
I have another version with a male scientist but I thought this one looked better.
More to come. I'll probably get around to statting my troopers and stuff in case anyone on the forums is ever interested in having them in a forum battle.
Moderators: Rev. Sylvanus, warman45

Lego Company wrote:...At the same time, the purpose is for the LEGO brand not to be associated with issues that glorify conflicts and unethical or harmful behavior...

Rev. Sylvanus wrote:I quite like the Quantum Probability specialty there. Feels even more like roulette than the a heroic feat.
I'd be quite nervous fielding them as-is, though. Quantum Probability is obviously less likely to succeed than a heroic feat, but being able to potentially pull of "two" feats with a single minifig in one turn is a bit bonkers, especially if multiple scientists are running around. If both the scientific feat and the quantum guessing require an action, seems reasonable, but if neither requires the minifig's action, then you might want to make it so.
Lego Company wrote:...At the same time, the purpose is for the LEGO brand not to be associated with issues that glorify conflicts and unethical or harmful behavior...

Warhead wrote:my head burns with War.



Though I do wonder, what powers would Philosophers have
Tzan wrote:Though I do wonder, what powers would Philosophers have
Power: Staying in college to avoid getting a job.
But I'm not sure if that transfers to a game rule because following rules is too much work for them.

Tzan wrote:Well, does that gunfire even exist if it hasn't hit anyone?

stubby wrote:The only people with bigger egos than Heroes are scientists and professors.
stubby wrote:The funnier twist for the quantum probability is to make it like Schroedinger's Cat - a 50/50 chance that it goes well or poorly, but you don't find out right away. On some later turn the scientist uses her action to observe the quantum fallout, and then the roll is finally made and the effect takes place retroactively.
DeltaV wrote:Tzan wrote:Though I do wonder, what powers would Philosophers have
Power: Staying in college to avoid getting a job.
But I'm not sure if that transfers to a game rule because following rules is too much work for them.
From this I can conclude that they can't even be bothered to get hit by gunfire. That's even worse than Mike.
DeltaV wrote:Tzan wrote:Well, does that gunfire even exist if it hasn't hit anyone?
Perhaps the guns have failed to hit anything because there was nothing to hit!
Perhaps the bullets did not think those that could be hit to be worth hitting.
Perhaps they were shitgoats.
Perhaps I'd like a drink. Yes, that seems more likely.
Hmmmm...
stubby wrote:omg noob, balrogs are maiars too, don't you know anything

Keldoclock wrote:Maybe...
Solipsism (3 CP): The Philosopher may, once per turn, question the existence of any other Creature, Structure, Vehicle, or other entity (including projectiles) to prevent it from being able to interact with him in any way. When this ability is used, roll a d6. If a 1 is rolled, the Philosopher succumbs to Nihilism and ceases to exist entirely.




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