Unholy Pact Boost Trait. Attach to yourself. Whenever you play an Unholy card, a random enemy suffers one point of unpreventable Unholy damage. Keep. Duration 2. Never forget to offer the souls of your fallen enemies as payment to the demons. If you're lucky, they might get impatient... Reckless Fury Attack/Boost, Magic Unholy, Range 5 Attach to target. Frenzy 3, duration 2. Subtract one from all block rolls target makes. Blood Frenzy Boost/Handicap Trait. You take two points of unpreventable piercing damage. Attach to yourself. If you are below full health, Melee Frenzy 2. If you are below half health, Melee Frenzy 4. Duration 2. Many skilled warriors have fallen to the blood cult's berserkers. As it turns out, almost killing them is deceptively easy.
Flick of the Wrist Melee attack - Type slashing Damage 4 - Range 1 Cantrip, Unbuffable, Hard to Block 2, Penetrating A fencer's cheap shot Coffin Curse Magic attack - Type unholy Damage 2 - Range 5 Attach to target - Duration 1 If tharget dies and this card is attached, deliver 3 Unpreventable unholy damage to its 2 closest allies
Blunt Weapon Handicap, Tar Quality Play Effect: 'Trait. Attach this card to yourself, Duration 3.' Reaction: 'Add Unbuffable to any Melee Attack you play. Keep.'
Brittle Armor Black quality Trait. Armor cards lose "keep" keywords in their armor section duration 3
Wait, why does this make sense? To quote Grugg Axebreaker, " As Crusher and the Blunt Sword demonstrate, if your sword is dull, all you have to do is swing harder to deal more damage. I have always assumed that frenzies just make you swing harder. A better name for this might be Too Much Practice or something along those lines, signalling that you are attacking on autopilot and not putting any extra effort or skill in.
Inspired by the new AA(15) to brew up some cards with unique mechanics. These definitely don't fit thematically on Helmets, sadly. Leatherworker Armor, Silver= At the start of each turn, add a Reliable Hide Armor to your hand. Clothweaver Armor, Silver+ At the start of each turn, add a cloth Armor to your hand.
Mostly Ghostly Boost Attach this card. Character gains Invisibility Durration 1. While this card is attached, Add 2 to Move cards. Add Free Move. Duration 2. Wooden Skin Boost Armor 1. While this card is attached, add a random bludgeon card. Duration 3. Steel Skin Boost Armor 2. While this card is attached, add a random shield to your hand. Duration 3. Bone Shield Shield +3 roll. Blocks vs piercing and slashing damage +2 to block roll. Blocks vs crushing damage +1 to roll.
Do you mean add a random bludgeon card to your hand at the start of every round and add a random block to your hand at the start of each round?
Jiujitsu Block. Silver Quality. Uncommon. Block Melee. Push Attacker Forward 2 Fly. Turn to face attacker. Edit: changed free move to fly because I don't think one can free move through a square that an enemy is on.
Stumble Move/Handicap, Tar Quality Move 1. Attach to self and Halt, Duration 1. Whenever you play a card, Move 1 in a random direction. Keep. Saving Roll 4+
You can't play move cards when you're halted. I was thinking along these lines for this idea, motivated by the AA 15 discussion: Drunk. Tar quality. Trait. Duration 2. Whenever you play a move card after you move, move 1 randomly.
The last line is supposed to be a secondary reaction, like with unstable bolt, as opposed to part of the attachment effect.
I don't like the idea of traits with multiple effects. If I'd designed this all effects would be duration 2, and there would also be this stipulation. When Target plays an attack card, reduce the damage of that attack to zero. This would simulate ghosts not having to interact with, but also not being capable of interacting with the physical world.
You do realize that the attacker will go nowhere, unless it was a range 2 attack and this will bring him into close combat?