Jump to content

Mr. Cooper's Dark Carnival - New Crew Brainstorm (part 2!)


Kalkris

Dark Carnival Polls, Part 2  

45 members have voted

You do not have permission to vote in this poll, or see the poll results. Please sign in or register to vote in this poll.

Recommended Posts

Okay, so: The Dark Carnival is coming out for GenCon, as a proxy crew for Colette's standard loadout (Colette, 3 Mechanical Doves, Cassandra, 2 Performers, and 2 Mannequins). We are getting a number of named models, themed after a circus troupe described in detail in the latest Wyrd Chronicles (images for the crew box are also in that issue). The Dark Carnival proxies as Colette, as mentioned above.

 

I am not satisfied with that alone.

 

What I have been tossing about as an idea both on this forum and on AWP is the idea of being amateur (or better!) devs and betatesters, all of us, and creating our own set of rules for Mr. Cooper and his Dark Carnival.

 

If you are comfortable working on a set of custom rules for casual games, and willing to make a constructive contribution, please feel free to join in on this great adventure.

 

~~~~~

 

DISCLAIMER: This project is not in any way supported or endorsed by Wyrd Games. I am not affiliated with Wyrd except by virtue of being a Henchman. Any games of Malifaux (Wyrd's game) involving this ruleset must be approved by all parties involved before being conducted. Official Wyrd events may not include this ruleset.

 

~~~~~

 

PROJECTED DEADLINE FOR PROJECT "COMPLETION": November 15th, 2015 @12:00AM, EST (one week before the week of the Black Friday sale)

 

I figure that'll be the next time Mr. Cooper's Dark Carnival is publicly released, and we hadn't enough advance time for the GenCon release to do this, so this should be best.

 

DEADLINE FOR BRAINSTORMING SUBMISSIONS: July 30th, 2015 @12:00AM, EST (the night before GenCon begins)

 

Ideally, I want to start playtesting ideas starting August 10th, one week after GenCon ends. By then, some people might have the crew already - additionally, they will have had some time to recuperate in the aftermath of the convention. Setting this playtest between August 10th and November 15th gives us just under 100 days to playtest this singular crew - which seems to be plenty of time (according to my math, which may be off as I am bad at it, we'd have exactly 98 days).

 

~~~~~

 

Constants to adhere by:

This crew is dual-faction Arcanist/Neverborn.

Mr. Cooper is the Master of this particular crew.

Sadly, we are missing a Mr. Peanuts (the elephant), so we must omit him from the roster (for now).

Baritone Lola is the primary Henchman for this crew.

Thin Lizzy and Mercury are both Enforcers for the crew.

Flying Monkeys have the "Totem (Mr. Cooper)" and Rare 3 charcteristics. They are significant Minions.

The Mannequins in the box are a new model as well, collectively called Mummerettes. The Mummerettes are not differentiated.

 

Non-Constants to decide upon sooner than later:

What does the condition Hazy do? I would like no less than 4 different ideas for Hazy before I make a poll to choose. If we do not have these ideas, I propose we revert to the standard "The Haze Only Gets Thicker" template.

 

~~~~~

 

So, let us get started!

 

POLL RESULTS:

 

1. Faction for Crew (Ended 6/18 @12:00AM EST):

  • Arcanists - 1 vote
  • Neverborn - 10 votes
  • DF Arcanist/Neverborn - 31 votes

2. Totem choice (Ended 6/20 @12:00AM EST):

  • Flying Monkeys - 7 votes
  • Mummerettes - 5 votes
  • Thin Lizzy - 4 votes
  • Lola - 1 vote
  • Mercury - 0 votes

3. Mummerettes or Mannequins? (Ended 6/20 @12:00AM EST):

  • Mannequins - 1 vote
  • Mummerettes - 16 votes

4. Baritone Lola's station characteristic? (Ended 6/21 @12:00AM EST):

  • Henchman - 4 votes
  • Enforcer - 3 votes

5. Should Flying Monkeys be Significant or Insignificant, and should they be Peons or Minions? (Ended 6/24 @12:00AM EST)

  • Significant Minions - 13 votes
  • Insignificant Minions - 4 votes
  • Significant Peons - 7 votes
  • Insignificant Peons - 10 votes

6. Should Thin Lizzy be an Enforcer, a Minion, or a Henchman? What about Mercury? (Ended 6/24 @12:00AM EST)

  • Both - Henchman - 2 votes
  • Thin Lizzy - Henchman; Mercury - Enforcer - 4 votes
  • Thin Lizzy - Henchman; Mercury - Minion - 1 vote
  • Thin Lizzy - Enforcer; Mercury - Henchman - 3 votes
  • Thin Lizzy - Minion; Mercury - Henchman - 0 votes
  • Both - Enforcer - 15 votes
  • Thin Lizzy - Enforcer; Mercury - Minion - 1 vote
  • Thin Lizzy - Minion; Mercury - Enforcer - 4 votes
  • Both - Minion - 4 votes

7. Mummerettes - should they be 2 differentiated models? (Ended 6/24 @12:00AM EST)

  • Yes - 10 votes
  • No - 24 votes

8. Should Mr. Cooper have Infiltration (Showgirls/Puppets), or something more/less? (Ended 6/27 @12:00AM EST)

  • Yes to Infilltration (Showgirls/Puppets) - 2 votes
  • Yes to something less limited - 0 votes
  • Yes to something more limited - 9 votes
  • Yes to something equally as limiting but different - 1 vote
  • No to all of the above - 5 votes

9. Should the Haze described in the fluff be a condition (Hazy)? (Ended 6/27 @12:00AM EST)

  • Yes indeedy - 9 votes
  • No sirree bob - 7 votes

10. Should this crew's mechanics heavily involve simple duels, or something else? (Ended 6/27 @12:00AM EST)

  • Yes, the crew should make heavy use of simple duels - 13 votes
  • No, the crew should find another mechanic to use - 4 votes

~~~~~

 

FUTURE POLLS:

 

What should Hazy read as, as a condition? (begins 6/30, ends 7/3)

 

~~~~~

 

Does anyone else have any other questions to put on the polling block?

 

~Lil Kalki

  • Like 1
Link to comment
Share on other sites

This post reserved for model idea submissions.

 

Mr. Cooper:

Da Git

Mr. Cooper

Arcanist/Neverborn

Cache 3

Master, Living, CARNY

Df6 Wp5T Wd9 Wk6 Cg- Ht2

 

Abilities:

Infiltration (Showgirls/Carnies): Crews led by this model may hire up to 4 models with the Showgirl and/or Carny Characteristic that are not the Crew's declared faction.

Df/Wp (T) Sleight of Hand: Once per Turn, after failing but before flipping for damage, the attacking model must succeed in a TN 10 Wp duel. If the model fails, place a friendly Puppet model within 6" of Mr. Cooper into base contact with Mr. Cooper, then place Mr. Cooper anywhere within 6". The attacking model then deals no damage.

Manipulative 9: If this model has not yet activated this turn, when an enemy model targets this model with an Attack Action, the enemy model must pass a TN 9 Wp duel or the action immediately fails.

The Haze Only Gets Thicker: Simple duels generated by this model and upgrades attached to this model add the current turn number to their TN.

 

Attack Actions:

(1) Silken Scarf (Ml7R/Rst:Wp/Rg:[M]1): Target suffers 1/1/2 damage.

R Caress of Silk: After damaging, this model makes a 1/1/2 healing flip.

RT Strangulate: After damaging, the target must discard two cards or two Soulstones or it is killed.

RM Whip Into Shape: After damaging, take this Action again.

 

(1) Blow Smoke (Sh5C/Rst:Wp/Rg:[R]6): Target suffers 1/2b/3bb damage. All models damaged by this Action must succeed in a TN13 Wp duel or be pushed 3" away from this model.

C Noxious Gas: After damaging, all models damaged gain the Poison+3 Condition.

CT  Smoke and Fire: After damaging, all models damaged gain the Burning+3 Condition.

 

Tactical Actions:

(0) The Ring Master (Ca6M/TN12M/Rg:6): Push target other Friendly model up to 5”.

R  Final Act: Once per Turn, after succeeding during this model’s activation, the target gains Reactivate.  Sacrifice the Target at the end of the turn.

M  You Too!: After succeeding, select a different friendly within 2” of the target. After resolving this action, take this action again targeting the selected model.

Kalkris:

Mr. Cooper (Arcanist/Neverborn)
Cache 3
Master, Living
Df6 Wp5T  Wd9 Wk6 Cg- Ht2

Abilities:
Danse Macabre: Enemy models within [A]3 must pass a TN 13 Wp duel when declaring any action other than a Walk action or the action automatically fails unless the Action was generated as part of the Charge action.
Infiltration (Showgirls/Carnies): Crews led by this model may hire up to 4 models with the Showgirl and/or Carny Characteristic that are not the Crew's declared faction.
Df/Wp (T) Sleight of Hand: Once per Turn, after failing but before flipping for damage, the attacking model must succeed in a TN 10 Wp duel. If the model fails, place a friendly Puppet model within 6" of Mr. Cooper into base contact with Mr. Cooper, then place Mr. Cooper anywhere within 6". The attacking model then deals no damage.
Manipulative 13: If this model has not yet activated this turn, when an enemy model targets this model with an Attack Action, the enemy model must pass a TN 13 Wp duel or the action immediately fails.

Attack Actions:
(1) Silken Scarf (Ml7/Rst:Wp/Rg:[M]1): Target suffers 1/1/2 damage.
R Caress of Silk: After damaging, this model makes a 1/1/2 healing flip.
RC Strangulate: After damaging, the target must discard two cards or two Soulstones or it is killed.

RT Whip Into Shape: After damaging, take this Action again.

(1) Blow Smoke (Sh5C/Rst:Wp/Rg:[R]6): Target suffers 1/2/3 damage. All models damaged by this Action must succeed in a TN13 Wp duel or be pushed 3" away from this model.
C Noxious Gas: After damaging, all models damaged gain the Poison+3 Condition.
CT Smoke and Fire: After damaging, all models damaged gain the Burning+3 Condition.

Tactical Actions:
(0) Center Stage (Ca6 :mask/TN:15): Place this model in the center of the board. Mr. Cooper may not take Interact actions for the remainder of this activation. Mr. Cooper can only succeed in taking this Action once per game, and only on any Turn after the first.
(0) The Haze Thickens (Ca6 :mask/TN:13): Enemy models within [P]8 of this model must pass a TN 13 Wp duel or gain the following condition until end of turn: "Hazed And Confused: Increase the TN of simple duels taken by this model by 1."

 

Flying Monkeys:

Da Git:

Flying Monkeys (Arcanist/Neverborn)

Cost: 5

Minion, Living, Totem (Mr. Cooper), BEAST

Df6, Wp3, Wd4, Wk5, Ch8, Ht1

 

Abilities:
Flight: This model is immune to falling damage and may ignore any terrain or models while moving.
Swarm: A crew may hire up to three of this model.

Barreling Monkeys: When this model completes a Charge Action, target model must take a TN8 Horror duel.

The Haze Only Gets Thicker: Simple duels generated by this model and upgrades attached to this model add the current turn number to their TN.

 

Attack Actions:

(0) Grab and Drop (Ml1R/Rst:Ht/Rg:[M]1):Place target enemy model within 5” of this model, then place this model within 2" of the target. The target suffers falling damage as if it had fallen from a height equal to the amount by which this model's final duel total exceeded the target's, up to a maximum of 6. If the model is killed, this model counts as having killed it.
R Apes on the Wing: Immediately increase this model's final duel total by 1 for each other friendly Flying Monkey model within 1" of the target.

 

Tactical Actions:
(2) Fly, My Pretties! Fly, FLY!!!: Target all friendly Flying Monkeys within 3" of this model. Place this model anywhere within 5", then place all Flying Monkeys targeted by this Action anywhere within 3" of this model. Only take this Action if this model is not engaged.

Patzer:

Flying Monkeys (Arcanist/Neverborn)
Cost: 3ss
Peon, Rare 3, Totem (Mr. Cooper)
Df4, Wp4, Wd5, Wk6, Ch8, Ht1

 

Abilities:
Flight: This model is immune to falling damage and may ignore any terrain or models while moving.
Swarm: A crew may hire up to three of this model.

Insignificant: This model may not take Interact Actions.

 

Attack Actions:
(0) Grab and Drop (Ml1/Rst:Ht/Rg:1):Place target enemy model within 5” of this model, then place this model within 2" of the target. The target suffers falling damage as if it had fallen from a height equal to the amount by which this model's final duel total exceeded the target's, up to a maximum of 6. If the model is killed, this model counts as having killed it.

 

Tactical Actions:
(2) Take to the Sky: Bury this model. Unbury it anywhere on the board at the end
of the Turn.

 

Kalkris:

Flying Monkeys (Arcanist/Neverborn)

Cost: 5

Minion, Living, Totem (Mr. Cooper), BEAST

Df6, Wp3, Wd4, Wk5, Ch8, Ht1

 

Abilities:
Flight: This model is immune to falling damage and may ignore any terrain or models while moving.
Swarm: A crew may hire up to three of this model.

Hard to Kill: While this model has 2 or more Wd remaining when it suffers damage, it may not be reduced to below 1 Wd.

 

Attack Actions:

(0) Grab and Drop (Ml1R/Rst:Ht/Rg:[M]1):Place target enemy model within 5” of this model, then place this model within 2" of the target. The target suffers falling damage as if it had fallen from a height equal to the amount by which this model's final duel total exceeded the target's, up to a maximum of 6. If the model is killed, this model counts as having killed it.
R Apes on the Wing: Immediately increase this model's final duel total by 1 for each other friendly Flying Monkey model within 1" of the target.

 

Tactical Actions:
(2) Fly, My Pretties! Fly, FLY!!!: Target all friendly Flying Monkeys within 3" of this model. Place this model anywhere within 5", then place all Flying Monkeys targeted by this Action anywhere within 3" of this model. Only take this Action if this model is not engaged.

 

Baritone Lola:

Da Git:

Baritone Lola

Neverborn

Cost: 10ss

Cache: 3ss

Living, Henchman, Rare 1, NIGHTMARE, CARNY

Df6 Wp6 Wd9 Wk6 Cg7 Ht2

 

Abilities:

Fears Given Form: Models that begin their Activation within this model’s Engagement range must succeed on a Df 11 Duel or suffer 3 damage.

Killing Joke: Whenever this model kills an enemy model, all enemy models within p3 must succced on a TN9 Wp Duel or gain Slow.

Terrifying (All) 10: Enemy models must pass a TN 10 Horror Duel if they end a Walk action within this model’s engagement range or target this model with an action.

The Haze Only Gets Thicker: Simple duels generated by this model and upgrades attached to this model add the current turn number to their TN.

 

Attack Actions

(1) Belly Flop (Ml6/Rst:Df/Rg [M]1): Target suffers 1/2/7 damage

R Smothered: Target gains the Slow Condition.

 

(1) Projected Voice (Ca 6T/Rst:Df/Rg:[R]10): Target suffers 1/1/2 damage.

TM Showstopper: After Damaging, the target must discard 2 cards or receive the Paralysed Condition.

 

Tactical Actions

(0) Magical Extension: Take a (1) Ca Action belonging to this model’s Leader with a -3 penalty.

Thin Lizzy:

Da Git

Thin Lizzy

 

Neverborn

Cost: 6ss

Living, Enforcer, Rare 1, CARNY, WOE

Df 4, Wp 5, Wd 6, Wk, 5 Ch 6, Ht 2

 

Abilities:

Don’t Mind me: This model may take Interact Actions while engaged.

Lady’s got a Beard!: When an enemy model attacks this model with a Ml Attack, it must pass a TN 9 Wp duel or the Action immediately fails.

The Haze Only Gets Thicker: Simple Duels generated by this model and upgrades attached to this model add the current turn number to their TN.

 

Attack Actions:

(1) Lure (Ca 7CM, TN: 12CM, Rst: Wp, Rg 18): Move target model its Wk. The target must end the move as close to this model as possible.

CC Wry Amusement: After resolving this action, the target gains the Slow Condition.

 

Tactical Actions:

(0) Greet the “Guests”: This model gains the following condition until the end of the Turn: “Chatty: Enemy models with [A]6 may not take Interact actions.”

Mercury:

Da Git

Mercury

Arcanist

Cost: 8ss

Living, Enforcer, Rare 1, CARNY

Df 5, Wp 5, Wd 10, wk 4, Ch 6, Ht 2

 

Abilities

Terrifying 9 (Living)

Barrelling Charge: When this model takes a Charge Action it may make a single 2 AP Ml Attack Action instead of 2 1 AP Ml Attack Actions.

Regeneration 2

The Haze Only Gets Thicker: Simple duels generated by this model and upgrades attached to this model add the current turn number to their TN.

 

Attack Actions

(2) Sweep the Barbell (Ml5/Rst:Df/Rg:[M]2): Make one attack against every target in Range. Target suffers 3/4/6 damage.

 

(1) Head Hold (Ml 6C/Rst:Df/Rg:[M]1): Target suffers 2/2/3 damage.  This action make not be taken as part of a Charge Action.

CC Twist, Twist, SNAP!: After suffering damage target must discard two cards or two soul stones or be killed.

 

Tactical Actions

(1) What’s yours is mine!: Target an enemy scheme market within 2". This Scheme Market becomes friendly to this crew.

Mummerettes:

Da Git

Mummerette

Neverborn

Cost: 5ss

Construct, Minion, Rare 2, PUPPET, CARNY

Df6, Wp4, Wd6, Wk6, Ch-, Ht2

 

Abilities

Bulletproof +2: Reduce all Damage suffered by this model from Ranged Attacks by +2, to a minimum of 1.

Always in Motion: This model may not be targeted by the Charge action or Disengaging Strikes.

Manipulative 8: If this model has not yet activated this Turn, when an enemy model targets this model with an Attack Action, the enemy model must first pass a TN 8 Wp duel or the Action immediately fails.

The Haze Only Gets Thicker: Simple duels generated by this model and upgrades attached to this model add the current turn number to their TN.

 

Attack Actions

(0) The Sabre Trick (Ml5T/Rst:Df or Wp/Rng:[M]4): Target suffers 2/3/4 damage. When this Action is declared, this model chooses if the Resist is Df or Wp.

TM Can I have another Volunteer?: After damaging, take this Action again. Increase this action’s Range to [M]8 for the duration of the action. This trigger may only be declared once per turn.

T Didn’t notice it!: This model’s doesn’t count has having activated yet for its Manipulative ability.

Upgrades:

Kalkris:

1/6 (Freely Given)

Freely Given
Cost: 1ss

Restriction: Mr. Cooper
This model gains the following Attack Action:
(0) Freely Given (Ca6M/TN:16M/Rst:Wp/Rg:6): Target non-Leader model must discard a Soulstone, then immediately takes a (1) Action chosen and controlled by this model's controller. The model is considered friendly to Mr. Cooper for the duration of the Action.
(MM) Gratefully Received: After succeeding, this model gains 1 Soulstone.

2/6 (Daring Feats)

Daring Feats
Cost: 2ss

Restriction: Mr. Cooper
This model gains the following Ability:
Df/Wp (T) Death Defying: When this model is reduced to 0 Wounds, it may be placed in base contact with target friendly model with a cost of 5 or more within 8". Sacrifice the target and then heal an amount of damage equal to the target's remaining Wounds plus one.

3/6 (A Nickel For Your Soul)

A Nickel For Your Soul
Cost: 1ss

Restriction: Mr. Cooper
This model gains the following Ability:
Loyalty to the Coin: Whenever this model kills an enemy model, you may discard a card. If you do, add 1 Soulstone to your Soulstone Pool.

4/6 (No More Mr. Nice Guy)

No More Mr. Nice Guy

Cost: 2ss

Restriction: Mr. Cooper, Limited

This model gains the following Ability:

Obscene: Increase the TN of simple duels taken by enemy models within [A]6 by 2.

Da Git:

1/6 (Danse Macabre)

Danse Macabre

Cost: 3ss

Restriction: Mr Cooper, Limited

This model gains the following Ability:

Danse Macabre: Enemy models within 3 must pass a TN13 Wp duel when declaring any action other than a Walk action or the action automatically fails unless the Action was generated as part of the Charge action.

2/6 (No More Mr. Nice Guy)

No More Mr. Nice Guy

Cost: 1ss

Restriction: Mr Cooper, Limited

This model’s Silken Scarf action gains +R to its Ml.

3/6 (Unpaid Debts)

Unpaid Debts

Cost: 2ss

Restriction: Mr Cooper

This model gains the following Trigger:

Df/Wp (T) Unpaid Debts: When this model is reduced to 0 wounds it may empty its Soulstone Cache to regain half as many wounds as soulstones in the cache.  This Trigger may only be used once per game.

4/6 (What Is Freely Given)

What Is Freely Given
Cost: 2ss

Restriction: Mr. Cooper
This model gains the following Attack Action:
(0) What Is Freely Given (Ca6M/TN:16M/Rst:Wp/Rg:6): Target non-Leader model must discard a Soulstone, then immediately takes a (1) Action chosen and controlled by this model's controller. The model is considered friendly to Mr. Cooper for the duration of the Action.
(MM) Gratefully Received: After succeeding, this model gains 1 Soulstone.

5/6 (A Nickel For Your Soul)

A Nickel For Your Soul
Cost: 1ss
Restriction: Mr. Cooper
This model gains the following Ability:
Loyalty to the Coin: Whenever this model kills an enemy model, you may discard a card. If you do, add 1 Soulstone to your Soulstone Pool.

6/6 (Take Center Stage)

Take Center Stage

Cost: 1ss

Restriction: Carny, Rare 3

This model gains the following Tactical Action:

(0) Take Center Stage (Ca6M/TN:15): Place this model in the centre of the board. Mr. Cooper may not take Interact actions for the remainder of this activation. Mr. Cooper can only succeed in taking this Action once per game, and only on any Turn after the first.

Solicitor 6:

1/6 (Bat Boy Lives!)

Bat Boy Lives!

Cost 1

When purchasing this upgrade for a crew led by Mr. Cooper, it does not count against a model's upgrade limit and may be attached to a Minion model. 

This model gains the Nephilim characteristic and the following ability:

Black Blood: All models without Black Blood within [P]1 suffer 1 damage when this model suffers damage.

Restriction: Carny, Limited

2/6 (Hall of Mirrors)

Hall of Mirrors

Cost 2

When purchasing this upgrade for a crew led by Mr. Cooper, it does not count against a model's upgrade limit and may be attached to a Minion model. 

This model gains the Mimic characteristic and the following ability:

Which One is Real?: Models shooting into a melee involving this model never flip a card for this model when randomly determining a target.

Restriction: Carny, Limited

3/6 (Fiji Mermaid)

Fiji Mermaid

Cost 3

When purchasing this upgrade for a crew led by Mr. Cooper, it does not count against a model's upgrade limit and may be attached to a Minion model. 

This model gains the Woe characteristic and the following ability:

Unnerving: Models within [A]1 suffer a [-] to all duels

Restriction: Carny, Limited

4/6 (The Turk)

The Turk

Cost 1

When purchasing this upgrade for a crew led by Mr. Cooper, it does not count against a model's upgrade limit and may be attached to a Minion model. 

This model gains the Construct characteristic and the following ability:

Armor +1

Restriction: Carny, Limited

5/6 (I'm A Dancer!)

I'm A Dancer!

Cost 2

When purchasing this upgrade for a crew led by Mr. Cooper, it does not count against a model's upgrade limit and may be attached to a Minion model. 

This model gains the Showgirl characteristic and the following ability:

Don't Mind Me: This model may take Interact Actions while engaged.

Restriction: Carny, Limited

6/6 (Chimera)

Cost 3

When purchasing this upgrade for a crew led by Mr. Cooper, it does not count against a model's upgrade limit and may be attached to a Minion model.

This model gains the Beast characteristic and the following ability:

Three-Headed:This model gains [+] to Attack and damage flips it makes when it has 5 or more Wounds remaining.

The Hazy Condition

Kalkris

1/2

"Hazy+1: After flipping for initiative, this model must pass a TN 13 Wp duel. If it succeeds, lower the value of this model's Hazy condition by 1."

2/2

"Hazy+1: Increase the TN of simple duels this model takes outside of its activation, and when targeting an enemy model with an Attack Action, by +1, to a maximum of +3. After flipping for Initiative, this model must take a TN10 Wp duel. If this model succeeds, it lowers the value of its Hazy condition by 1."
Link to comment
Share on other sites

Here is my silly pitch for the Monkeys.

 

Flying Monkeys (totem)

Cost: 3

Rare: 3

Peon, insignificant
Stat-line: df 4, wp 4, 5 wd, 6wk, 8ch, ht 1
Abilities:

Flight
Swarm, A crew may hire up to three of this model.

Attack Actions

Grab and Drop (0). Ml 1 resist: ht, rg 1. Effect as Kearis.

Tactical Actions

(2) Take to the Sky (as Malifaux Raptor)

 

My thought was that they could be like the Skeeters, with more offensive power but far squishier. 

  • Like 1
Link to comment
Share on other sites

Here is my silly pitch for the Monkeys.

 

Flying Monkeys (totem)

Cost: 3

Rare: 3

Peon, insignificant

Stat-line: df 4, wp 4, 5 wd, 6wk, 8ch, ht 1

Abilities:

Flight

Swarm, A crew may hire up to three of this model.

Attack Actions

Grab and Drop (0). Ml 1 resist: ht, rg 1. Effect as Kearis.

Tactical Actions

(2) Take to the Sky (as Malifaux Raptor)

 

My thought was that they could be like the Skeeters, with more offensive power but far squishier. 

I was absolutely into that statline - I think I had it in my first draft for the Monkeys (as insignificant Peons) as well haha - I think I even had the Raptor's Action, too XD

Presently, the poll indicates so far that the Monkeys may very well be significant Minions, which is, well... Significantly different :P

 

If Grab and Drop is retained for the Flying Monkeys (and it should!)... If they are significant Minions, then the Ml should increase to 2, simply by virtue of Kaeris being Ht2 and having G&D at Ml3. lol

 

Can we give their Grab and Drop action a built-in Rams trigger stating that their duel total is increased by 1 for every Flying Monkey within 1" of the target? Maybe we can call it "Apes on the Wing"? I feel like it'd be a Rams trigger.

 

~Lil Kalki

Link to comment
Share on other sites

We might want to find a different name than Loyalty to the Coin on the "A Nickel For Your Soul" upgrade as that's already a condition in the game (given by the Hodgepodge Effigy's Leader buff ability).

Ah, but so is Armor. ;)

 I figure since it's the same exact ability, we may as well use its name as well, since it fits.

 

~Lil Kalki

Link to comment
Share on other sites

I was absolutely into that statline - I think I had it in my first draft for the Monkeys (as insignificant Peons) as well haha - I think I even had the Raptor's Action, too XD

Presently, the poll indicates so far that the Monkeys may very well be significant Minions, which is, well... Significantly different :P

 

If Grab and Drop is retained for the Flying Monkeys (and it should!)... If they are significant Minions, then the Ml should increase to 2, simply by virtue of Kaeris being Ht2 and having G&D at Ml3. lol

 

Can we give their Grab and Drop action a built-in Rams trigger stating that their duel total is increased by 1 for every Flying Monkey within 1" of the target? Maybe we can call it "Apes on the Wing"? I feel like it'd be a Rams trigger.

 

~Lil Kalki

My reasoning for the weak Grab and Drop is that it is such a strong ability. Even if it is only Ml 1, opponents will often need to cheat very high in order to not get hurt. Also, a lot of the models the Monkeys will run down in probably ht 1, so they will win those ties every time. All and all, I think Ml 2 would probably be too powerful. However, with The Apes on the Wing trigger, to increase the stat, would be quite a fair way to increase it! I think the trigger could be built in, since having more Monkeys around the same target might be enough of a restriction.

  • Like 1
Link to comment
Share on other sites

My reasoning for the weak Grab and Drop is that it is such a strong ability. Even if it is only Ml 1, opponents will often need to cheat very high in order to not get hurt. Also, a lot of the models the Monkeys will run down in probably ht 1, so they will win those ties every time. All and all, I think Ml 2 would probably be too powerful. However, with The Apes on the Wing trigger, to increase the stat, would be quite a fair way to increase it! I think the trigger could be built in, since having more Monkeys around the same target might be enough of a restriction.

You make a very good point here.

 

I will edit my own entry to reflect a more reasonable initial Ml stat :D

 

Now then, is there any way to add a simple duel to this model through perhaps an additional (1) or (2) Action? Perhaps that's where we throw the poop. They do have a Cg stat.

 

That, or we have room for one more Ability if we really want to put them at the higher end of 5ss?

 

How about both?:

 

Barreling Monkeys: When this model completes a Charge Action but before taking any Attack Actions, all models with the Hazy condition within :pulse 2 must take a TN10 Horror duel.

 

(1) Putrid Claws (Ml4/Rst:Df/Rg:1): Target suffers 1/2/4 damage.

:crowInfect: After succeeding, target gains the Poison +1 Condition a number of times equal to the number of  :crow in the Final Duel Total.

 

~Lil Kalki

Link to comment
Share on other sites

That Barrelling Monkeys ability looks cool with some nice synergy with Mr Coops.

But really, these guys are flying monkeys, FLYING MONKEYS! They should, nay, must have an ability called Fly, my pretties, FLY!

How about instead of Take To The Sky (these guys aren't birds, so shouldn't be able to cross the board so quickly but a swarm of capering monkeys with wings somehow (probably poorly) attached. To that end

(2) Fly, my pretties,FLY!: This model and all Friendly Flying Monkeys within pulse 3 take a Walk action. Friendly models moved in this way must end their walk within 3" of this model.

Basically what the old Night Terrors used to have. But seems really fitting and helps with their Grab & Drop attack, which should be Ml 3-4.

  • Like 2
Link to comment
Share on other sites

That Barrelling Monkeys ability looks cool with some nice synergy with Mr Coops.

But really, these guys are flying monkeys, FLYING MONKEYS! They should, nay, must have an ability called Fly, my pretties, FLY!

How about instead of Take To The Sky (these guys aren't birds, so shouldn't be able to cross the board so quickly but a swarm of capering monkeys with wings somehow (probably poorly) attached. To that end

(2) Fly, my pretties,FLY!: This model and all Friendly Flying Monkeys within pulse 3 take a Walk action. Friendly models moved in this way must end their walk within 3" of this model.

Basically what the old Night Terrors used to have. But seems really fitting and helps with their Grab & Drop attack, which should be Ml 3-4.

I do like the fact that this still gives a large amount of mobility. However, I think using a place effect might be more properly potent. I'm thinking since this is a (2) action, placing all friendly Flying Monkeys (including itself, first) within :pulse 3 anywhere within 8" (their charge range) and within 3" of the originator of the action? How would we word that?:

 

(2) Fly, My Pretties!: Target all friendly Flying Monkeys within 3" of this model. Place this model anywhere within 8", then place all Flying Monkeys targeted by this Action anywhere within 3" of this model. Only take this Action if this model is not engaged.

 

Does that work, you think? I like it because it isn't as mobile in the long run, but also it is a very strong set up for a bunch of Grab and Drops. I think that adding a clause where the acting Monkey can't be engaged already seems fair, because that stops a very potent chain of 8" mass-placement effects if the opponent is wise with his crew selection.

 

In any case, I am revamping Take to the Skies on my version of the Monkeys to incorporate that, presently. Thank you!

 

~Lil Kalki

  • Like 2
Link to comment
Share on other sites

Cheers! I also thought about the place effect but thought it might be too powerful. Especially if they're significant as the two moved monkeys are kinda moving 11" (8 + 3) or so. Then they can take a walk and still interact. That looks very tasty for a lot of schemes.

Maybe keep the first one and bits shorter or any monkeys moved cannot interact this turn?

Obviously, this problem goes away if they're insignificant (although, I voted them to be significant peons as it makes an interesting combo)

Also, title deffinately needs the second fly in there (preferably in capitals) as it's just so amusing!

For Hazy, at the moment it looks pretty lacklustre. Especially if Mr Cooper is the only one to dish it out. He seems to run off Willpower duels (either simple or opposed) so why not have it reduce willpower by +1? Or if that's too similar to the Brewmaster’s shtick then what about a model with Hazy +3 or more can't cheat simple duels and (optionally) loses stubborn?

Actually, I really like that second option. Seeds unique without stepping on the Brewmaster’s toes.

  • Like 1
Link to comment
Share on other sites

What if... Hmm...

 

What if we have Hazy read as the following?:

 

"Hazy+1: Increase the TN of simple duels this model takes by +1, to a maximum of +4. After flipping for Initiative, this model must take a TN10 Wp duel. If this model succeeds, it reduces the value of this condition by 1."

 

That would allow for the haze to get pretty disgusting the longer a model has it, and the more it has. I do want it to be a condition that otherwise spans the game, so as to keep from making it be too transient (however thematic transience might be for a circus crew). While it allows for the design space of an ability which reads "The Hazy condition does not end within :aura N," where N is the range of the aura, I think it makes this idea much weaker than it should be.

 

Why cap it at +4? Well, the lowest simple duel TN I can think of is 10, so at maximum haze, 14 is still attainable by the average model, usually, although it requires a few higher moderate cards to properly pull off (and at that point, when Haze becomes redundant, that's when it's good to go in for the kill). Consider that a lot of Horror duels require the model reach a TN of 11-13 normally, so putting it up to, say, 17 makes things very scary, so to speak. :P Average Wp is around 5-6, so needing an 11 or 12 to keep an average-statted model keep from failing a Horror duel makes for a number of tough decisions which I personally think would make this crew workable.

 

This also furthers the design space of Manipulative, Horror, and things like Caustic Aura (although *not* that specifically) and Smother. Ohhhhhhh, Smother. When a TN12 Wp duel becomes nigh-improbable to pass due to Haze, that's interesting to consider.

 

That said, I'd worry about Alp-bombing based on this idea. I *might* (and probably will) cap Hazy's effect at +3 because of that specifically but I also want another failsafe in order to circumvent the ridiculousness of the potential Alp-bomb list that might ensue. Perhaps we make Hazy read this?:

 

"Hazy+1: Increase the TN of simple duels this model takes outside of its activation, and when targeting an enemy model with an Attack Action, by +1, to a maximum of +3. After flipping for Initiative, this model must take a TN10 Wp duel. If this model succeeds, it reduces the value of this condition by 1."

 

This closes up a bit of design space, but it means that passively, Alps cannot break Hazy because Smother happens when activating (thus during activation, so the TN isn't boosted), and Terrifying and Manipulative are still big and bad through this (sans walking into engagement with a Terrifying model, but these duels still happen, it's vital to remember).

 

What we can still make are some pseudo-Manipulative-style simple duel effects, perhaps a blend of that and Black Blood (which is where Mercury-as-Nephilim might be a good idea!), models which further augment upon the Hazy simple duel cap (perhaps Lola increases the cap on Hazy's effect by 1 in proximity to Lola?), and other such things. :) I'm feeling out some Lola ideas now, so let me think on that.

 

~Lil Kalki

 

EDIT: Also edited the Flying Monkeys to place 5" on "Fly My Pretties!" which also got a name makeover XD

Link to comment
Share on other sites

Ladies, gentlemen, and elsewhosits like myself! I have tallied the results of the last polls, and the results are:

 

Flying Monkeys are Minions without Insignificant!

 

Thin Lizzy and Mercury are both Enforcers!

 

Mummerettes are a single type of model!

 

A new group of polls has cropped up in their place, and that means, if you would, please delete your old votes and cast new ones!

 

~Lil Kalki

Link to comment
Share on other sites

Hi y'all,

 

I've been watching, but haven't really thrown out an opinion yet.  I hope it's not out of line.

 

On the topic of Infiltration:

Showgirls makes a lot of sense and should stay.  Puppets lets the crew contain all the effigies, though.  I would rather see mimics or woes be the Neverborn infiltration.  Mimics would make more sense except that Guild Lawyers might be a stretch. 

 

On Hazy:
I think that we would be better served using existing mechanics.  It makes the crew work with more current and potential releases.

 

On Simple Duels:
This seems like a solid way to make the haze described in the story without creating a new condition.

 
  • Like 1
Link to comment
Share on other sites

Howdy, RitW! Your opinion is completely welcome. I am pleased that you replied :)

 

I just realized that perhaps we could do something cool with the Infiltration: Keep Showgirls, as you suggest, and add a different characteristic for Neverborn things. What if we just use a catchall for the crew, like "Carny"? That way we could make the following happen:

 

Lizzy = Neverborn (Carny, Mimic)

Mercury = Neverborn (Carny, Nephilim) - this would work especially well if we add a simple-duel-oriented version of Black Blood.

Lola = Neverborn (Carny, Showgirl, Woe/Nightmare [to be polled over]) - it would be thematic and have a bit of Wyrd humor to also make Lola a Showgirl. (Actually, I propose NOT Nightmare unless we're prepared to look at Dreamer shenanigans.)

 

In turn, this factional singularity would make the crew more coherent and give it that primary/secondary factor that the other DF masters have with their thematic crews.

 

~~~~~

 

On Hazy, and simple duels: In hindsight I can see hazy being a bit more than wordy already, and it'll only get worse if we keep it as a condition. I am thereby changing up my own vote, and will seek to alter the stats on my proposed models. I do also agree that simple duels seem like the best way to showcase the haze. My only other thing is that I kind of want a way to make simple duels more difficult to succeed at. I may make an Upgrade for it. That seems workable, no?

 

~Lil Kalki

Link to comment
Share on other sites

What about an ability

Under the Effects or The Effects only get stronger: All simple duels generated by Friendly Models with the Carny characteristic add the current turn number to the TN

This could either be an upgrade (although maybe it would be auto include) or just printed on Mr Cooper's card.

Another potential name for the characteristic of Troupe Member (maybe a little more accurate but not as amusing as Carny!)

Link to comment
Share on other sites

I like the idea that this crew would still mirror Colette's in some fashion and given how well the performance aspect of showgirls works with scheme markers it would work well with this crew too.  That being said it should have some kind of twist like using you opponents models to place scheme markers (which could work as a trigger that would prevent the damage of the attack).

 

Baritone Lola is crying out for an ability like the Hungering Darkness's Obey like ability.

 

As the suggestion I have seen so far for Haze they seem like too much book keeping and interacting with your self instead of your opponent who should have some say in it.

 

Definitely like the proses of game design though and i will try and follow the progress of this project.

Link to comment
Share on other sites

Hey,

 

Why don't you make the Centre Stage action an Upgrade that is Rare 3 & purchasable by models with the Carny characteristic?  This saves a bit of space on Mr Cooper's card, means less competition for (0)s (especially if he takes Freely Given, which looks obscenely good!) and in the story, each act takes their turn in the centre of the ring so it fits thematically too.

 

I really like the new upgrade, although I like the idea of the turn number being added to the TN to represent it getting thicker.

Other ideas for Upgrade names are

Ringmaster

It's all part of the show, nothing to see here

 

What are your thoughts on the others? For me

Mercury is obviously a beater

Mummerkins are also kind of beaters similar to the Coryphee in that they're very slippery and hit & run type but a solid hit will smoosh them

Baritone Lola: Kinda similar to Angelica with projected voice & a set the scene ability

Thin Lizzie: a really distracting model that stops the opponent doing what they want (What? Lady's got a beard?!) A little similar to Fingers
 

Link to comment
Share on other sites

This has been absolutely fascinating to watch.  If I may jump in with a few suggestions.

 

First, with Cooper's "Strangulate" trigger, shouldn't it be a :ram:crow instead of :ram:mask ?  Using :crow would keep it consistent with Howard's Decapitate and Misaki's Assassinate, which are the same actions.  What if "Strangulate" is :ram:mask, but does 2/3/4 damage instead of 1/1/2 and then have "Garrote" be :ram:crow and does the kill unless sacrificing two cards or two soulstones?

 

The Center Stage ability is interesting, but I am also thinking that Cooper should have a Prompt like ability.  I am thinking something like:

(1) If I May Direct Your Attention... (Ca 6 :tome/TN 14 :tome/Rg 10) Place any friendly model within 6 inches of this model. The placed model than gains Companion/Accomplice (whichever one will let it activate after Cooper).

   :tome:ram Three Ring Circus The moved model takes 1 AP after placed

 

Regarding Mercury,

 

I am thinking he should not be a Neverborn replaced. I think he should be Cooper's last human ally.  In the story, after he wrestles the lion and is horribly torn up, he soaks in the applause, almost like he is addicted to the limelight.  As badly as he is torn up, it seems hard to imagine him as a Nephilim.  What if he is a human, but feeds of the Haze?  Maybe he is similar to the Rail Golem in that he wants to have the Haze and can use it to do a kind of Locomotion?

 

(0) I Want To Break Free... (Ca 5/TN10) This model reduces its Haze by 1 and performs 1 walk or Melee attack

  :tome The Show Must Go On This model can take the I Want To Break Free action again

 

An idea for Cooper upgrades.  What if there is something where models that are hired are given Neverborn characteristics?  The idea that performers in the crew have been replaced.  Something that will give a model the characteristics of Nephilim, Woe, Swampfiend, Darkened, or NIghtmare?  It is upgrades that are restricted to crews hired by Cooper, but are put on the other models. The Nephilim upgrade would give it Black Blood. The Woe upgrade gives that model some kind of negative aura. 

 

(I Want To Break Free by Queen actually started playing on my iPod as I began typing up this post)

  • Like 1
Link to comment
Share on other sites

This has been absolutely fascinating to watch.  If I may jump in with a few suggestions. You may, and it's great that the process has been so interesting for people to watch. :)

 

First, with Cooper's "Strangulate" trigger, shouldn't it be a :ram:crow instead of :ram:mask ?  Using :crow would keep it consistent with Howard's Decapitate and Misaki's Assassinate, which are the same actions.  What if "Strangulate" is :ram:mask, but does 2/3/4 damage instead of 1/1/2 and then have "Garrote" be :ram:crow and does the kill unless sacrificing two cards or two soulstones? That makes a whole lot of sense - I wanted it to be a Mask trigger but that isn't necessary anyway, so... That works! Thank you.

 

The Center Stage ability is interesting, but I am also thinking that Cooper should have a Prompt like ability.  I am thinking something like:

(1) If I May Direct Your Attention... (Ca 6 :tome/TN 14 :tome/Rg 10) Place any friendly model within 6 inches of this model. The placed model than gains Companion/Accomplice (whichever one will let it activate after Cooper).

   :tome:ram Three Ring Circus The moved model takes 1 AP after placed

 

I believe it's Companion in this case, as Accomplice would have to be on Mr. Cooper to work the same way that we're talking about it. in any case, I like this idea, and can add it to Mr. Cooper's repertoire of tactical actions, except *I* think that it should be a (0) so as not to step on the toes of Center Stage (which I think should be retained - the topic of a future poll, probably).

 

Regarding Mercury,

 

I am thinking he should not be a Neverborn replaced. I think he should be Cooper's last human ally.  In the story, after he wrestles the lion and is horribly torn up, he soaks in the applause, almost like he is addicted to the limelight.  As badly as he is torn up, it seems hard to imagine him as a Nephilim.  What if he is a human, but feeds of the Haze?  Maybe he is similar to the Rail Golem in that he wants to have the Haze and can use it to do a kind of Locomotion?

 

I could see Mercury as an Arcanist, non-Nephilim Carny. I think that the logic behind such fluff as him being Cooper's last human ally is sound. I'll touch upon the Nephilim bit in a second alongside the upgrade bit.

 

(0) I Want To Break Free... (Ca 5/TN10) This model reduces its Haze by 1 and performs 1 walk or Melee attack

  :tome The Show Must Go On This model can take the I Want To Break Free action again

 

Re: The Haze, judging by early results, Hazy might not end up a condition after all. However, I could see "I Want To Break Free" as an ability that lets him make a melee attack once per turn if an enemy model within :aura N fails a Simple Duel.

 

An idea for Cooper upgrades.  What if there is something where models that are hired are given Neverborn characteristics?  The idea that performers in the crew have been replaced.  Something that will give a model the characteristics of Nephilim, Woe, Swampfiend, Darkened, or NIghtmare?  It is upgrades that are restricted to crews hired by Cooper, but are put on the other models. The Nephilim upgrade would give it Black Blood. The Woe upgrade gives that model some kind of negative aura. 

 

I like the idea of Neverborn upgrades modifying the Characterstics, and even the Faction, of the Carny enforcers. One for Mercury, which makes him a Neverborn with the Nephilim characteristic and Black Blood, one for Lola which gives them the Woe characteristic alongside the Incite action (perhaps?), and one for Lizzy giving her Mimic and the Doppelganger's "Which One Is Real?!" Ability (when shooting into engagements, do not randomize for this model). If we go about giving Lola the ability to make TNs higher, Lola should also be a Nightmare from the get-go and have Fears Given Form as a standard, I think, for the sake of synergy and to nip some things in the bud - the ability to increase TNs should probably also exclude abilities on Lola specifically (but not necessarily Actions).

 

(I Want To Break Free by Queen actually started playing on my iPod as I began typing up this post) Right on! :D

Yellow, Bold comments, as per usual.

 

Ideas brought on by the post above:

 

Baritone Lola

Neverborn

Cost: ~10ss(?)

Cache: ~3ss(? - Directly proportional to Cost)

Living, Henchman, Rare 1, NIGHTMARE, CARNY

Df6 Wp6 Wd9 Wk6 Cg7 Ht2

 

Abilities:

Choking Fumes: Increase the TN of Simple Duels taken by enemy models within :aura 3 by 1, unless they were generated by the Abilities of this model.

Fears Given Form: Models that begin their Activation within this model’s Engagement range must succeed on a Df 14 Duel or suffer 3 damage.

Killing Joke: Whenever this model kills an enemy model, all enemy models within :pulse 3 must succced on a TN12 Wp Duel or gain Slow.

Terrifying (All) 13: Enemy models must pass a TN 13 Horror Duel if they end a Walk action within this model’s engagement range or target this model with an action.

 

~~~~~

 

Aaaaaaaand I'll edit this draft once I have a bit more free time as I have some obligations to attend to right now. Good stuff though! Keep it up! ^_^

 

~Lil Kalki

Link to comment
Share on other sites

OK, after my initial thought on the characteristic upgrades, here's what mulled about in my head on my drive home from work.

 

Cooper has Infiltration (Showgirls), allowing him to hire up to 4 models with the Showgirl characteristic, regardless of faction.

 

He then has the ability Run Away With Me: All models hired by this Master receive the Carny characteristic.

 

Then have a series of 1ss upgrades that are for Carny.  These would not count against a model's upgrade total and no Carny model can have more than one Carny upgrade.  Rare 1 or 2

 

Bat Boy Lives!: The model gains the Nephilim characteristic.  It also gains the following ability:

Black Blood

 

Beyond The Veil!: The model gains the Woe characteristic.  It also gains the following ability:

Unnerving: Models within  :aura 1 of this model take a  :-fate to all duels

 

Eng and Cheng: The model gains the Mimic characteristic.  It also gains the following ability: 

Manipulative (13)

 

I'm A Dancer!: The model gains the Showgirl characteristic. It also gains the following ability:

Don't Mind Me

 

This allows any Enforcer or Henchmen to become an infiltrator of the carnival and plays off the aspect of carnies coming from all walks of life.  Lola and Lizzy would still be infiltrating Neverborn, but now you can play around with other models. 

Edited by Solicitor 6
Link to comment
Share on other sites

Yellow, Bold comments, as per usual.

 

Ideas brought on by the post above:

 

Baritone Lola

Neverborn

Cost: ~10ss(?)

Cache: ~3ss(? - Directly proportional to Cost)

Living, Henchman, Rare 1, NIGHTMARE, CARNY

Df6 Wp6 Wd9 Wk6 Cg7 Ht2

 

Abilities:

Choking Fumes: Increase the TN of Simple Duels taken by enemy models within :aura 3 by 1, unless they were generated by the Abilities of this model.

Fears Given Form: Models that begin their Activation within this model’s Engagement range must succeed on a Df 14 Duel or suffer 3 damage.

Killing Joke: Whenever this model kills an enemy model, all enemy models within :pulse 3 must succced on a TN12 Wp Duel or gain Slow.

Don't Mind Me: This model may take Interact actions while engaged.

 

~~~~~

 

Aaaaaaaand I'll edit this draft once I have a bit more free time as I have some obligations to attend to right now. Good stuff though! Keep it up! ^_^

 

~Lil Kalki

 

Lola has to have Terrifying (All) 

  • Like 1
Link to comment
Share on other sites

Lola has to have Terrifying (All) 

Totally forgot that one. Terrifying (All) 13 is important. Never mind Don't Mind Me. That won't be a thing - it was a placeholder for what I could have sworn I'd forgotten XD

 

 

 

OK, after my initial thought on the characteristic upgrades, here's what mulled about in my head on my drive home from work.

 

Cooper has Infiltration (Showgirls), allowing him to hire up to 4 models with the Showgirl characteristic, regardless of faction.

Mr. Cooper should still have Infiltration (Carny) in addition to Showgirls, so that he can hire Lola or Lizzy in Arcanists, or Mercury in Neverborn. I'm debating making those three of those specific Factions and no more.

 

He then has the ability Run Away With Me: All models hired by this Master receive the Carny characteristic.

Seems superfluous as an Ability, although fluffy. We can do thematic just fine with the models we have for now, I'd imagine.

 

Then have a series of 1ss upgrades that are for Carny.  These would not count against a model's upgrade total and no Carny model can have more than one Carny upgrade.  Rare 1 or 2

 

Bat Boy Lives!: The model gains the Nephilim characteristic.  It also gains the following ability:

Black Blood This one is simple and fine by me. Fun/reasonable reference, too! Cost 1?

 

Beyond The Veil!: The model gains the Woe characteristic.  It also gains the following ability:

Unnerving: Models within  :aura 1 of this model take a  :-fate to all duels. This is really strong considering the huge mass of simple duels they'll be taking (and failing) against a given Carny, especially with this upgrade on. I'd put this on a Terrifying model in a heartbeat (Like Lola.). Cost 3?

 

Eng and Cheng: The model gains the Mimic characteristic.  It also gains the following ability: 

Manipulative (13) Should change the name to a less-overt reference but I like "Which One Is Real?!?" a bit more in this respect. Cost 2?

 

I'm A Dancer!: The model gains the Showgirl characteristic. It also gains the following ability:

Don't Mind Me I don't think we want a name as obvious as that but I think this one is fine mechanically. Cost 2?

 

This allows any Enforcer or Henchmen to become an infiltrator of the carnival and plays off the aspect of carnies coming from all walks of life.  Lola and Lizzy would still be infiltrating Neverborn, but now you can play around with other models. 

 

Yellow Bold as per usual. Would we make 3 for Neverborn thematics and 3 for Arcanist thematics? if not, can we make one more for Arcanists? I figure Neverborn is primary so more Neverborn upgrades makes sense to me, but I want another Arcanist upgrade (and, barring that, one more for Puppets in Neverborn?). Maybe Beasts for Arcanists... Hm.

 

Triple Hypertrichosis

Cost: 3ss

Restriction: Carny, Rare 1

This model gains the Beast characteristic and the following ability: Three Headed: This model gains  :+fate  to Attack and Damage Flips when it has 5 or more wounds remaining.

 

So, if we do these Carny upgrades (also what do you think about my proposed costs, Solicitor 6? I think they're fair, but what do you think?), should they be limited by faction, or should they be of both relevant factions?

 

Editing upgrades spoiler tab with Solicitor 6's suggestions once the costs are resolved and anything Solicitor 6 wants to amend is amended.

 

~Lil Kalki

Link to comment
Share on other sites

OK, my computer here at work is screwing with me, so I cannot copy and paste or quote, but I wanted to respond.

 

The Showgirl/Carny Characteristic and Infiltration.  My thought is Lola (NB), Lizzy(NB), and Mercury(AR) are Showgirls so Cooper can always hire them regardless of faction with Infiltration (Showgirls).  The Flying Monkeys would be duel faction.  The Run Away With Me ability is then sort of Cooper's signature aspect that he makes all around him Carnys and can alter their characteristics with the Carny upgrades, so no one know what is real at the Carnival. This can possibly be extended that even Minions with the Carny characteristic can be given 1 Carny upgrade (a modification of McCabe's ability to give Wastrels his upgrades).

 

The Carny Upgrades:

Bat Boy Lives! looks like we are in agreement.  Cost 1 works.

 

Beyond the Veil, I was trying to come up with a :aura for the Woe characteristic based on review of all other Woes and what is their common thread.  We could try something less powerful, like just a :-fate to WP duels within a certain :aura.  Cost 1 or 2, depending on nature of :aura and size.

 

As for the idea of going with the Unnerving ability as it is written above as a 3SS upgrade for Lola, that could work.  I would call the Upgrade Fiji Mermaid.

 

What about Hall of Mirrors as the name of the Mimic upgrade?  I also have no problem with it giving Which One Is Real? over Manipulative

 

I'm A Dancer! Sorry, its just too perfect.  If people have a problem with the reference, come up with something else. Cost 2 works considering the ability.

 

I like the Beast upgrade, but what about calling it Missing Link, The Gaff, or Chimera? Giving Three Headed I think works mechanically. Cost 3 works.

 

I do have an idea for a third Arcanist Carny Upgrade:

The Turk This model gains the Construct characteristic.  It also gains the following Ability

Armor +1

Cost 1

 

 

Those are my ideas.  I can't wait to see the rest of Lola.  I may try to work on Mercury later today.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...

Important Information