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Power Of The Day -- Scooby

by Hadsil <forumite@[EMAIL PROTECTED] > Mar 12, 2008 at 01:29 PM

SCOOBY				Phase 8

Interferes In Challenges

You have the power to meddle.  When not involved in a challenge, after
Challenge Cards are revealed and the outcome determined, you may
replace the Challenge Card of the winning player with one of your own
to have the player lose the challenge.

History: The Scoobies are a hungry, cowardly race, who through sheer
coincidence, manage to involve themselves in the affairs of others.
Those who attempt to scare away enemies to further their own evil
plans find those plans ruined.  They would have gotten away with it if
not for these meddlesome "kids".

FLARE

Phase 6
Wild: When not a main player, if you have not been invited to ally at
all, you may ally on both sides.  If both main players reveal
Compromise Cards, it is as if you won on both sides.

Phase 8
Super: You may be a main player or ally to use your power.

PULSAR

Phase 8
Con: As an ally in the challenge, if Scooby uses his power on your
side's Challenge Card, your tokens are not lost and may be returned to
bases.

Phase 8
Pro: After using your power, no other player may invoke a game effect
to have the losing player return to winning status.

Eon/Avalon:

Power

No Changes

Flare

Super: You may be an ally to use your power.

Pulsar

No Changes

Experience Rating: Novice

Cosmic Monopoly

After a player rolls dice for movement, you may force that player to
reroll one die.

Commentary: This is a combat power created by me.  I created a power
called Superhero where the player replaces the loser's Challenge Card
with one of his own to have him win the challenge.  Scooby is the
opposite of that, but that wasn't the intention.  I thought about the
cartoon show and wanted to create a power with the theme of ruining a
player's plan, as Scooby and the others do to the evil "ghosts" and
"monsters".  At first, I had Scooby add tokens to the challenge after
cards are revealed but couldn't get the base, getting rewards instead
even if entering the offensive side.  However, not only was that a
combination of Canary and Parasite, I also considered that 4 tokens
won't be enough in many challenges and other players can play game
effects to have the loser win again, thus Scooby would lose his
tokens.  It was then I remembered Superhero and decided to have Scooby
replace the Challenge Card.  I recognize the similarity between Scooby
and Superhero with Busybody.  Unlike Superhero, I don't allow Scooby
to be an ally to use his power because it is easier to replace with a
losing card (re Compromise Cards) than it is to replace with a winning
card, and while Scooby gets rid of his poor cards to use his power,
Superhero has to give away his good cards.

Even with the Pro Pulsar, a player can still Cosmic Zap Scooby or
Pulsar Zap the Pulsar.  Other than that, nothing.  Without the Pulsar,
a player could, for example, play a Reinforcement Card to raise the
new loser's challenge total after Scooby used his power.  If Scooby
uses a Compromise Card for his power, the new loser of the challenge
does get consolation cards from the new winner.   Players' powers work
normally for the Challenge Card Scooby uses, such as Mirror, Obverse,
Filch, Clone, etc.

Gerald Katz
Don't forget to tip the Butler!




 1 Posts in Topic:
Power Of The Day -- Scooby
Hadsil <forumite@[EMAI  2008-03-12 13:29:21 

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tan12V112 Fri May 16 5:27:22 CDT 2008.