This can't work, seeing as characters and walls cannot occupy the same space, nor can characters and impassable (example: you can't flash flood under a character or mob). Perhaps every unoccupied square? That'd still be chaotic enough.
That's going to bring RNG to the next level when it's random how much radioactive terrain there is and what attachments it gives out.
Hey, I didn't think it's a good idea at all^ But then, I'm still waiting for an acid, spikes, and radiation tile versions of Volcano! (Come on, acid wouldn't be that bad...)
I didn't say it was a bad idea, I was just saying it levels up RNG. Spikes might be fun, but what would it be called must be some weight based trap.
Automatic Spike Trap: Auto Trap is the short name of it. Trait. All squares occupied by characters become Spiked terrain. Duration 1. Suggested as a Gold=(9, A) card Attack. Magic, Piercing. Edit: Reduced the duration by 1 and the rating by 1
Acid Rain - Magic Acid All squares occupied by characters become Acid Terrain (Stop. At the start of each round, occupant discards all armor cards and takes 3 Acid damage). Duration 2 Nuclear Fallout - Magic Radiation All squares occupied by characters become Irradiated Terrain (at the start of each round do 2 Radiation damage and attach a random Handicap card to each character within 1 square). Duration 2 Edit: Derp, forgot durations
What do you mean? So: if you draw this, you play it as a trait? All characters get stone spikes under them? At the end of the round everyone takes 6 piercing dmg? I dont understand this card.
Yes, you have to play it, you draw a card of course. If everyone stands where the started when you played it yeah 6 piercing dmg.
I think Automatic Spike Trap should be a Mandatory Action instead of a Trait, makes a bit more sense.
Lol. Let me explain why I think it is balanced. If reveals your strat. It doesn't accomplish much if they are already on damaging terrain(auto trap, volcano from prior turn). You can't get immunity with res hide(and playing hover again will reveal your strat). People draw racial move cards at the start of round(which is when you play this).
@timeracers, I thought your original post, Automatic Spike trap, meant something like a Volcano except with Stone Spikes, played straight as you draw it, like a trait. I think me and BlackVoidDeath are confused as to what the trait that gets attached to the character is. Now, if it was a Mandatory action... you have to play it but you don't draw a card (like Laser Spray). Can you clarify what you meant originally?
My card is a trait, which means it must be played first, draws a card, cantrip. My card is a lot like impetuous cards.
So it doesn't attach to you like say, Crusher. It just gets discarded like Demonic Revenge or Loner. Oh, now I get it. Thanks.
I figured more like a different version of Rockfall, Cave In, etc....except the floor is sharp! (And affects all models, not an area).... although a Spike Bomb or Shrapnel Bomb would be fun!
Speaking of Radiation, here's some new radiation effects: Weakness to Acid Handicap Card Whenever you take Acid Damage, add 4 to that damage. Duration 2. Weakness to Arcane Handicap Card Whenever you take Arcane Damage, add 4 to that damage. Duration 2. Weakness to Cold Handicap Card Whenever you take Cold Damage, add 4 to that damage. Duration 2. Weakness to Crushing Handicap Card Whenever you take Crushing Damage, add 4 to that damage. Duration 2. Weakness to Electric Handicap Card Whenever you take Electrical Damage, add 4 to that damage. Duration 2. Weakness to Fire Handicap Card Whenever you take Fire Damage, add 4 to that damage. Duration 2. Weakness to Holy Handicap Card Whenever you take Holy Damage, add 4 to that damage. Duration 2. Weakness to Laser Handicap Card Whenever you take Laser Damage, add 4 to that damage. Duration 2. Weakness to Piercing Handicap Card Whenever you take Piercing Damage, add 4 to that damage. Duration 2. Weakness to Poison Handicap Card Whenever you take Poison Damage, add 4 to that damage. Duration 2. Weakness to Radiation Handicap Card Whenever you take Acid Damage, add 4 to that damage. Duration 2. Weakness to Slashing Handicap Card Whenever you take Slashing Damage, add 4 to that damage. Duration 2. Weakness to Sonic Handicap Card Whenever you take Sonic Damage, add 4 to that damage. Duration 2. Weakness to Unholy Handicap Card Whenever you take Unholy Damage, add 4 to that damage. Duration 2.
You know, we might feel a little insulted if you assume we cannot see the general idea of your cards. Do not write down a full page of text, changing just one word or value every paragraph. Just say something like "an so on with *changes*". Especially since your Copy/Paste skill is not perfect. Now for the idea: This looks a lot like Combustible And this looks like Vegetable Parts I do not think radiation needs 14 extra handicap cards to choose from, especially since most of these would be completely useless if you do not draw matching cards in their short duration.
Magic sticky gum Attack card. Magic crushing. Range 4. Attach to target. Duration 1. At the start of turn, deal magic crushing damage equals to 2 times the distance between you and the target. Streeetch... and BAM! Shining entrance Move/assist card. Range 2. Step fly heal 4 all characters in sight at your destination.(yes,except yourself) All wounds starts closing as the unkown brilliant light descended upon us. Spoiler: irrelevant image
I disagree, that sticky gun can do like a dozen damage if you hold onto your move, it can even 1 shot MP characters in the right circumstances(sprint team, entangling, sticky gun, sprint back). I think it is fine at silver=(6, B)(it is purge-able). I assume Shining Entrance is a Step 2 Fly(it says range 2) card. I believe this is better than nimble strike because it will be easy to heal 1 of your characters and not the enemy, which allows you to stay away from the fray. Gold(9, A)