chsultimate wrote: Deadpool (modern) *** The merc with a mouth: This character offers a new game dynamic. He would also have relatively low health for a *** character. Black/Red/[purple/yellow] Black(passive) - Miraculous Recovery - when deadpool is downed if the player has x black tiles or the board has x black tiles [not sure which way that plays better] a y turn countdown tile is placed on the board. After y turns Deadpool recovers health depending on his level and the level of Miraculous Recovery. He also back-stabs for damage equivalent to the amount he recovered. Level 1 - Creates a 5 turn countdown tile which returns 20% of his health and does that amount of damage to the target opponent. Level 2 - Creates a 4 turn countdown tile which returns 30% of his health.... Level 3 - 3/40%... Level 4 - 3/50%/damage/ if the tile is matched it is replaced on the board. Level 5 - 3/60%/damage/ if the tile is matched/destroyed it is replaced on the board. [Percentages would scale with DP's level} Red(passive) - I'm a Hero!! - The ever noble merc with a mouth teleports into danger. [similar to hawkeye, but the opposite effect]. If an ally would take enough damage to be downed, Deadpool moves to the front and takes that damage. This ability could have similar requirements to activate as his black ability or could cost the team AP. He also is probably obnoxious enough to get targeted even without his teleporter. Level 1 - Imperfect protection DP takes full brunt of incoming damage and ally takes 50% Level 2 - DP takes full, ally takes 25%... Level 3 - DP takes 100%, Ally takes 0... Level 4 - DP takes 75%, 0, decreased activation Level 5 - DP takes 50%, decreased activation [Percentages could scale with DP level, could also be limited to once per opponent turn, and that could change with the skill level as well] Yellow - Katana na na na - DP could be written as a half villain/half hero and skip Killing spree, but this is DPs primary damage dealing ability. This also could be switched to be his red ability. DP attacks without attention or care to his survival or really anything else: dealing damage to all enemy targets. This damage would be related to his health as well - DP never really cares until he's pretty beat up. Level 1 (5 yellow) - DP deals damage %[based on level&amount he has take] to the target, ends turn Level 2 (6)- DP deals % damage to the target, ends turn Level 3 (7)- DP deals increasing damage to ALL targets, damage decreases from front target, ends turn Level 4 (8)- increased damage, all targets, ends turn Level 5 (9)- yup, yup, yup, doesn't end turn. No, but seriously, this would be neat.
chsultimate wrote: It's happening!!!!! [thought I bet my mechanics have no bearing on the resulting character. fingers crossed*] chsultimate wrote: Deadpool (modern) *** The merc with a mouth: This character offers a new game dynamic. He would also have relatively low health for a *** character. Black/Red/[purple/yellow] Black(passive) - Miraculous Recovery - when deadpool is downed if the player has x black tiles or the board has x black tiles [not sure which way that plays better] a y turn countdown tile is placed on the board. After y turns Deadpool recovers health depending on his level and the level of Miraculous Recovery. He also back-stabs for damage equivalent to the amount he recovered. Level 1 - Creates a 5 turn countdown tile which returns 20% of his health and does that amount of damage to the target opponent. Level 2 - Creates a 4 turn countdown tile which returns 30% of his health.... Level 3 - 3/40%... Level 4 - 3/50%/damage/ if the tile is matched it is replaced on the board. Level 5 - 3/60%/damage/ if the tile is matched/destroyed it is replaced on the board. [Percentages would scale with DP's level} Red(passive) - I'm a Hero!! - The ever noble merc with a mouth teleports into danger. [similar to hawkeye, but the opposite effect]. If an ally would take enough damage to be downed, Deadpool moves to the front and takes that damage. This ability could have similar requirements to activate as his black ability or could cost the team AP. He also is probably obnoxious enough to get targeted even without his teleporter. Level 1 - Imperfect protection DP takes full brunt of incoming damage and ally takes 50% Level 2 - DP takes full, ally takes 25%... Level 3 - DP takes 100%, Ally takes 0... Level 4 - DP takes 75%, 0, decreased activation Level 5 - DP takes 50%, decreased activation [Percentages could scale with DP level, could also be limited to once per opponent turn, and that could change with the skill level as well] Yellow - Katana na na na - DP could be written as a half villain/half hero and skip Killing spree, but this is DPs primary damage dealing ability. This also could be switched to be his red ability. DP attacks without attention or care to his survival or really anything else: dealing damage to all enemy targets. This damage would be related to his health as well - DP never really cares until he's pretty beat up. Level 1 (5 yellow) - DP deals damage %[based on level&amount he has take] to the target, ends turn Level 2 (6)- DP deals % damage to the target, ends turn Level 3 (7)- DP deals increasing damage to ALL targets, damage decreases from front target, ends turn Level 4 (8)- increased damage, all targets, ends turn Level 5 (9)- yup, yup, yup, doesn't end turn. No, but seriously, this would be neat.
Nonce Equitaur 2 wrote: I'd prefer the following to Whales, Whales, Whales.Team Up Powers, Activate! - Purple 14 AP You've gotta help me get rid of the opponent Team Up powers before they go off on us! I'll steal and trigger one of the enemy's Team-Ups, but if you spend your Deadpool Points I'll hit them with every Team Up they've got. They're practically giving these Team Up powers away.Level Upgrades Level 2: I'll let you choose the Enemy Team Up power. Level 3: That's not all! I'll also trigger one of our Team Up powers, if you want. Level 4: If you ask nicely, I'll let you choose which of our Team Up powers to use. Level 5: Okay, I'll let you go into your arsenal of Team Up powers. Pick up to three.
EternalLurker wrote: Nonce Equitaur 2 wrote: I'd prefer the following to Whales, Whales, Whales.Team Up Powers, Activate! - Purple 14 AP You've gotta help me get rid of the opponent Team Up powers before they go off on us! I'll steal and trigger one of the enemy's Team-Ups, but if you spend your Deadpool Points I'll hit them with every Team Up they've got. They're practically giving these Team Up powers away.Level Upgrades Level 2: I'll let you choose the Enemy Team Up power. Level 3: That's not all! I'll also trigger one of our Team Up powers, if you want. Level 4: If you ask nicely, I'll let you choose which of our Team Up powers to use. Level 5: Okay, I'll let you go into your arsenal of Team Up powers. Pick up to three. I don't think you're considering defensive Deadpool with this. All those choice-based rank upgrades are pretty irrelevant for an AI, and if you thought Team-Up complaints were severe before, you'd have a nightmare on your hands when an AI Deadpool claims to be backed up by a Yelena Team-Up and instead suddenly drops Rage of the Panther.
ZeiramMR wrote: Black Cat would be an awesome character if she had a RNG-impacting "Bad Luck" skill that makes enemy cascades less likely to be helpful to them.