Cooldown time: 2 turns
Upon activating, Uneven-steven can randomly change the range of his attacks and movement based on other phobies. For example, after the first roll it can change his stats for Jar Cannon’s stats, granting him 2 ground movement and 3 throw attack range. His active ability can be used more than once if the 1st roll isn’t satisfactory.
I had this phobie idea for a while based on Zariphobia (fear of dices), and I’m currently thinking of making another one called “The End-e” (sounds like D&D cuz it’s a dodecahedron), similar but it his active ability randomly changes to other phobie´s abilities (like building walls or poisoning).
This is also my 1st post here and I’d like to hear what you think about it criticism is welcome!
Honestly, I would hate to see such a big amount of randomness in this game. You see, Phobies is so non-random it’s almost like chess. If you ignore traps and the invisibility ability (whose randomness isn’t that impactful), the game has open information: you can predict EXACTLY what the board could look like on your next turn and react accordingly. Games like these are very rare, and while randomness can be fun at times, I think this game should steer towards becoming fully non-random rather than adding more unpredictable stuff. I might write a separate post about this.
That said, I find the concept of Phobies able to steal stats/abilities from other Phobies to be quite interesting.
make it a passive, for example, at the beginning of every turn. Or like, apon taking damage, or damaging a phobie, randomizes attack, range, and attack type.
I love the randomness of this Phobie and possible strategies that people could come up with especially with a Phobie so random, however the only issue I see with this Phobie is that it might become too random, maybe only have it change its attack range and movement in a fixed amount, like it can change its stats movement and attack range to a Phobie that doesn’t exist, but it’s max movement and attack range could only go up to three whilst it’s attack damage doesn’t change, just to make it less confusing, also it’s attack type like electric, poison, etc… should probably stay the same,
Well the randomized stats should work similar to how something like the Alley Gator heals, it only happens once and before the players can do anything about it (like they can’t just go back to redo the randomness) Since the randomizer would be a passive ability like the Alley gator heal that happens once at the beginning of their turn.