Re: [BSE] God I Love BSE! Dear PC, Please Don't Execute Me.
Lyra?
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Huitzil


- Joined: Mar 22, 2011
Moderator: Momar



Val Helmethead wrote:What about "You draw your agenda after the sleeper phase"?



Glaed wrote:I dunno, for some reason that one seems to me like it'll have ponies/pony-lons trying to guess his agenda every other turn just to spite him. And that it would be just as hard as before if not worse.


[22:11] <%Berrybot> ofsheep: what does snooop doggy dogg, the shawshank redemption style 







):Huitzil wrote:Action: If it is your turn and Distance is 7 or less, guess Discord's agenda. If you guess correctly, he reveals it and draws a new one, and you draw two cards and take another action. If you guess incorrectly, discard 2 cards. Any player may use this ability, whether human or revealed Cylon.






Val Helmethead wrote:Make it movement, but keep it unusable at 7 or higher.
It could let a team try doing something less useful (not moving where needed) to take a shot at getting him on their team.
Glaed wrote:RE: the CMC: I used them during my first game, and I'd have to agree with the feeling spread thin. However, between their static and the fact that they draw from so many of the decks there's basically no reason you'd be completely useless on a skill check. There's always SOMETHING they can try. Which is exactly why I enjoyed them and need to play them again.
Bremen wrote:I think that might make it a little too powerful; you fairly often end up not needing to move anywhere and there would be no harm in taking a guess then. And there's only so many possible agendas.







The G&P Trixie (LEA 1 - TAC 2 - LEA/ENG 2)
Setting the stage: On your turn, you may steal a card from any reckless skill checks after they are revealed but before they are resolved
Anything you can do I can do better: Once per game at the start of a turn take all title cards from their current holders. Return them to their original holders, if possible, at the end of the turn.
Tempting Fate: If you play a skill card into a check on your turn, it becomes reckless
Cheerilee (LEA 2, POL 2, ENG/TAC 1)
Nurture them with knowledge: On your turn, when a pony character would be forced to draw TRE cards they may draw another skill card instead
Something to Give: Once Per Game - ACTION - Give another player the Admiral, President or CAG title. You may do this no matter who currently has the title.
Indomitable Cheer: You may not activate the Admiral's Quarters or the Airlock.
Spitfire (LEA 2 TAC 1 PIL 2)
Formation Flier: When you take control of a viper, you may place an unmanned viper in the same location as your viper.
The best fliers in Equestria: Once per game, add or subtract 2 from all dice rolls until the end of your turn. (No Strategic Plannings may be played during this time)
Team Leader: When a raider opens fire on vipers in your airspace, you are automatically targeted first.
Support
Big Macintosh - LEA 1, TAC 2, ENG 2
Eeyup - Draw a card every time a skill check is passed successfully.
Fancy Mathematics - OPG - After a skill check is finished, you are told which cards the player of your choice put in.
Nope - While Raiders are on Dradis, you cannot gain jump prep during your turn.
Order of Succession:
Princess:
Celestia
(1)Luna
Twilight Sparkle
(2) Trixie
Spike
(1)Gilda
Rainbow Dash
(2)Spitfire
Apple Jack
Derpy
(2) Big Macintosh
Rarity
Pinky Pie
Zecora
(1)Mayor Mare
(2)Cheerilee
Fluttershy
Cutie Mark Crusaders
President:
(1)Mayor Mare
Rarity
(2)Cheerilee
Pinkie Pie
Zecora
Fluttershy
AppleJack
(2)Big Macintosh
Derpy
(1)Gilda
Rainbow Dash
(2)Spitfire
Spike
(2)Trixie
Twilight Sparkle
(1)Luna
Celestia
Cutie Mark Crusaders
CAG:
(2)Spitfire
Rainbow Dash
(1)Gilda
Derpy
Fluttershy
Cutie Mark Crusaders
Celestia
(1)Luna
Rarity
Spike
Pinkie Pie
(2)Trixie
Twilight Sparkle
(1)Mayor Mare
(2)Cheerilee
Zecora
Apple Jack
Big Macintosh

The Great And Powerful Trixie Version 1 - (TAC 2 - ENG 1 - LEA/POL 2) - Setup: Press Room
Anything You Can Do, I Can Do Better -- Any time a character at your location draws one or more Skill Cards for any reason, draw one Skill Card of one of the types drawn (even if it is not within your skill set).
Show-Stopping Spectacle -- Once per game, during your turn, you may take all title cards from their current holders. Return them to their original holders, if possible, at the end of the turn.
All Talk -- Any time you roll a die, subtract 1 from the result.
(FAQ: No, this doesn't apply to Cylon ships attacking on your turn.)
The Great And Powerful Trixie Version 2 - (TAC 2 - LEA 2 - ENG 1) - Setup: Press Room
The Most Amazing Unicorn In All Of Equestria -- When you would roll a die during your Action step, you may instead discard a Skill Card. Use the card's strength +2 instead of the die roll.
Show-Stopping Spectacle -- Once per game, during your turn, you may take all title cards from their current holders. Return them to their original holders, if possible, at the end of the turn.
Neigh-Sayers -- Any time a player targets you with the "Admiral's Quarters" or "Airlock" locations, reduce the difficulty by 3.
Cheerilee - (LEA 2 - POL 2 - ENG/TAC 1) - Setup: Communications
Nurture With Knowledge -- When the President would draw a Quorum Card, first you look at the top Quorum Card of the deck; you may choose to place it on the bottom of the deck.
Moral Guidance -- Once per game, after a player makes a choice on a Crisis Card, you may change that choice.
Indomitable Cheer -- You may not activate the Admiral's Quarters or the Airlock.
Spitfire version 1 - (LEA 2 - PIL 2 - TAC 1) - Setup: Piloting Viper in ECHO
Aerial Ace -- When you begin your turn piloting a Viper, you get an extra action this turn.
Formation Flyer -- Action: Once per game, either activate six unmanned Vipers, or activate Raiders.
Team Leader -- When raiders fire at Vipers in your space area, you are targeted first.
Spitfire version 2 - (LEA 2 - PIL 2 - TAC 1) - Setup: Piloting Viper in ECHO
Formation Flyer -- Any time you activate or move your own Viper, do the same to an unmanned Viper as well.
Air Show -- Action: Once per game, look at the top 3 cards of the Crisis deck, and place each of them on the top or bottom in any order you choose.
Team Leader -- When raiders fire at Vipers in your space area, you are targeted first.
Big Macintosh - (LEA 1 - TAC 2 - ENG 2)
Eeeyup. -- Draw a card each time a skill check is passed.
Nope. -- Once per game, after a Crisis Card is revealed, immediately discard it without effect and draw a new one.
A Pony Of Few Words -- You may not contribute more than 3 cards to any Skill Check.
- OR -
Doesn't Add Up -- Any time a skill check is failed by 4 or more, you must discard 1 card.

You're right, I misunderstood it (for some reason I was thinking of it in terms of Adama's OPG ability to take all skill check cards into his hand, which goes off after skill check abilities). It's more powerful than I thought, then, but still kinda limited: Cally Tyrol can discard a card from any check, but she doesn't get it back; then again, getting TRE in your hand is considered a negative. And there's only... 3 cards in each of the LEA, POL, ENG, and TAC decks that make a check Reckless, I think? Out of 30. But they can be saved up, and Trixie's ablity is always on, unlike Cheerilee's.Bremen wrote:I disagree. Trixie's biggest advantage is that you can make a skill check reckless on her turn (and some of those bonuses are quite nice) with a much reduced chance of it backfiring on you, and a nice bonus to the chance of it succeeding. If anything I think it would be a bit overpowered, but will become problematic later in the game when there might be 2 (or 3) TRE cards in a reckless check. If she should be playable in her expansion pack (does it really matter?) just swap her with Luna.
Except you won't know what Cylon activation is coming up, and you might waste your OPG entirely. Also, the way it's worded looks to me like you have to pick one modifier to apply to all rolls, though that can obviously be cleared up. It still seems very anemic.Spitfire's static might be a bit weak, but I disagree on the OPG; at the very least you could bonus two human attacks and then penalize all cylon attacks on that turn's crisis, plus get a nice bonus if the crisis card involves a roll. Similarly, if you're a cylon you can turn an FTL activation into a 100% chance of pop loss.
The last game had a lot of those cards come up, but the overall number of them isn't huge. There's only 20 Crisis Cards in the Pegasus expansion, which is the only expansion with TRE; not all of those Crises have "draw TRE" on them, and there's 70 Crisis Cards in the base game that never reference TRE, and 40 more in Exodus that ALSO never reference TRE. The odds you'll be drawing those cards on YOUR turn specifically is not good, and not large enough to justify it being her static.Cheerilee's static is situational, but good; a lot of crisis cards seem to be "OR discard x cards and draw x tre"; her static basically turns these into "draw any card" crisii on her turn. I don't disagree with your suggestion for her OPG.
I don't think these characters really top the previous ones in power level, they just do different things. A little bit of power creep is inevitable simply because you have more options open with more expansions, but it's not like I'm Score Entertainment and just making cards that are strictly better versions of previous ones -- I think these are about the same power level.Generally, I feel that a lot of the current characters are already quite powerful, and that trying to keep making "people should want to play this" characters will just result in power creep.

Huitzil wrote:Except you won't know what Cylon activation is coming up, and you might waste your OPG entirely. Also, the way it's worded looks to me like you have to pick one modifier to apply to all rolls, though that can obviously be cleared up. It still seems very anemic.

The G&P Trixie (LEA 1 - TAC 2 - LEA/ENG 2) - Setup: Command
Setting the stage: On your turn, you may steal a card from any reckless skill checks after they are revealed but before they are resolved
Anything you can do I can do better: Once per game at the start of a turn take all title cards from their current holders. Return them to their original holders, if possible, at the end of the turn.
Tempting Fate: If you play a skill card into a check on your turn, it becomes reckless
Cheerilee (LEA 2, POL 2, ENG/TAC 1) - Setup: Press Room
Nurture With Knowledge -- If another player is forced to discard skill cards during your turn, you may let them draw a number of cards equal to their discard.
Moral Guidance -- Once per game, after a player makes a choice on a Crisis Card, you may change that choice.
Indomitable Cheer -- You may not activate the Admiral's Quarters or the Airlock.
Spitfire - (LEA 2 - PIL 2 - TAC 1) - Setup: Piloting Viper in ECHO
Aerial Ace -- When you begin your turn piloting a Viper, you get an extra action this turn.
Formation Flyer -- Action: Once per game, activate six unmanned Vipers.
Team Leader -- When raiders fire at Vipers in your space area, you are targeted first.
Big Macintosh - (LEA 1 - TAC 2 - ENG 2) - Setup: Hanger
Eeeyup. -- Draw a card each time a skill check is passed.
Nope. -- Once per game, after a Crisis Card is revealed, immediately discard it without effect and draw a new one.
Doesn't Add Up -- You may not activate FTL control or the Engine Room.














Val Helmethead wrote:Also I think the next game should be called:
[BSE] Why Don't You Cross the Sentient Scanner?



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