Tech

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Tech

Postby Foreman » Sun May 18, 2008 6:29 pm

Brainstorm in this thread for conditions for Xenogen. Make sure to look at the thread on gameplay. Do not include a cost on the conditions for now. We will add that later. Just write possible gametext for conditions that fit with the Xenogen gameplay theme. (Regeneration and Adaptability)
Avoid confusion

"Put the rules on the cards"
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Postby Foreman » Tue May 20, 2008 5:36 pm

Cloaking Device
Attach to a character in your ready area. This character is stealth +1 and exposure -1.
Avoid confusion

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Postby BlackTower » Wed May 21, 2008 10:10 pm

Transporter
Play in your ready area.
Assign: You may reassign a character you control once per turn

Personal Transporter
Attach to a character in your ready area.
Assign: You may reassign this character once per turn
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Postby xchokeholdx » Wed May 28, 2008 10:16 am

Exoskeleton

attach to your character. Character is Stealth and Influence -1, and while it is assigned to an opponents location gets: Response: If you win a challenge here, Discard Exoskeleton to discard a condition in play.

You may play this card for -1 resource on Jimmy Lombard.

(Jimmy Lombard is a Presidio character, but has a nice story touch to Exoskeleton)
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Postby xchokeholdx » Wed May 28, 2008 10:26 am

Homing Chips

Play on any character in play. All your Xenogen characters gain: Assign: Reassign this character to the same location as Homing Chips, then take homing chips back in your hand.

(inspired by the Jimmy Lombard character)
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Postby dangerouslycheesy » Sat Jun 28, 2008 12:46 am

Short-Range Mind-Control Gizmo
Play on your character.
Challenge: Choose one of opponent's characters with printed influence < 2 at this location. Gain control of that character until this challenge round is resolved. If chosen character would leave play while under your control this phase, it is exposed instead.[/b]
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Postby dangerouslycheesy » Sat Jun 28, 2008 12:54 am

Nano Re-assembler
Conspire: Once per phase, place a tech card from any discard pile underneath this tech.
Recruit: Play a tech card underneath this tech as if from hand. If Nano-reassembler has no cards beneath it, discard it.
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Postby dangerouslycheesy » Sat Jun 28, 2008 5:19 am

Adrenaline Amplifier
Play on a character. Character is +1 Combat, Influence, and Stealth for each wound on it.
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Postby dangerouslycheesy » Sat Jun 28, 2008 5:27 am

Local Magnetic Shield
Deploy on a character. Characters at same location may not take wounds from weapon cards, except Xenogen weapon cards. Each time this character would take a fatal wound, discard this tech instead.
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Postby dangerouslycheesy » Sat Jun 28, 2008 5:36 am

Energy Javelin
Response: If opponent just initiated a challenge and chose to resolve the combat segment first, discard this tech card: opponent must assign one wound to a character he controls in this challenge.
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Postby Detektor » Thu Jul 03, 2008 2:46 am

I'd like to get a much more biological and less mechanical feel for Xenogen tech. Leave the majority of the death rays and so forth to Presidio; Xenogen should be using bonded parasites, superviruses, and gene surgery as tools.

I think these are necessary as simple cards:

Elixir A (1.0)
Tech
Attach to character.
Discard Elixir A (1.0) => Remove 1 wound from this character.

Elixir A (1.1)
Tech
Attach to character.
Discard Elixir A (1.1) => Remove 2 wounds from this character.
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Postby Detektor » Wed Aug 20, 2008 9:24 pm

Comments

Cloaking Device is a fine card, but strikes me as more Obscuzi than Xenogen.

Transporter and Personal Transporter are solid.

Exoskeleton is a tad too convoluted. We want to keep the name for the most fitting card possible.

Homing Chips is great, although the name brings Lays to mind.

SRMCG is fine as a rare, but leave the mind control to Harmony.

Nano Re-Assembler is good as a rare, but leave out the "no cards" bit and add an exposure cost.

Adrenaline Amplifier is good.

Leave the Xenogen bit off Local Magnetic Shield and it should be fine.

Energy Javelin is alright, though it doesn't seem very Xenogen to me.
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