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[GAME ON!] BattleCON: Devastation of Indines

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    AuralynxAuralynx Darkness is a perspective Watching the ego workRegistered User regular
    :/ It warms my heart to see Dash Cancel bs as a game mechanic.

    Hello friend!

    Shift just started, so I'm offline for a while, I fear.

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    The EnderThe Ender Registered User regular
    It warms my heart to see Dash Cancel bs as a game mechanic.

    I PERSONALLY CANNOT WAIT FOR ULTIMATE BATTLECON VS YOMI 2, FEATURING INFINITE LOOP COMBOS AND ASTRAL VISION SOULFIST SPAM

    IT IS WHAT I FIND TO ENRICH MY GAMING EXPERIENCE

    With Love and Courage
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    VyolynceVyolynce Registered User regular
    Auralynx wrote: »
    :/ It warms my heart to see Dash Cancel bs as a game mechanic.

    I think that might just be a quirk of Joal's Dual Wield.

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    PMAversPMAvers Registered User regular
    edited July 2013
    It's pretty much Joal's special mechanic. I think he's one of the few characters that's unaffected if he gets hit by Shuk's Finisher (which aren't turned on for these first few games), which blanks out a character's Unique Ability for the rest of the duel if it hits. There actually *is* a Cancel, but it's on the same Special card that your finisher is on, and that card can only be used Once Per Duel, since it gets removed instead of recycled.

    Granted, it still hurts.

    ...Oh, right, BEAT 5.

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    PMAversPMAvers Registered User regular
    edited July 2013
    BEAT 5

    Ante:
    Shekhtur antes 2 Malice Tokens, granting her +2 Priority.
    She has 1/5 Malice Tokens ready now.

    Reveal:
    Shekhtur reveals Combination Drive.
    Combination: +0 Range, +1 Power, +0 Priority. This attack does not hit opponents at range 3 or greater. On Hit: If you hit the opponent last beat, this attack has +2 power.
    Drive: 1 Range, 3 Power, 4 Priority. Before Activating: Advance 1 or 2 spaces.
    Total: 1 Range, 1+3= 4 Power, 4+2= 6 Priority.

    Joal reveals Relentless Ironstar.
    Relentless: +0 Range, +2 Power, -3 Priority. Stun Guard 3. Joal cannot take more than 5 damage during this beat.
    Ironstar: 1 Range, 4 Power, 0 Priority. [color="green]Stun Immunity. Opponents cannot switch sides with you during this beat.[/color]
    Total: 1 Range, 6 Power, -3 Priority.

    Shekhtur is Active, Joal is Reactive.

    Start of Beat:
    No effects.

    Active Player's Attack:
    Before Activating: Shekhtur tries to advance, but cannot due to the effects of Joal's Ironstar. (She cannot switch sides with him.) Still in the corner!
    Range: Joal is in range 1, so it hits.
    On Hit: Shekhtur hit Joal last beat, so the attack gains +2 Power.
    Damage: 4 Power normally + 2 from the On Hit causes 6 damage. Joal's Relentless effect makes it so he cannot take more than 5 damage this beat, so he loses 5 life. Stun Immunity keeps him from being stunned, though.
    Shekhtur gains 4 Malice Tokens to put her at 5/5.
    Joal is at 9 life.

    Reactive Player's Attack:
    Shekhtur is within 1 range, so it hits.
    No On-Hit Effects.
    Power of the attack is 6. Shekhtur has no Soak, so she loses 6 life.
    Shekhtur is at 10 life.

    g1m1b5.jpg
    Board hasn't changed this time, so yay.

    Recycle:
    Shekhtur discards Combination Drive.
    Joal discards Relentless Ironstar.

    Status at the start of BEAT 6.

    Shekhtur Status:
    Life: 10
    Malice Tokens: 5/5 available
    (Ante these for +1 Priority each, 3rd or 5th each beat also give +1 Power but -1 Life)
    Hand:
    Styles:
    Reaver: +0~1 Range, +1 Power, +0 Priority. On Damage: Push the opponent one space per point of damage dealt. End of Beat: Advance 1 or 2 spaces.
    Spiral: +0 Range, +1 Power, -1 Priority. Before Activating: Advance up to 3 spaces. This attack has -1 power for each space moved by this effect.
    Unleashed: +0~1 Range, -1 Power, -1 Priority. After Activating: Retreat 1 or 2 spaces. End of Beat: Gain 2 Malice Tokens. You have +1 Power next beat.
    Combination: +0 Range, +1 Power, +0 Priority. This attack does not hit opponents at range 3 or greater. On Hit: If you hit the opponent last beat, this attack has +2 power. DISCARD 1
    Jugular: +0 Range, -1 Power, +2 Priority. On Hit: Move the opponent 1 space. End of Beat: Gain or lose Malice Tokens until you have exactly 3. DISCARD 2

    Bases:
    Brand: 1~2 Range, 2 Power, 3 Priority. After Activating: If this attack hit, you may spend up to 4 Malice Tokens to have the opponent lose 1 life per 2 tokens spent and you gain 1 life per 2 tokens spent.
    Drive: 1 Range, 3 Power, 4 Priority. Before Activating: Advance 1 or 2 spaces. DISCARD 1
    Dash: N/A Range, N/A Power, Priority 9. This attack does not hit or deal damage. After activating: Move 1, 2, or 3 spaces. If you changed sides with an opponent during this movement, that opponent cannot hit you during this beat.
    Burst: 2~3 Range, 3 Power, 1 Priority. Start of Beat: Retreat 1 or 2 spaces.
    Grasp: 1 Range, 2 Power, 5 Priority. On Hit: Move the opponent 1 space.
    Shot: 1~4 Range, 3 Power, 2 Priority. Stun Guard 2. DISCARD 2
    Strike: 1 Range, 4 Power, 3 Priority. Stun Guard 5.

    Joal Status:
    Life: 9
    Stockpile:
    Runeblade: 1~2 Range, 4 Power, 2 Priority. Stun Guard 3. On Hit: Regain 2 life.
    Binding Knife: 1 Range, 1 Power, 4 Priority. This attack ignores Stun Guard. Before Activating: Advance 1 or 2 Spaces.
    Grasp: 1 Range, 2 Power, 5 Priority. On Hit: Move the opponent 1 space.

    Hand:
    Styles:
    Dual Wield: +0 Range, -1 Power, +0 Priority. Joal cannot switch sides with opponents this beat. After Activating: Play another base from your hand, then execute this attack again with that base. Both cards will go to your discard this beat. This effect does not trigger for the second attack.
    Relentless: +0 Range, +2 Power, -3 Priority. Stun Guard 3. Joal cannot take more than 5 damage during this beat. DISCARD 1
    Warded: +0 Range, +1 Power, -1 Priority. Stun Guard 2. The nearest opponent cannot activate On Hit and On Damage effects.
    Cutthroat: +0 Range, +0 Power, +1 Priority. Before Activating: Advance up to 2 spaces. If you switched sides with an opponent, your attack stuns that opponent on hit. DISCARD 2
    Slayer's: +0~1 Range, +0 Power, +0 Priority. On Hit: The nearest opponent cannot activate Before Activating or After Activating effects. End of Beat: You may add a base from your stockpile to your hand.

    Bases:
    Dash: N/A Range, N/A Power, Priority 9. This attack does not hit or deal damage. After activating: Move 1, 2, or 3 spaces. If you changed sides with an opponent during this movement, that opponent cannot hit you during this beat.
    Drive: 1 Range, 3 Power, 4 Priority. Before Activating: Advance 1 or 2 spaces.
    Burst: 2~3 Range, 3 Power, 1 Priority. Start of Beat: Retreat 1 or 2 spaces.
    Strike: 1 Range, 4 Power, 3 Priority. Stun Guard 5.
    Hand Cannon: 2~5 Range, 3 Power, 3 Priority. On Hit: Move the opponent 1 or 2 spaces.
    Ironstar: 1 Range, 4 Power, 0 Priority. Stun Immunity. Opponents cannot switch sides with you during this beat. DISCARD 1
    Knuckle: 1 Range, 2 Power, 5 Priority. This attack ignores Soak. On Hit: Move 1 space. DISCARD 2
    Shot: 1~4 Range, 3 Power, 2 Priority. Stun Guard 2. DISCARD 2

    Beat 6 Moves!

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    VyolynceVyolynce Registered User regular
    PMAvers wrote: »
    Total: 1 Range, 6 Power, 0 Priority. (Can't go below 0.)

    Out of curiosity, where did you find this rule? I don't see anything about that in the pnp rules for Devastation.

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    PMAversPMAvers Registered User regular
    It was a brain-fart, ignore that. I got it confused with a separate rule that says Range and Power can never go negative. Priority totally can.

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    BedlamBedlam Registered User regular
    Ante Phase:
    Shek antes NOTHING.
    If she has any tokens, she must ante at least one during the ante step

    That was start of the second beat so she had three from the first beat.

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    AuralynxAuralynx Darkness is a perspective Watching the ego workRegistered User regular
    Bedlam wrote: »
    Ante Phase:
    Shek antes NOTHING.
    If she has any tokens, she must ante at least one during the ante step

    That was start of the second beat so she had three from the first beat.

    Huh. If a token ante is mandatory that screws up Beat 3 pretty badly. :/ My bad.

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    PMAversPMAvers Registered User regular
    Oh, hey, so she does.

    Hindsight and whatnot, so we'll do that for further beats, but we can't really go back now. Especially since Beat 3 would've been a Clash.

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    AuralynxAuralynx Darkness is a perspective Watching the ego workRegistered User regular
    Yeah. Everything would look quite different if we'd been doing it right.

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    The EnderThe Ender Registered User regular
    WERE YOU GOING SOMEWHERE?

    PERHAPS TO THE MORGUE?

    With Love and Courage
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    PMAversPMAvers Registered User regular
    Okay, back from work. BEAT 6.

    Shekhtur antes FIVE Malice Tokens, granting her +5 Priority and +2 Power, but -2 Life.
    Shekhtur is at 8 life, and has 0/5 tokens ready now.

    Reveal:

    Shekhtur reveals Spiral Strike.
    Spiral: +0 Range, +1 Power, -1 Priority. Before Activating: Advance up to 3 spaces. This attack has -1 power for each space moved by this effect.
    Strike: 1 Range, 4 Power, 3 Priority. Stun Guard 5.
    Total: 1 Range, 4+1+2=7 Power, 3-1+5= 7 Priority.

    Joal reveals Slayer's Drive.
    Slayer's: +0~1 Range, +0 Power, +0 Priority. On Hit: The nearest opponent cannot activate Before Activating or After Activating effects. End of Beat: You may add a base from your stockpile to your hand.
    Drive: 1 Range, 3 Power, 4 Priority. Before Activating: Advance 1 or 2 spaces.
    Total: 1~2 Range, 3 Power, 4 Priority.

    This is going to hurt.
    Shekhtur is the Active Player, Joal is the Reactive Player.

    Start of Beat: No effects.

    Active Player's Attack:
    Before Activating: Shekhtur can advance up to 3 spaces.

    ***PAUSED*** while I wait on a response.

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    PMAversPMAvers Registered User regular
    edited July 2013
    ***UNPAUSED***

    Shekhtur advances 1 space and switches sides with Joal.
    Range: 1. HIT.
    Power 7, minus one from moving a space with Spiral, so Joal takes 6 damage. Joal has 0 Stun Guard, and is STUNNED.
    Joal is at 3 life.
    Shekhtur gains 5 Malice Tokens, putting her at 5/5.

    Reactive Player's Attack
    STUNNED, boi.

    End of Beat:
    Joal takes Runeblade from his Stockpile and adds it to his hand.
    Runeblade: 1~2 Range, 4 Power, 2 Priority. Stun Guard 3. On Hit: Regain 2 life.

    Recycle:
    Shek discards Spiral Strike.
    Joal discards Slayer's Drive.

    BEAT 7 STATUS:
    g1m1b6.jpg

    Shekhtur Status:
    Life: 8
    Malice Tokens: 5/5 available
    (Ante these for +1 Priority each, 3rd or 5th each beat also give +1 Power but -1 Life)
    Hand:
    Styles:
    Reaver: +0~1 Range, +1 Power, +0 Priority. On Damage: Push the opponent one space per point of damage dealt. End of Beat: Advance 1 or 2 spaces.
    Spiral: +0 Range, +1 Power, -1 Priority. Before Activating: Advance up to 3 spaces. This attack has -1 power for each space moved by this effect. DISCARD 1
    Unleashed: +0~1 Range, -1 Power, -1 Priority. After Activating: Retreat 1 or 2 spaces. End of Beat: Gain 2 Malice Tokens. You have +1 Power next beat.
    Combination: +0 Range, +1 Power, +0 Priority. This attack does not hit opponents at range 3 or greater. On Hit: If you hit the opponent last beat, this attack has +2 power. DISCARD 2
    Jugular: +0 Range, -1 Power, +2 Priority. On Hit: Move the opponent 1 space. End of Beat: Gain or lose Malice Tokens until you have exactly 3.

    Bases:
    Brand: 1~2 Range, 2 Power, 3 Priority. After Activating: If this attack hit, you may spend up to 4 Malice Tokens to have the opponent lose 1 life per 2 tokens spent and you gain 1 life per 2 tokens spent.
    Drive: 1 Range, 3 Power, 4 Priority. Before Activating: Advance 1 or 2 spaces. DISCARD 2
    Dash: N/A Range, N/A Power, Priority 9. This attack does not hit or deal damage. After activating: Move 1, 2, or 3 spaces. If you changed sides with an opponent during this movement, that opponent cannot hit you during this beat.
    Burst: 2~3 Range, 3 Power, 1 Priority. Start of Beat: Retreat 1 or 2 spaces.
    Grasp: 1 Range, 2 Power, 5 Priority. On Hit: Move the opponent 1 space.
    Shot: 1~4 Range, 3 Power, 2 Priority. Stun Guard 2.
    Strike: 1 Range, 4 Power, 3 Priority. Stun Guard 5. DISCARD 1

    Joal Status:
    Life: 3
    Stockpile:

    Binding Knife: 1 Range, 1 Power, 4 Priority. This attack ignores Stun Guard. Before Activating: Advance 1 or 2 Spaces.
    Grasp: 1 Range, 2 Power, 5 Priority. On Hit: Move the opponent 1 space.

    Hand:
    Styles:
    Dual Wield: +0 Range, -1 Power, +0 Priority. Joal cannot switch sides with opponents this beat. After Activating: Play another base from your hand, then execute this attack again with that base. Both cards will go to your discard this beat. This effect does not trigger for the second attack.
    Relentless: +0 Range, +2 Power, -3 Priority. Stun Guard 3. Joal cannot take more than 5 damage during this beat. DISCARD 2
    Warded: +0 Range, +1 Power, -1 Priority. Stun Guard 2. The nearest opponent cannot activate On Hit and On Damage effects.
    Cutthroat: +0 Range, +0 Power, +1 Priority. Before Activating: Advance up to 2 spaces. If you switched sides with an opponent, your attack stuns that opponent on hit.
    Slayer's: +0~1 Range, +0 Power, +0 Priority. On Hit: The nearest opponent cannot activate Before Activating or After Activating effects. End of Beat: You may add a base from your stockpile to your hand. DISCARD 1

    Bases:
    Dash: N/A Range, N/A Power, Priority 9. This attack does not hit or deal damage. After activating: Move 1, 2, or 3 spaces. If you changed sides with an opponent during this movement, that opponent cannot hit you during this beat.
    Drive: 1 Range, 3 Power, 4 Priority. Before Activating: Advance 1 or 2 spaces. DISCARD 1
    Burst: 2~3 Range, 3 Power, 1 Priority. Start of Beat: Retreat 1 or 2 spaces.
    Strike: 1 Range, 4 Power, 3 Priority. Stun Guard 5.
    Hand Cannon: 2~5 Range, 3 Power, 3 Priority. On Hit: Move the opponent 1 or 2 spaces.
    Ironstar: 1 Range, 4 Power, 0 Priority. Stun Immunity. Opponents cannot switch sides with you during this beat. DISCARD 2
    Knuckle: 1 Range, 2 Power, 5 Priority. This attack ignores Soak. On Hit: Move 1 space.
    Shot: 1~4 Range, 3 Power, 2 Priority. Stun Guard 2. DISCARD 2
    Runeblade: 1~2 Range, 4 Power, 2 Priority. Stun Guard 3. On Hit: Regain 2 life.

    BEAT 7 MOVES!

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    PMAversPMAvers Registered User regular
    edited July 2013
    Sorry for the resolution delay, was at work most of the day.

    BEAT 7

    Ante:
    Shekhtur antes FIVE Malice Tokens again, granting her +5 Priority and +2 Power, but -2 Life.
    Shekhtur is at 6 Life and has 0/5 tokens ready.

    Reveal:
    Shekhtur reveals Reaver Grasp.
    Reaver: +0~1 Range, +1 Power, +0 Priority. On Damage: Push the opponent one space per point of damage dealt. End of Beat: Advance 1 or 2 spaces.
    Grasp: 1 Range, 2 Power, 5 Priority. On Hit: Move the opponent 1 space.
    Total: 1~2 Range, 2+1+2=5 Power, 5+5=10 Priority.

    Joal reveals Duel Wield Dash.
    Dual Wield: +0 Range, -1 Power, +0 Priority. Joal cannot switch sides with opponents this beat. After Activating: Play another base from your hand, then execute this attack again with that base. Both cards will go to your discard this beat. This effect does not trigger for the second attack.
    Dash: N/A Range, N/A Power, Priority 9. This attack does not hit or deal damage. After activating: Move 1, 2, or 3 spaces. If you changed sides with an opponent during this movement, that opponent cannot hit you during this beat.
    Total: NA Range, NA Power, 9 Priority.

    Shekhtur is the Active Player, Joal is the Reactive Player.

    Start of Beat: No effects.

    Active Player's Attack:

    Range: Joal is in Range, and is hit.
    On Hit: Joal will get moved one space... but it's not going to matter where, because...
    Power: 5, minus 0 Soak, so Joal loses 5 Life.
    Joal is at -2 Life, and is KO'd.

    End of Duel 1!

    Thoughts? Comments? Do we want to keep going with these characters for the full best 2 of 3 set?

    PMAvers on
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    AuralynxAuralynx Darkness is a perspective Watching the ego workRegistered User regular
    As in King of Fighters, grabs > cancels.

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    PMAversPMAvers Registered User regular
    edited July 2013
    If you guys want, I may turn on the Special card for future fights.

    AKA:
    special.jpg

    Which means Overdrive Finishers would be in play too.

    The Devastation crew have two finishers to pick from, and you have to choose before the duel starts which you're using: either the alpha or the beta finisher. The Alpha's the recommended one, but the beta might be useful in some match-ups. Finishers are complete attack pairs on their own, and so won't get the bonus from your base choice.

    Shekhtur:
    Alpha Overdrive Finisher: Soul Breaker
    1 Range 3 Power 3 Priority.
    "Let's see what you're made of..."
    On Damage: The target is stunned and loses his or her Unique Ability and all tokens for the rest of the duel.

    Beta Overdrive Finisher: Coffin Nails
    1 Range 3 Power 3 Priority
    "Your fate is sealed!"
    On Damage: The opponent loses all Soak and Stun Guard for the rest of the duel.

    Joal:
    Alpha Overdrive Finisher: Annihilation
    1~2 Range, -2 Power, 4 Priority
    "One, two, three, and done."
    Start of Beat: Reveal three bases from your hand. This attack has all effects of these bases and a power bonus equal to their combined power.

    Beta Overdrive Finisher: Neutralizer
    1 Range 12 Power 1 Priority
    "I just need one opening..."
    Start of Beat: An adjacent opponent cannot move during this beat.

    Malandrax:
    Alpha Overdrive Finisher: Plots Within Plots
    Range NA Power NA Priority 8
    You're just playing deeper and deeper into my plan..."
    After Activating: Set all of your remaining traps. For the rest of the game, you may set two traps during each ante phase.

    Beta Overdrive Finisher: Deathtrap
    Range NA Power NA Priority 0
    "Let's see what's behind door number 2..."
    Each time the opponent activates a trap this beat, that player loses 5 life and has -3 Power.

    Eligor:
    Alpha Overdrive Finisher: Sweet Revenge
    1~2 Range X Power, 0 Priority
    "I will have my revenge...
    Stun Guard 3
    The power of this attack is equal to 3 times the printed power of the nearest opponent's attack pair.
    Eligor's life cannot drop below 1 during this beat.

    Beta Overdrive Finisher: Sheet Lightning
    3~6 Range, 4 Power, 6 Priority
    "You're unworthy to be a part of my legend!'
    On Hit: Advance until you are adjacent to the opponent. The opponent cannot move next beat.

    Cadenza Overdrive Finish: Rocket Press
    1 Range 8 Power 0 Priority
    Soak 3, Stun Immunity
    Before Activating: Move forwards 2 or more spaces.

    Hikaru Overdrive Finish: Wrath of Elements
    1 Range 7 Power 6 Priority
    Reveal: Hikaru immediately antes all elemental tokens in his pool and applies them to this attack.

    Kallistar Overdrive Finish: Supernova
    1~2 Range, 8 Power, 5 Priority.
    This attack may only be used in Elemental Form.
    End of Beat: Kalllistar is eliminated from the game.

    Khadath Overdrive Finish: Dimensional Exile
    N/A Range 25 Power 0 Priority
    Stun Immunity
    The range of this attack is the space occupied by Khadath's Gate Trap Marker.

    PMAvers on
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    AuralynxAuralynx Darkness is a perspective Watching the ego workRegistered User regular
    Coffin Nails seems like the less-situational of those to me, tbh.

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    The EnderThe Ender Registered User regular
    OMG SHEKTHUR SO OP NERF NERF NERF


    GG; Man i screwed-up Beat 1 so bad, and for no reason. HERP DERP MOVE FORWARD 2 SPACES FOR NO REASON SUCH AN AWESOME PLAN
    Thoughts? Comments? Do we want to keep going with these characters for the full best 2 of 3 set?

    I'll pass the controller over to another player.

    Game is superior to Yomi, in my opinion, but still doesn't really capture the feel of a fighting game. Still fun though.

    With Love and Courage
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    AuralynxAuralynx Darkness is a perspective Watching the ego workRegistered User regular
    You do sort of have to fill in the mashing in your head, but it plays out sort-of like a 2d fighter, what with discrete interruptions to what the other guy's trying and all.

    The absence of chipping, okizeme, and juggles is probably forgivable.
    ;)

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    PMAversPMAvers Registered User regular
    edited July 2013
    It's kind of funny, Shekthur isn't the character I pegged people to be considering OP out of these eight.

    Was kind of worried putting
    Cadenza in here, since he's a goddamn murderbot. Seriously. Go read his kit.

    Anyway, back to the game.

    Moving down the line, that means @Vyolynce is up.

    I can't imagine what character they're picking... ;)

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    AuralynxAuralynx Darkness is a perspective Watching the ego workRegistered User regular
    I'm pretty confident that Ender and I are quite skillfully roleplaying arcade bums and fighting-gamer stereotypes rather than being serious, guys.

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    VyolynceVyolynce Registered User regular
    Yeah I'm sticking with Eligor. I'm not used to the special action card, though, as I've only used the Devastation PnP. Not that I'm against it, mind.

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    AuralynxAuralynx Darkness is a perspective Watching the ego workRegistered User regular
    Well, looking at Eligor, I'd be quite pleased to have specials available since Shekhtur's Alpha seems to ruin his day entirely. His look nasty as well, however.

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    VyolynceVyolynce Registered User regular
    Having played Eligor vs. Shekhtur a couple of times both of her finishers are pretty unpleasant.

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    PMAversPMAvers Registered User regular
    Okay, so Aura is sticking with Shekhtur, then?

    Specials on...

    *flips a couple of dip switches inside the machine*

    Last question before we get this rolling again... do you guys want a Arena? They have a global effect that affects the board. (There's one, for instance, that doesn't have walls on the ends of the board, and if you move/get moved off it you fall and take damage, and then the board resets back to starting spaces.)

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    VyolynceVyolynce Registered User regular
    Let's pass on an Arena for now.

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    jergarmarjergarmar hollow man crew goes pew pew pewRegistered User regular
    edited July 2013
    Ha! Nice battle and write-up! Also wanted to weigh in and say that Arenas REALLY unbalance some of the characters. You can certainly just play it for laughs, but one good way to use them is with a tag-team match centered around that Arena, where each player chooses 3 characters, or even with each player being given the exact same team. This changes the game from a character-matchup contest to a who-can-figure-out-how-to-abuse-the-Arena-effect-first contest. Which can be fun, but I think it's for quite experienced players only.

    EDIT: Oh, and !QUARTER UP

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    AuralynxAuralynx Darkness is a perspective Watching the ego workRegistered User regular
    Vyolynce wrote: »
    Let's pass on an Arena for now.

    Yeah, one new element at a time is plenty.

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    PMAversPMAvers Registered User regular
    Start of Match:
    Shekhtur chose Alpha Overdrive Finish: Soul Breaker.
    Eligor chose Alpha Overdrive Finish: Sweet Revenge.
    Starting discards were chosen.

    g2m1b0.jpg
    Shekhtur Status:
    Life: 20
    Malice Tokens: 3/5 available
    (Ante these for +1 Priority each, 3rd or 5th each beat also give +1 Power but -1 Life)
    Hand:
    Styles:
    Reaver: +0~1 Range, +1 Power, +0 Priority. On Damage: Push the opponent one space per point of damage dealt. End of Beat: Advance 1 or 2 spaces.
    Spiral: +0 Range, +1 Power, -1 Priority. Before Activating: Advance up to 3 spaces. This attack has -1 power for each space moved by this effect.
    DISCARD 1 Unleashed: +0~1 Range, -1 Power, -1 Priority. After Activating: Retreat 1 or 2 spaces. End of Beat: Gain 2 Malice Tokens. You have +1 Power next beat.
    DISCARD 2 Combination: +0 Range, +1 Power, +0 Priority. This attack does not hit opponents at range 3 or greater. On Hit: If you hit the opponent last beat, this attack has +2 power.
    Jugular: +0 Range, -1 Power, +2 Priority. On Hit: Move the opponent 1 space. End of Beat: Gain or lose Malice Tokens until you have exactly 3.

    SPECIAL AVAILABLE

    Bases:
    DISCARD 1Brand: 1~2 Range, 2 Power, 3 Priority. After Activating: If this attack hit, you may spend up to 4 Malice Tokens to have the opponent lose 1 life per 2 tokens spent and you gain 1 life per 2 tokens spent.Drive: 1 Range, 3 Power, 4 Priority. Before Activating: Advance 1 or 2 spaces.
    Dash: N/A Range, N/A Power, Priority 9. This attack does not hit or deal damage. After activating: Move 1, 2, or 3 spaces. If you changed sides with an opponent during this movement, that opponent cannot hit you during this beat.
    Burst: 2~3 Range, 3 Power, 1 Priority. Start of Beat: Retreat 1 or 2 spaces.
    DISCARD 2Grasp: 1 Range, 2 Power, 5 Priority. On Hit: Move the opponent 1 space.
    Shot: 1~4 Range, 3 Power, 2 Priority. Stun Guard 2.
    Strike: 1 Range, 4 Power, 3 Priority. Stun Guard 5.

    Alpha Overdrive Finisher: Soul Breaker
    1 Range 3 Power 3 Priority.
    "Let's see what you're made of..."
    On Damage: The target is stunned and loses his or her Unique Ability and all tokens for the rest of the duel.

    Eligor Status:
    Life: 20
    Vengeance Tokens: 2/5
    (Ante these for Stun Guard 2 each. Ante 5 for Stun Immunity.)

    Hand:
    Styles:
    Martial: +0 Range, +1 Power, -1 Priority. Before Activating: This attack gains +2 power if you have taken damage during this beat and +2 additional power if you have 5 Vengeance Tokens in your token pool.
    Retribution: +0 Range, +1 Power, -1 Priority. Before Activating: If you were hit during this beat, you may move directly to any space adjacent to a opponent who hit you.
    DISCARD 1 Vengeful: +0 Range, +1 Power, +0 Priority. Stun Guard 3. Eligor ignores all movement effects applied to him by opponents during this beat. On Hit: Gain 2 Vengeance Tokens.
    DISCARD 2Counter: +0 Range, +1 Power, -1 Priority. Start of Beat: If an opponent's base has the same name as yours, the opponent is stunned. Before activating: If you took damage this beat, advance up to 1 space for each point of damage taken.
    Chained: +0 Range, +1 Power, -1 Priority. Start of Beat: Gain 1 Vengeance Token. Before Activating: Discard any number of Vengeance tokens to pull the opponent 1 space per token discarded.
    SPECIAL AVAILABLE

    Bases:
    Aegis 1 Range, X Power, 0 Priority. Reveal: Soak 1 for each Vengeance Token you anted during this beat. The power of this base is equal to the printed power of the nearest opponent's attack pair.
    Drive: 1 Range, 3 Power, 4 Priority. Before Activating: Advance 1 or 2 spaces.
    DISCARD 1 Dash: N/A Range, N/A Power, Priority 9. This attack does not hit or deal damage. After activating: Move 1, 2, or 3 spaces. If you changed sides with an opponent during this movement, that opponent cannot hit you during this beat.
    Burst: 2~3 Range, 3 Power, 1 Priority. Start of Beat: Retreat 1 or 2 spaces.
    DISCARD 2Grasp: 1 Range, 2 Power, 5 Priority. On Hit: Move the opponent 1 space.
    Shot: 1~4 Range, 3 Power, 2 Priority. Stun Guard 2.
    Strike: 1 Range, 4 Power, 3 Priority. Stun Guard 5.
    Alpha Overdrive Finisher: Sweet Revenge
    1~2 Range X Power, 0 Priority
    "I will have my revenge...
    Stun Guard 3
    The power of this attack is equal to 3 times the printed power of the nearest opponent's attack pair.
    Eligor's life cannot drop below 1 during this beat.

    Beat 1 attack pairs!

    Since both players have ante effects, we might have to go a little more traditional and have the players ante back and forth between each other in the thread. Any thoughts?

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    VyolynceVyolynce Registered User regular
    PMAvers wrote: »
    Since both players have ante effects, we might have to go a little more traditional and have the players ante back and forth between each other in the thread. Any thoughts?

    That's how I assumed we'd have to do it. You'll need to determine which of us starts for this beat, then I believe it's the previous beat's active player who begins. 14 beats out of 15 that's gonna be Sekhtur in this matchup anyway, for I am THE MIGHTY GLACIER. :P

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    AuralynxAuralynx Darkness is a perspective Watching the ego workRegistered User regular
    Yeah. Now that we know I auto-ante I have to want to let you go first.

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    VyolynceVyolynce Registered User regular
    edited July 2013
    I'm pretty sure the only time I ever beat you in priority is if I Dash and you don't.

    Edit: No response to the auto-ante.

    Vyolynce on
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    PMAversPMAvers Registered User regular
    edited July 2013
    Yeah, I figure we could just say Shek will basically always be considered to auto-ante her first token right away after attack pairs are locked in. And then Eligor can respond to that with tokens if he wants, and then Shek can respond to Eligor's tokens with more tokens, and on and on...

    Speaking of which, attack pairs are in. Go nuts with antes.

    Shekhtur auto-antes 1 Malice Token.
    She has 2/5 ready.

    PMAvers on
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    AuralynxAuralynx Darkness is a perspective Watching the ego workRegistered User regular
    edited July 2013
    Vyolynce wrote: »
    I'm pretty sure the only time I ever beat you in priority is if I Dash and you don't.

    Nah, I can use Burst or Strike badly enough, depending on Base, to give you a chance at beating me on those too.

    So let's do what PMAvers said and have one token.

    E: If you've got no response, it can stay there.

    Auralynx on
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    PMAversPMAvers Registered User regular
    Could do it a little more formalized. If you aren't going to respond to a ante, you can pass, letting the other player know they can ante again if they want. Double-pass means go on to Reveal.

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    VyolynceVyolynce Registered User regular
    Looks like a double pass to me.

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    PMAversPMAvers Registered User regular
    Reveal:

    Shekhtur reveals a Reaver Drive.
    Reaver: +0~1 Range, +1 Power, +0 Priority. On Damage: Push the opponent one space per point of damage dealt. End of Beat: Advance 1 or 2 spaces.
    Drive: 1 Range, 3 Power, 4 Priority. Before Activating: Advance 1 or 2 spaces.
    Total: 1~2 Range, 4 Power, 4+1= 5 Priority.

    Eligor reveals a Retribution Strike.
    Retribution: +0 Range, +1 Power, -1 Priority. Before Activating: If you were hit during this beat, you may move directly to any space adjacent to a opponent who hit you.
    Strike: 1 Range, 4 Power, 3 Priority. Stun Guard 5.
    Range: 1 Range, 5 Power, 2 Priority.

    Shekhtur is the Active Player, Eligor is the Reactive Player.
    No Reveal effects.
    No Start of Beat effects.

    Active Player's Attack:
    Before Activating: Advance 1 or 2 spaces. How far up do you want to move?

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    AuralynxAuralynx Darkness is a perspective Watching the ego workRegistered User regular
    Yeah, saw that coming. Move 1, miss the attack. :P

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    PMAversPMAvers Registered User regular
    Yeah, it'll whiff, landing in front of Eligor.
    Eligor's will whiff, too, being Range 1.

    End of Beat: Shekhtur has to advance 1 or 2 again. How far do you want to go with this move?

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