Characters

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Tryin' to touch on the bigger specifics of the kits on one page so we can easily compare/contrast. HERE GOES:

Blank (Template)[edit]

Health/Shield:

Character Block:

Passive: Actually, seeing how Karm was the only one who had a passive explicitly written out and it's now expressible in general gameplay terms, I think these might be a thing of the past. Additionally, with the removal of passives, I feel like artifacts can more easily be a thing now.

Spells

Dai (Spells)[edit]

Health/Shield: 50/50 probably, 40/60 at most.

Character Block: When active, Dai blocks stays on the field, and may be used as a wildcard to match with three of any other block.

Spells

  • A middling combination of attacks that does some damage and allows her to enchant all active character blocks counting their matches as damage blocks too.
  • Possibly a spell or two that consume her shields to do something, given how much she used to endanger herself in her all-ins.

Hina (Spells)[edit]

Health/Shield: 50/50, I think.

Character Block: When activated, consume 1 health or 2 shield of Hina, then do 1 health or 2 shield of damage to the opponent. They become inactive again, with a new more menacing icon. These consume 1 health or 2 shield of Hina still, but do 2 health or 4 shield of damage to the opponent.

Spells

  • I imagine she has something to play off of a person's mental reserves (embodying her feeding off emotions). What I'm thinking is she might actually increase (one of) their mental reserves to a certain amount/full for one turn, then at the start of her next turn she plays off whatever they haven't consumed throwing at her.
  • She might also have a spell that allows her to play off of mental attacks at her, making just spending all of the reserves from the above technique dangerous.
  • Rereading some of Corvus' old notes, I do like the idea of punishing the enemy for deleting their blocks, as a possible spell effect. It's possible the enemy loses some of their reserves or she gains some of hers, or both. Possibly gaining from deleting her own blocks as well. We'll feel it out.
  • Another one we discussed was the idea of a spell where she consumes her character blocks to destroy an equal amount of the opponent's character blocks and doing damage based on that. I'm not sure I'm as sold as that as when I was when we first discussed it, it seems a bit brute force to her fairly tricky style, but I think it might be good for something outside of the scope I've setting right now anyway. We'll talk(?).

Karm (Spells)[edit]

Health/Shield: 10/90

Character Block: When active, his blocks move to the center and stay active, blocking minor damage.

  • We need to nail down the specifics of this. Do they block 1 damage and then be destroyed, or 1 damage and then become deactivated, or that last one plus they can block 2 damage but then be destroyed? I think I'm leaning towards the middle one, though each one has its own playstyle. Might nail this down after finishing the rest of his kit.

Passive: Mm...It looks like both of his passives I originally typed up are now embodied in standard gameplay elements. Do they still count, or does he get a new one, or are passives a thing of the past? I THINK it might be the last right now, but we'll talk and feel it out.

Spells

  • 'Sweeping Kick,' a cheap physical attack. Karm is able to rearrange (or destroy?) a small amount of physical blocks on the opponent's board, and does slight direct damage to the target's health.
  • 'Cool Indifference,' a middling mental defense. Until his next turn, Karm's mental blocks cannot be targeted or affected by any enemy's spells. Additionally, any matches Karm makes before his next turn are guaranteed to spawn at least one special block on the board.
  • 'Tidal Wave,' requiring significant attack of both kinds. At great expense of reserves, Karm expends the special blocks he's built up over time. There are a few possibilities here: They are simply consumed and do damage relative to that (boring but practical), or they travel into an opponent's board and destroy one block per special block (interesting but not terribly damaging, unless it does damage for each opponent's special block it manages to destroy or something). Either way, this is an all or nothing move, it greatly changes the shape of both boards but by sacrificing his sets of special blocks he is much more open to direct damage after doing this.


Koray (Spells)[edit]

Health/Shield: 70/30, I think. Maybe 60/40, just to keep the 'main' characters not too extreme outside of Karm, but eh.

Character Block: When active, the block is consumed and able to be tossed at any location on the board, damaging the blocks around it in a + formation. As usual with damage, active blocks are merely deactivated, inactive blocks are destroyed.

Spells

  • I could see him having a 'defensive' spell that destroys some/most of the mental and/or physical defense blocks on the field and grants him an extra move. It's defensive in that it manipulates his own board, but it's very much an offensive spell, very Koray.

Corvus (Block, Spells)[edit]

Health/Shield: 90/10. Feels really hard to just poke down, very much a boss feel.

Character Block: Uhhhhh we should probably nail this down. I want it something to be very 'oh shit' when it's activated.

Spells

  • I imagine he has at least one piercing ability, which does direct damage to health through shields. It's costly, but with everyone else having less health it gives him an advantage.

Lugh (Everything)[edit]

Health/Shield:

Character Block: I think we talked about giving her the possible one I mentioned for Cardgames? I think we need to nail down Lugh's involvement in Episode 1 and 2 before nailing this down, actually.

Spells

Shadow (Spells)[edit]

Health/Shield: Somewhere between 40/60 and 60/40. Need to nail down exactly where he sits.

Character Block: When activated, Shadow is able to target a block on the enemy's board and obscure the blocks around it in a + formation. The blocks obscured are swapped randomly, screwing with people who try to commit the board to memory beforehand. I think for two turns.

  • This is similar but different than Koray's. Koray's is destructive, Shadow's is obstructive. He denies easy use of section of the board momentarily rather than removing the blocks outright, which is actually more annoying in some cases. Still, I can see it being considered weaker by many, so I think either the duration or size could be increased, though two turns seems reasonable right now.

Spells

  • Mental attack spell that orients the enemy ability to swap solely on diagonals.

Umbra Obscura (Spells)[edit]

Health/Shield: 50/10(possibly higher to start but probably not 50), being able to raise her max shields with her special blocks.

Character Block: When consumed, UO is able to level up one of her abilities or her max shields. Possible other uses.

Spells

  • A spell where she guesses where the opponent is going to make their next match. Any blocks that become active in the location are nullified and removed from the board, and it does trivial damage. Leveling it up increases the damage dealt.
  • A spell where she guesses the ability they'll next use, correct guesses negate the spell and give UO some reserves. Leveling up this spell increases the amount of time a spell can stay 'guessed.'

Fenrir (Everything)[edit]

Health/Shield: 80/20 or 90/10, I guess. Like Lugh, I think we need to nail down his specifics in the story.

Character Block: See above.

Spells

Tiamat (Everything)[edit]

Health/Shield: Mm. I think she might end up with a weird system like Umbra. I think she might be 30/30 with an additional 30 of kinda a wildcard she can turn into health depending on her form? I don't know. I definitely want her to be a very tough character to master, but nonetheless can be taken out by quick characters.

Character Block: In her water (default form), they may not do anything (though it's possible they might be able to be pre-activated). Her alternate forms have various effects.

Spells

  • So. It's possible this will be split into all her spells, but I think instead it'll be kinda a toggle. Has a five turn cooldown in addition to any cost for the various forms.
    • For the next five rounds, she can turn into a form that alternate between Light and Dark (switches randomly?). Light provides some kind of offensive bonus, Dark defensive.
    • For the next five rounds, she can turn into Poison form. Probably something like every strike of damage done in this form does one damage over time for three turns.
    • For the next five rounds, she can turn into Binding form. Probably something about making enemy blocks unmovable in here, though that might be an ability's effect.
    • For the next two rounds, she can turn into Energy form. Immune to damage (and probably have some insane abilities), this is really good to use when the enemy's winding up both leaves you without the flexibility to turn into other forms for three more turns.

Weapon Goddess (Block, Spells)[edit]

Health/Shield: 20/80.

Character Block: Nanites.

    • I'm debating if the healing/injecting are solely spells or one or the other. If it's solely a spell, I imagine her nanites allow her to convert an adjacent block from the active one into a nanite, then make the current one inactive. But I feel like that could get really snowbally, unless some/most characters have a 'wipe out (touching) type of block.'

Spells

  • Healing 1 health or 3 shields from her nanites.
  • Injecting the nanites into the enemy board. Either as junk blocks and/or as something that do 1 damage over time until addressed.
  • Sacrificing shields to fill up a select reserve.

Zero Hunter (Block, Spells)[edit]

Health/Shield: 70/30 or 80/20.

Character Block: Hunters.

  • We need to figure out exactly how these work. Do they just go up a column, or do they hunt for a certain number of turns in the enemy's board, or what?

Spells

  • I imagine he has something that reduces the effectiveness of doing the same thing twice. (making him a decent counter for like Corvus actually)

Devix (Everything)[edit]

Health/Shield: 80/20, maybe? I think we need to figure out what he's doing in Episode 1 to really nail this down.

Character Block: Ditto.

Spells

Snakefox (Block, Spells)[edit]

Health/Shield: 60/40 probably?

Character Block: I'm thinking when activated, she kicks her block down a column, randomly switching up the blocks in it. Alternately, that could be a spell, with various spells having various effects on how it's tossed, I dunno.

Spells

Cardgames (Spells)[edit]

Health/Shield: 40/60 probably?

Character Block: The idea I had on her was like Bestow, when activated her character block allows her to 'enchant' one block of the active tetromino. That block doesn't disappear and now counts as two blocks of that color. If the block is destroyed, it is replaced by the inactive character block.

  • Right now I'm thinking the same block CAN be enchanted multiple times to count as three of a block, but obviously if it's destroyed it only turns into one inactive character block. I'm trying to figure out if 'enchanted' blocks are consumed when they're matched, still around forever, or consume the enchant and return to a normal block. I THINK the latter is an interesting idea that makes the three one a possibility without destroying balance.

Spells

  • I was thinking her spells let her add extra effects to her 'enchanted' blocks, like making them count as damage or shield blocks as well when matched.
  • The ability to mimic the last spell cast (by enemy and/or herself even???) by paying one (counter on a?) enchanted block of the block type needed. This ability can't be used if it was the last used ability, of course.

Ari (Spells)[edit]

Health/Shield: 30/70, I think? A lot about regeneration, may go a bit 20/80 even.

Character Block: Phoenixes. I'm thinking her blocks start as a spark. When activated, they turn into an egg. After she takes damage, the egg hatches and becomes a phoenix. The egg and phoenixes, like Hina's, probably have different effects for spells. Consuming the phoenix in a match probably gives a boost in reserves? MAYBE some healing, but definitely token rather than really noticeable.

Spells

The Triad (Block, Spells)[edit]

Health/Shield: 50/50 (POSSIBLY less on both sides, if we really load a lot of power into their early game). Like others, probably need to figure out what they do.

Character Block: I was thinking they affect the enemy's board, reserves, and health with everything they do.

  • It's possible this would be loaded into abilities instead, but it's possible it drains a trivial amount of damage, draining one of the enemy's reserves randomly, and messing up their board a bit. Make them an active threat to late game characters.

Spells

Later Characters and Kits (Copied from Corvus' Spitballing)[edit]

  • Water Zero is a dragon and is probably close to being a blue/green deck? His blocks are ‘flow’ (probably very similar looking to Karm’s) and allow him to move the column/row/whatever that was match on a very limited basis. Touched sets go inactive, but can’t be separated, but moved to a different column (allowing maybe a juggling of a set forever) and his passive is probably that his defense fluctuates with the flow. The more flow up, the less defense, but maybe the more attack? Or the opposite, so he’s juggling your things, but can’t hit hard.
    • Not until Arc 3, so not a priority in the slightest. Sidenote: I think I default to making the water zero a chick and the earth zero a dude in my head, making both of the militant zeroes that probably die due to that women and the peaceful ones who might live due to that men. WHOOPS???
  • The Fire Zero has ‘inferno’ blocks to match up and burn up your opponent’s inactive blocks. Blue/Red, more than likely. His passive would be along the lines of his attacks burning, doing some damage over time? But his defenses are super lowered. Maybe a toggle on that?
    • Arc 3, not a priority.
  • The Air Zero is straight up a b, all up in a blue/white deck? Her blocks may be ‘storm’ blocks allowing her to match them and then move around some blocks out of order that were around the storm blocks? Her passive is that she may have an extra move, at the cost of most of her base stats?
    • Arc 3, not a priority.
  • The Earth Zero is something I actually forgot? I think she was also a dragon? Green deck(?) and maybe like the elves in Clash. ‘growth’ are their blocks, allowing for healing. Their passive might be they are missing an entire row, but they’re a weaker version of karm’s walls, so have to play more defensively than the others, because they’re missing an entire row.
    • Arc 3, not a priority.
  • Bahumat is all about that soldier white. Passive is that if he manages to match two or more different ‘sets’ of the same of stat bonus kind he’ll get an extra bit when those pop. The drawback is that if you don’t get that extra set, he gets less than a normal character would. His special would be ‘platinum power’ (look at that in the morning) and matching them would grant a straight line of destruction.
    • At best Arc 2, not a major priority.
  • The Inferno Crusher Dwarf Metal Zero From Hell is all about black/red, berserking. Gets a bonus to attack sets, but takes damage every time he attacks. His blocks are spike blocks that explode, destroying both his and their blocks?
    • Arc 3, not a priority.
  • Cimeriel, an angel tasked with getting the voidlings back into the void, but has since fallen. Weirdly obsessed with Corvus. Has ‘chain’ blocks that convert blocks to useless chain blocks on the opponent’s side. If he matches them on an opponent’s side before they delete them he saps their stats. His passive is if they lose stats for any reason, he gains a percentage of them. Slowly gains stats otherwise.
    • Arc 2, probably one of the big priorities after we nail down the Arc 1 characters.