and its ending) sparked a desire to rekindle the Red Skull Concept. It would, if anything, introduce a new boss with added Hydra thugs / goons (particularly with the Elite Lieutenant / Commander abilities). The character creation could leverage the "Ghost Rider" artwork and his abilities could utilize some existing move-sets for example: He could leverage some of 5-Star Caps abilities (Super Soldier clone but with Hydra agents). For example Earth’s Mightiest Heroes / Coordinated Offensive could be "Hail Hydra," and give him his own modified version of Shield Bash. Previous posters have some good ideas with "Dust of Death," but perhaps make it more like 3-Star Punisher's RED ability where if conditions are met then the character is downed. Another ability borrowing from exiting move-sets could vary depending on the developers implementation. Originally, we imagined it with the use of the Cosmic Cube as "Alter Reality." This ability would borrow 3-Star Colossus mechanic allowing Red Skull to pick from an enemy team's ability and using it against them. However if the developers do not want to incorporate the Cosmic Cube, the ability could be called "Immediate Threat" also borrowing the 3-Star Colossus mechanic to make use of an ally's special, but leaving them stunned after (as opposed to airborne). A unique ability we imagined would be "Strategic Genius" (or better name). This ability borrows from existing countdown mechanics like 3-Strange, 4-Danvers, and Star-Lord, but with a minor twist. Red Skull places two (or whatever is not game breaking) countdown tiles that restrict enemy AP gain in the respective colors chosen. The restriction lasts so long as the countdown tile exists, and a secondary effect (explosive damage, special tile creation, etc) would occur on expiration of the countdown. An alternative option to the secondary effect would be to extend the countdown life if the colors are matched ala 4-Star Fantastic / 4-Star Cyclops. There could be more possibilities depending on what developers are willing to entertain (such as possible Professor X ability cloning since R.Skull took his brain in the Avengers vs. X-Men conflict. Introducing Red Skull and Hydra could also allow a PVE event similar to "Enemy of the State" with a Hydra brainwashed Captain America.
Aerospade777 wrote: I'm thinking that the red power is a good but pointless if the enemy barely needs red. Maybe when it's destroyed, both teams can get like 3 red. It would help the black power a lot. Also what if instead you made it more interesting than a trap tile, but instead it was a fortified countdown that went back up (like imaginaut) but every time Red Skull SPECIFICALLY made the match. It makes it seem like oppression since that's what he's all about.