Fixed Point and the Naturalist

The Naturalist was in aligator form.  Fixed Point comes into play.

On the Naturalists turn, he plays gazelle form.  Since the Aligator form cannot be destroyed, Naturalist now has two forms in play.

If the Naturalist plays any cards that have both symbols, does he get both abilities?

Yes, since the wording is you can activate text after those symbols, you would get both.

Now you just need an adept to get you another power use to get Rhino in play.

I actually had all three forms in play the way the other day (had one in hand, power to get the other one out). It was pretty sweet.

Damn, I need to try that next time I'm in the Time Cat. Mr Fixer can wait, lol.

I think we're all basically falling in love with Fixed Point. Seems to be one turn of rules goofiness. <3 <3 <3

Well, one turn of goofiness that sets up an entire game of awesome.

Bestial Shift with Fixed Point is pretty fun

Natural Form's Power!  Spend one turn getting all three forms out, then every turn as your Power, you get to gain 2 HP, draw 2 cards (or give someone else two cards), AND bite two targets for 2 damage each, all while having DR 1 and getting the rider on every card you play.

I played Natch for the first time last night, and it melted my brain a little, but he's got SO much stuff going on, and being able to ALWAYS do ALL of it - drooooool.....

That doesn't work because Forms are like Modes - putting one in play destroys others.

Which is why Fixed Point is such fun.

What he said.

Managed to have some fun with this earlier - played the Naturalist in the Time Cataclysm. I was already in Rhino Form when Fixed Point came out so used my power to add Croc to the list. Unfortunately there were only two possible ways I could've got Gazelle Form out during that round - the first was via Omni-10's Timeshift, which we tried but I sadly didn't get it (both Gazelle and Croc were possible at that point, as Omni-10 went before me). The second was if Parse, the last hero in the line, had that one-shot which lets another player use a power...but unfortunately she didn't. Still, I spent the entirety of the rest of the game (about an hour or so - we were fighting Skinwalker Gloomy) in boh Croc and Rhino Forms, tanking a load of damage and chomping many things (well okay, mainly Gloomy) :D.

You guys seriously make me want to make all my heroes permanently loosely anchored in time so they never leave the Time Cataclysm. Truly.

Extra tools/styles/plating/forms erryday!

New environment deck:  The TARDIS.  Consists of five copies of Fixed Point and ten Rift in Times.

Sneak in a single copy of the Tumbleweed in there somewhere, and you have fun for the entire family. <3


You could also get Bunker playing multiple of the same mode, some would need to be "put into play" instead of "played" but they aren't limited so it would work.

Definitely need a swimming pool…

I want the TV that sees the future.

The closest I have come is to "awesome shenanigans" with Bunker and Fixed Point is to plan to play and use Auxillery Power Source to draw cards (as the destruction wouldn't happen) only to realise I was instead trapped in my suit, unable to find the on button and stuck recharging for another turn (Couldn't destroy Recharge Mode for those who can't decipher my narrative).

 

PROBLEM DETECTED:

This environment deck has the capability to (and is quite likely to) put the game into an unescapable deadlock. For example:

Environment turn 1:

Start: Nothing happens

Play: rift in time(1)

End:rift in time(1) plays rift in time(2)

      rift in time(2) plays fixed point(1).

In play:rift in time(1), rift in time(2), fixed point(1)

Environment turn 2:

Start: rift in time(1) destroys rift in time (2)

         fixed point(1) destroys itself

Play: fixed point(2)

End: rift in time(1) plays fixed point(3).

In play:rift in time(1), fixed point(2), fixed point(3),

From this point on, the game can never end because all cards are indestructable including the fixed points, which make eachother indestructable