Solidarity Badge is like a Chop Bot 3000 crossed with Friday Chip.

If you can trash a Corp card each turn, then you'll draw a card each turn (cf. creds for cards).

Note: While clearing tags at the start of your turn is worse than at the end of your turn, such as after encountering an observer, it will still clear any terminal tags (or tags you've floated); and it still saves the [click], [$2] basic-detag. For example, if you've trashed their card, they can Oppo Research, but you've also “charged” a Badge, which then can remove one of the four tags (before they can punish it).


Vovô Ozetti is a “nomadic sysop” who double-cheapens ice (like Akitaro Watanabe did), and can cheapen upgrades/assets too.

Note that he saves multiple credits per rez and can save multiple times per turn, and that he starts profitting from the second rez (unless the cost was already trivial), or if trashed by the Runner (for -$2) after the first rez. For example, if they run into two unrezzed ice on his server and you rez both, he saves $4.


Flavor: “vovô” means “grandpa” (in Portuguese), and Vovô Ozetti seems to be pronounced like “vo-VO oh-ZEH-chee” ([voˈvo oˈzɛ ʈi]).

nullsignal.games


The “Nomadic SysOp” cycle (ie. with When your turn {ends|begins}, you may move this upgrade to the root of another server.):

Does his 'Threat 4' ability reduce his own rez cost? He is a card in the root of this server, so it should work. In general, abilities that reduce rez costs are active during the rez. This should be added to the Rulings of the card.

@Krams NRDB has now added a Q&A (it's "no self-cheapening")

Daniela Jorge Inácio is an agenda-protecting (and self-protective) “pseudo-damager” sysop.

Like a Ben Musashi crossed with a Calvin B4L3Y. She has a “converted trash cost” of “four units” (2[$], [card][card], two credits plus two cards).

For example, she'll “sidegrade” Fujii Asset Retrieval into Obokata Protocol. This is a combo if you want to protect it, but a nonbo if you want to flatline the runner, (since once an agenda has an additional cost, the runner can decline to steal it).


Design:

  • Non-Credit Trash-Costs: The As an additional cost to trash this upgrade, … gives a different texture to interaction, such as being bottlenecked on cards against Jinteki despite having infinite credits, or getting bottlenecked on clicks against Haas-Bioroid. (I really like it. Same with non-credit break-/boost-costs such as Audrey’s.)

  • Non-Grinder Damage: the Runner must add 2 cards from the grip at random to the bottom of the stack is a “non-grinder” version of the Runner must suffer 2 net damage, without the implicit milling: still random, still takes cards out of grip; but doesn't take away any “hit points” (HP = DECKSIZE + HANDSIZE, which stays the same), and doesn't lock out any key pieces (which can be redrawn later on, esp. after shuffling them upwards, and immediately be tutored/fetched). This pseudo-damage would be “softer” than net-damage even if it were a mandatory trigger instead of an optional cost, and it still wouldn't “deck” you long-term even if it could flatline you in the short-term. (See a “less grindy but more pinchy” Hokusai Grid below.)


Hokushinsai Grid
[$4] ◆ Upgrade [-$4]: Region
[jinteki 3/5]
Whenever the Runner approaches this server, do 2 ego damage. 
(Add these cards to the bottom of the stack at random, instead of trashing them.)
Limit 1 region per server.

Note:

  • … to steal an agenda from this server or its root works in both centrals (this server) and remotes (its root).
  • add from grip won't trigger Steelskin Scarring or Strike Fund.

PS. The name seems to be pronounced [da.ˈnje.la ˈɟ̞or.xe i.ˈnas.jo], like “da-NYE-la YOR-hay ee-NAS-yo”.

nullsignal.games

Behold!, a double-tagging ambush. (The “yellow Snare!”? The “mellow Ganked!”?)

For example:

  • If you ambush them running-first-click, and they immediately & manually detag, then you've paid [$4][click]) and they've lost [click][click]+[$4].
  • If you ambush them running-last-click, then you have 2 tags to check/spend.

Mindscaping, aka. “Jinteki-Level Clearance”, aka. “Low-Profile Target”.

For example, if the Runner floated a pair of tags (such as from Phoneutria and Snare!, or from their own Eru Ayase-Pessoa and Hannah "Wheels" Pilintra), Mindscaping will Do 2 net damage. However, even if they've floated infinite tags (such as for Counter Surveillance), you'll still need two Mindscaping to flatline them (Do 3 net damage. Do 2 net damage.).

Otherwise, Mindscaping can simply net +$2 and “+0c” (nb. most cards net -1 card when played), with some selection and manipulation. For example, you can en-Snare! R&D. Or you can just top an agenda from HQ (if R&D is better protected, or if you have a shuffling effect, or so on). You can top an (untrashable) ice to shield against R&D breaches (or to slow down multiaccess, milling, and so on).

Design: I love the loosening and spreading out of tag-punishment. Mindscaping is tag-scaling (punishing “float two” more than “float one”), but proportionate (1 damage-per-tag) and upper-bounded (to 3 tags). Mindscaping:

  • is tag-scaling (punishing “float two” more than “float one”), but proportionate (1 damage-per-tag) and upper-bounded (to 3 tags).
  • has a “hedge mode” (an unconditional, but small, effect) and “hate mode” (a large, but conditional, effect).

I also like Jinteki's heritage/sermon effects (ie. Draw X cards. Add 1 card from HQ to the top of R&D.), both the decision making (“What should I put back?”) and the mind games (“What will the Runner think I put back?”).


With Mindscaping, a Jinteki Corp can punish a tagged Runner without splashing (End of the Line, et cetera); cf. Hypoxia.

Compare:

Related:

Flavor: The more Jinteki knows about you, more they can “landscape” your mind, into a flatlineable neuro-topiary (like Caprice Nisei with her bonsai tree).