Card Ideas

Discussion in 'Feedback and Suggestions' started by timeracers, Jan 2, 2015.

  1. BlackVoidDeath

    BlackVoidDeath Guild Leader

    It doesnt matter, fly or teleport would work because it is limited by the "have to have LOS on the target square" rule.
     
    WexMajor likes this.
  2. WexMajor

    WexMajor Thaumaturge

    Jumping Attack

    Move/attack type slashing
    Step 2 in a straight line
    Damage 6 - Range 1
    Add 2 damage per square moved
    If the attack is parried you character gets Stun and Halt. Duration 1
     
  3. ParodyKnaveBob

    ParodyKnaveBob Thaumaturge

    Decelerate Time
    Utility | Magic Arcane | Green quality? Gold? | Rare

    At the start of the round, cancel all start of round effects and add one to the duration of all terrain attachments and cards attached to characters.

    --

    Notes:
    • unplayable, only triggers in-hand at start of new round; this unfortunately might battle some for character-hand order (unless anyone knows a simple way how to guarantee it would trigger first?), but it definitely comes before character+terrain attachments; hilariously, an Arcane Curse newer-in-hand than this card would trigger first as the game stands now, potentially discarding Decelerate Time before it could cancel Arcane Curse, lol; I suppose one way to handle this would be "feature not a bug" and just make it instead "At the start of the round, for all terrain attachments and cards attached to characters, cancel all start of round effects and add one to the duration." so that it simply doesn't affect any other cards in-hand, but meh, I obviously want this to be the full opposite to Accelerate Time
    • this is intentionally not "Keep": you get to use it once by holding onto it at the end of the round, and then it's gone -- further meaning it takes up space in your hand, which is why its value might be dropped some; however, I considered adding the "This card does not count against your hand limit at the end of the round." clause but feared it being too powerful due to stacking; on the other hand, if its availability were severely restricted like Accelerate Time currently is, then it probably wouldn't be that big a deal, especially since Free Card would surely bump its quality right back up, thereby increasing item level as well
    Btw, @Jon, @Farbs, @Flaxative, whomever, why isn't your already-in-CSV Free Card two-word phrase used in place of the whole aforementioned sentence on cards like Arcane Shell and Officer's Harness?
     
  4. Fanturluche

    Fanturluche Thaumaturge

    Indeciveness
    Handicap, Tar quality
    Trait. Attach this card to yourself. Duration 2.
    At the start of each round, if your oldest card is revealed, discard it. If not, reveal it instead.
     
    xged and timeracers like this.
  5. Flaxative

    Flaxative Party Leader

    Probably because the keyword was added after those cards. :p
     
    ParodyKnaveBob likes this.
  6. WexMajor

    WexMajor Thaumaturge

    @ParodyKnaveBob

    Does the card remove the attached cards from characters, or only delay them? In the second case, would the duration go down by one?
     
  7. WexMajor

    WexMajor Thaumaturge

    Smoke Distraction

    Move/assist
    Type arcane
    Your square becomes smoke terrain
    Move 3 Teleport
     
  8. ParodyKnaveBob

    ParodyKnaveBob Thaumaturge

    It "cancels" the attachments on characters and terrain. Blocks cancel incoming enemy effects; Defensiveness cancels played Magic cards when failing the Saving Roll; Large Weapon cancels Melee Attack cards played when failing the Saving Roll; etc. Decelerate Time doesn't remove anything; it causes the character and terrain attachments to not trigger.

    It also reads, "add one to the duration of all" such attachments. This should mean that for a brief moment, at the beginning of the round which Decelerate Time is in-hand, all aforementioned attachments go up one in duration, and then as each such attachment is canceled, its duration goes back down to where it started; this way, a Duration 3 attachment comes out still at Duration 3, and a Duration 1 attachment does not expire but rather still comes out at Duration 1.

    The overall intention: Whereas Accelerate Time triggers all start-of-round effects without shortening their Durations, Decelerate Time should extend all Durations without triggering their start-of-round effects.

    I just figured the simplest way to do that would be at start-of-round time; otherwise, some new complicated mechanic would probably need to be introduced. The problem I ran into was that playing it directly would mean it needs to be attached somewhere, and not only does that make it vulnerable to Purge/Cleanse, but it would also really mess up canceling everything due to order of play operation. Therefore, I figured keeping it in-hand and making it auto-trigger would make it vulnerable in much the same way as Accelerate Time is -- the enemy can discard it from your hand, and it's usually not visible.

    Ugh, I just realized though, this forces DT to play instead of giving you a choice like with AT. Aw. $:^ \ That kinda ruins the powerful effect idea.

    Lol! On the other hand, if a player uses AT while another player has DT (as currently written) in-hand, then DT would cancel everything (attached to chars/terr) that AT tried to do! $E^ D Almost a 100% counter like that. Very cool. (Hm, however in that case, DT would add one to everything's duration without the normal start-of-round decrease. Strange interaction indeed -- as both cards are currently written.)
     
    WexMajor likes this.
  9. WexMajor

    WexMajor Thaumaturge

    That sounds complicated. I mean to implement. :)

    Sapping Curse

    Magic assist attach to target.
    Type unholy
    Range 4
    Target decrease the damage of all damaging cards by 2
    Encumber 1
    Duration 2

    Edited (that's why you don't write stuff at 4 AM)
     
    Last edited: Feb 25, 2016
  10. seth arue

    seth arue Thaumaturge

    I assume this is meant to "Attach to target" first, and what's the duration of said card?
     
    ParodyKnaveBob and WexMajor like this.
  11. WexMajor

    WexMajor Thaumaturge

    Finishing Blow

    Melee attack
    Type piercing
    Damage 6 - Range 1
    Add Penetrating and 3 damage if target has Halt.
    Add Hard to block 2 and 7 to damage if target has Stun.

    Panic Attack

    Trait/Handicap
    Attach to target
    Duration 2
    Every time he moves, target can only move the maximum allowed by the card.
     
  12. ParodyKnaveBob

    ParodyKnaveBob Thaumaturge

    Wex, I like the idea behind Panic Attack. $:^ ]

    I wonder if "must spend all move points available" would be clearer or muddier? I'm just thinking about difficult terrain. To properly limit the moves around enemy zones of control, terrain with Stop keyword, etc., design+programming decisions would need to be made.
     
  13. WexMajor

    WexMajor Thaumaturge

    Probably should add Free move. It dawned on me too, while I was sleeping.
    Or , better yet, since it's an handicap, you simply can't move (being unable to move is also very paniky).
     
  14. WexMajor

    WexMajor Thaumaturge

    Bioplastic Skinsuit

    Armor roll 5+
    Halve the damage recieved. Keep.

    Mirror Polished Armor

    Armor 1
    Roll 3+
    Immunity to laser. Keep.

    Spatial Instability

    Trait/Handicap
    When you end a move, move 1 randomly.
    Duration 3.
     
  15. Fanturluche

    Fanturluche Thaumaturge

    Timid Thrust
    Attack, bronze quality
    Melee piercing, range 1, damage 3
    If this attack is blocked, move 2.
     
    ParodyKnaveBob likes this.
  16. WexMajor

    WexMajor Thaumaturge

    Dark Jest

    Magic assist type unholy
    Range 5
    Attach to target
    Your next die roll will be a 1.
    Duration 3 or until triggered.
     
    ParodyKnaveBob likes this.
  17. Fanturluche

    Fanturluche Thaumaturge

    Blitz Slash
    Movement, ~Silver quality, for warriors
    Fly. Move up to 5 in a straight line. Deal 4 slashing damage to every character on your path. Unblockable.

    Note: damage should be done after the move. If not, an ennemy could occupy the end square using Sparkling Cloth Armor. Therefore, blocking would probably take into account the landing position, which does not make much sense, hence unblockable.
     
    Last edited: Mar 8, 2016
  18. timeracers

    timeracers Guild Leader

    Fun idea so I suggest a wording change.
    Fly. Move up to 5 in a straight line. Deal 4 slashing damage to every character you fly over. (unblockable not required)
     
    WexMajor and seth arue like this.
  19. Fanturluche

    Fanturluche Thaumaturge

    Avenging Angel
    Assist, Silver- quality
    Magic Holy, range 5
    Attach to target. Duration 1. Wrath* 0.
    When target takes damage, add as much to Avenging Angel's Wrath. At the start of round, deal magic holy damage equal to the Wrath value to any character adjacent to the target.

    * I do not know if it is possible to add a variable such as this to a card. Another solution could be to save it in the duration variable and add "at the start of round, discard this attachment".
     
  20. WexMajor

    WexMajor Thaumaturge

    I guess it could be arranged.
    It should be a variable like duration, only way more "variable".
    Could this backfire? Could you hit an ally with this?
     

Share This Page