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Puppets: Panda Edition


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Puppet Changes

These proposed changes are only valid when taken together with my proposed rules change: http://www.wyrd-games.net/showthread.php?36976-Puppet-Wars-Panda-Edition&p=471894#post471894

Note: Being on the worst computer possible, with the worst internet, formatting is real problem.

Characteristics


  • Bully(Replaces Crimefighter) - Lady Justice, Judge, Hooded Rider, Executioner, Death Marshal, Convict Gunslinger,
  • Mouldy (Replaces Rotten) - Seamus, Bête Noire, Rotten Belle, Nurse, Punk Zombie, Silurid
  • Creepy (Replaces Woe) - Malifaux Cherub
  • Stuffed Animal - Silurid, Razorspine Rattler
  • Metal - Rusty Alyce, Hooded Rider, Executioner, Razorspine Rattler
  • Wooden - Misaki


Stats

  • 3 Stitch - Masters
  • 2 Stitch - Sidekicks, Executioner, Rotten Belle, Punk Zombie
  • 1 Stitch - Remaining Pawns


Lady Justice

  • Elite Combat Training - Friendly non-Mouldy Puppets may discard one Button, during their Animation, to receive Powerful +1 until the end of the Turn.


Seamus

  • Remove Scary Face
  • Dead Weight - When a Friendly Mouldy Puppet suffers a Rip from an Attack Action, it may ignore one Rip for every Button discarded.


Pokey Viktoria

  • Remove Catch!
  • Collect Bounty -During their Animation, a Friendly Puppet may discard any number of Buttons carried. Draw a Card for each Button discarded.


Rusty Alyce

  • Remove Disassemble and Janky Fashion Sense
  • Garage Sale (Cost: 7, Range: 1, Duration: Instant) Effect: Target Puppet must place all Attached Upgrades in their original Scrap Heaps. Draw a card for each Upgrade removed. If the Puppet has no Upgrades, Tear it Apart and draw a Card.


Hooded Rider

  • Momentum - This Puppet may perform an Attack Action per move, against a different Target, each time it moves in a straight line.


Death Marshal

  • Remove Range 2
  • Death Squad (Reaction) - When an Enemy Puppet within Range 2 of this Puppet Tears Apart a Friendly Puppet, this Puppet may perform an Attack Action against it.


Nurse

  • Mud Bath (Cost: Crow, Range: 1, Duration: Permanent) Effect: Target Puppet gains Mouldy.
  • Stitch in Time (Cost: 0 + Discard one Button, Range 1, Duration: Instant)Effect: Sew Up Target Puppet one Rip for every Button discarded


Rotten Belle

  • Unbutton (Cost: 0 + Discard a Button, Range: NA, Duration: Timed) Effect: Enemy Puppets may not perform Attack Actions against this Puppet.


December Acolyte

  • 'Ice Fishing!' (Cost: 0 + Discard one Button, Range: NA, Duration: Instant) Effect: Place an Upgrade, removed from Game, back into your Scrap Heap.


Convict Gunslinger

  • Remove Range 2
  • Button Heist (Cost: 8, Range 1, Duration: Instant) Effect: Adjacent Puppets must give all their Buttons to this Puppet. If they do not, or have no Buttons, their Player must discard a Card for each applicable Puppet.


Afterthoughts

My opinion is that the stats of the puppets are not what make them interesting, and that they're importance should be minimal, because at the end of the day PW is about what makes a Puppet unique, not what they have in common.

By reducing stitches you make the game more brutal, games can be quick and ruthless, or players can take their time knowing that a wrong move can spell the end. Also by reducing stitches, you take the focus off repetetive combat, and more on strategy and creating the right combos.

The above Puppets are some of my ideas for actions/abilities that can be used in different ways. Take Death marshal for example, he's a weak, cheap Pawn. He used to be rather dull (range 2 attack, whoopie doo), but with Death Squad you can set up traps for your enemy, defend a Workbench, avenge a fallen comrade, and get two attacks out of an already reliably cheap puppet. Combine that with Lady Justice and Elite Combat Training, and it's quite deadly. However, by bringing in Buttons (my key addition), something like ECT can't be done right off the bat (no more Austringer spam), and requires Buttons to be harvested off Puppets (friend or foe) and for the target to not be Mouldy (hello Nurse). So you might use a Convict Gunslinger to steal Buttons from the Enemy, or reduce the Enemy's hand before closing your trap, it's up to you.

However, the key point is, that no Puppet has more than 3 Abilities/Actions, but all have at least one unique skill that can be ignored, used solo or combined. That is what makes Puppet Wars fun, and that is what the focus of the Puppets should be. Not bland statlines, but brutal and risky scenarios just waiting to play out.

I know this is a bit off the wall, but I'd really like to strike up some debate and think about where we can go from here.

Carry on stitching.

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