Mawtful wrote: It wasn't until I started trying to come up with some powers that I truly realised just how much potential Iceman really has.
Mawtful wrote: It wasn't until I started trying to come up with some powers that I truly realised just how much potential Iceman really has. I didn't end up devising a whole set of convoluted and tricky new abilities. Essentially, there's nothing we haven't already seen before in these powers in terms of game mechanics - just presented in a new way.The Iceman Cometh (Passive Black) At the start of each turn, if there are 6 or less blue tiles on the board, add a random blue basic tile. Otherwise, if there are more than 6 blue tiles, convert a random blue basic tile to an attack tile of strength X. Rank 2: Add a blue basic tile when there are 7 or less blue tiles. Rank 3: Add a blue basic tile when there are 8 or less blue tiles. Rank 4: Add two blue basic tiles when there are 10 or less blue tiles. Rank 5: Add two blue basic tiles when there are 10 or less blue tiles. Otherwise convert two attack tiles. The power represents a lot of different things. It's the unavoidable eventuality of entropy, in the end heat will die out and only the cold will remain. It's the potential power of a glacier, slow but sure. It's the kind of gathering storm which makes Iceman powerful. With very little at his disposal, he will draw the very moisture out of the air, but when he's truly in his element, he can be devastating. Also, I gave it a cool name. The blue generation seemed like a straight forward enough concept, but I needed 5 ranks and I thought that continual blue generation could maybe end up being OP. So there's a tipping point, when there's enough water/snow/ice/whatever around, Bobby doesn't need to be making more of it and the ice storm kicks in. I wanted the choice between Ranks 3, 4, and 5 to be a choice of how long a player wanted to go before the attack tiles start. At Rank 3, the storm starts with 9 blue tiles. That's the expected average, so it should kick in often enough. Ranks 4 and 5 have a higher threshold, but fill up faster. Not sure on the damage value for each attack tile, maybe 70. That's less than the damage you'd deal by matching the tile, but keeping more Blue Special tiles in play feeds Avalanche's strength.
ronin-san wrote: ....at least I got the cover art right.