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I see, that is clever. This would definitely require dead-ons to be more powerful on average than the ones from downfall but that is probably a better work around than what I had thought of. If I ever come around to doing the Hermit I'll keep it in mind.
Interesting! In my notes, I just opted to change the Dead-On mechanic entirely, turning it into a token that flips to the 'Dead-On' side whenever you use a Concentrate card. From there, I added some more Concentrate effects to the Hermit. I also played a little with the idea of some of his Powers having a sort of 'durability' to them, requiring some of them to be replayed every few turns.
I haven't been as active on these workshops items anymore because I was a bit burned out from making the Hexaghost and Guarding within a couple of weeks of each other iirc.
I do really liked the Hermit but the biggest issue I see with the Dead-On feature is the way it limits the player from organising their hand, some people might not mind but I personally don't like that restriction for the physical board game (as I want to print these out at some point).
So far the best solution I came up with was to make the dead-on feature work via the die, so for example if the die rolled a 4, you would get the dead-on effect, but this feels a bit too different from the spirit of the initial mechanic.
I guess it is possible to just force the player playing the Hermit from keeping their hand in the order they draw the cards, I would have to see as I think the curse synergies work amazingly with the board game.
https://docs.google.com/spreadsheets/d/135PqX-uxEsHEMk2bVlWFAW-8UE8B_fNaISEVeyZ0l3U/edit#gid=641600781
And... tangentially related to that question: Any tips on how to make a character mod?
I might have the wrong version uploaded to the current build then, I needed to update to make it compatible with the homebrew character loader, so I probably have the old version of the tackle, which has those issues. The current version (the one that is also on the pictures) is the one with 4 damage.
"im curious to know also why isnt the 4th slime, the gerullia slime, and the upgraded versions are not within this?"
The AoE slime didn't fit with the current damage numbers, as it would just be a better single target slime, and making that one do 2 damage would also be too strong. The specialist slimes would be very cool but I couldn't think of a good way of including them and I wanted to keep it similar to the base game characters, with like the defect not having Plasma orbs or the Watcher not having Mathra.
Normally you gain a temporary strenght for absorbing a slime, but now you get 1 temp + 1 permanent strenght.
Whenever a specific card says "Consume", you can only activate that specific effect if the target has Goop tokens on it. So you basically add that effect to the regular Consume effect for that action.