Mad Jim Jaspers event suggestion

After suggesting several characters, I am trying my hand at suggesting an event with one of the craziest and most powerful Marvel villains.


EVENT
The suggested event is a boss event with a slight twist: sub-bosses. There is one boss (Mad Jim Jaspers) with two battle tracks leading to him. Each track consists of a sub-boss (The Fury or The Crazy Gang) and a few missions. Throughout the event, the boss, sub-bosses and missions increase in level/difficulty.


TIMERS
The boss will have a reset timer just as with those in other events. The sub-bosses will also have their own timers. Finally, all missions will have a single reset timer. The timers would be set at higher to lower times, respectively. For example, the boss timer would be 7 hours, sub-boss timers would be 6 hours and mission timers would be 5 hours.



BOSS: MAD JIM JASPERS
-Singe enemy
-Passive: does not make matches

purpleflag.png
Persuasion 0 purpletile.png
AP
Remove all Jaspers Warp Repeater tiles and gain 1 AP for each Repeater tile removed.
(Passive) Mad Jim Jaspers cannot be stunned or sent airborne.

  1. Persuasion activates at the start of the turn prior to Jaspers Warp.

  2. Persuasion removes the Repeater tile, but does not destroy or otherwise alter the tile.

  3. The AP generated is respective of the Repeater tile’s color (i.e. Red Repeater tile = 1 Red AP).
    blueflag.png
    Jaspers Warp 0 bluetile.png
    AP
    On turn 1, create 1-turn Repeater tiles on the center 4 tiles. On turn 2, create 12 1-turn Repeater tiles in a 4x4 pattern. On turn 3, create 18 1-turn Repeater tiles in a 6x6 pattern. On turn 4, create 28 1-turn Repeater tiles in an 8x8 pattern.This power resets after turn 4.

  4. The creation of Repeater tiles from turn to turn should look like a wave emanating from the center of the board outwards symbolizing MJJ’s warping of the universe.

  5. Jaspers Warp activates after Persuasion.

  6. Jaspers Warp does not create Repeater tiles out of Team-Up tiles and, therefore, does not generate Team-Up AP for Mad Jim Jaspers.

  7. Jaspers Warp does not replace special tiles.

blackflag.png
Destructive Manipulation 0 blacktile.png
AP
When Mad Jim Jaspers has 30 AP in a basic color, he depletes that AP pool and destroys all tiles of the same color, dealing X damage for each tile destroyed. (Destroyed tiles do not deal damage or generate AP.)

  1. Destructive Manipulation deals more damage per tile at higher levels.
  2. Mad Jim Jaspers does not match tiles, but will gain AP from any tiles matched during his turn. For example, if Destructive Manipulation causes tiles to match, MJJ will gain AP.

___


SUB-BOSS: THE FURY
-Single enemy
-Active: makes matches

purpleflag.png
Precognitive Adaptation 0 purpletile.png
AP
(Passive) Enemies cannot fire a power if the cost of firing that power would leave them with 0 AP.

  1. Precognitive Adaptation prevents the activation of any power that would leave the player with no AP in that AP pool, but does not increase the cost to fire that power. At higher levels, it may prevent powers from firing if AP would be 1 or less. At very high levels it would prevent powers from firing if AP would be 2 or less.
    yellowflag.png
    Strategic Adjustment 8 yellowtile.png
    AP
    Increase the strength of 1 friendly Fortified Yellow Shield tile by X. If one does not exist, fortify a friendly Yellow shield tile. If one does not exist, Create a strength X Fortified Yellow Shield tile.
    (Passive) When an enemy fires a power, The Fury gains 1 Yellow AP.

  2. At higher levels, Strategic Adjustment generates 2 Yellow AP when an enemy fires a power.
    redflag.png
    Annihilator 10 redtile.png
    AP
    Deal X damage to the target. If there are more than X Red tiles, down the target.

  3. Annihilator deals more damage at higher levels.

  4. At higher levels, Annihilator requires fewer Red tiles to down the target.
    ___


SUB-BOSS: THE CRAZY GANG (5 enemies, 1 wave)
-5 enemies, 1 wave
-Passive: members of the Crazy Gang do not make matches.


Tweedledope

purpleflag.png
Tattle 0 purpletile.png
AP
(Passive) When an enemy fires a power, gain 1 Blue, Yellow, Purple, Black, and Green AP.

blueflag.png
Loyal 7 bluetile.png
AP
Create a 7-turn Blue Countdown tile that steals X health and heals allies for the same amount each turn.
(Passive) Gain 1 Black and 1 Blue AP.


Knave

redflag.png
Brute 8 redtile.png
AP
Stun the target for 2 turns.
(Passive) Generate 1 Red and 1 Yellow AP.

yellowflag.png
Re-enforce 7 yellowtile.png
AP
Create a 5-turn Yellow Countdown tile that fortifies a friendly tile each turn.


Red Queen

redflag.png
Orf Wiv’is 'Ead! 8 redtile.png
AP
Deal X damage to target.
(Passive) Generate 1 Red and 1 Purple AP.

purpleflag.png
Royal Decree 7 purpletile.png
AP
Create a 3-turn Purple Countdown tile that steals 1 random enemy AP per turn.


Executioner

blueflag.png
Grimm-Ace 0 bluetile.png
AP
When a match-5 or greater is made, send a random enemy airborne for 1 turn.
(Passive) Generate 1 Blue and 1 Green AP.

greenflag.png
Chopped 9 greentile.png
AP
Create a 10-turn Green Countdown tile that destroys 1 Basic or Team-Up tile and deals X damage per turn. (Destroyed tiles do not deal damage or generate AP.)


Jester

greenflag.png
Bad Joke 8 greentile.png
AP
Convert 4 Green or Team-Up tiles to Black tiles.
(Passive) Generate 1 Green and 1 Black AP.

blackflag.png
Deadly Prank 12 blacktile.png
AP
If there is a friendly Blue, Yellow, Purple, and Green Countdown tile, remove them and down the target.