Could we try burst 1, and no damage? My reasons: 1) caltrops never deal damage when initially thrown (in d&d settings) 2) if we assume each square is 3 to 5 feet, that's a LOT of caltrops. 3) helmet attack, how'd you have that many spikes on your head?! 4) helms shouldn't have attacks that strong As a side note, I think it'd make a better projectile, not melee, as you're throwing them......doing a Parry to thrown caltrops would not make sense.
@peonprop I only included the card picture as a graphic. I intended to make an entirely new card that only put the spiked terrain under the character, 1 square. I repeat: only 1 square underneath the character. Also card quality I think should be paper or black.
In that case, you're doing 6 damage to yourself to avoid 8 damage from lava terrain. Warriors also don't have many good ways of getting people on to specific squares so it's kind of terrible if the terrain isn't targeted.
I can fit at least 6 barges on a warrior, not including helmet. Then you have violent spin, disorienting block, and pushback parry. Human warriors can also use "Jump, soldier." So I'd say, warriors have a fair amount. What they have nothing of, is terrain.
Energizing Armor: Armor 2. Keep. 3+ When you roll a die for Erratic Damage, add 2 to it. (Keep) Suggested as a Silver+(7, B+) Armor, Boost.
I think Chops are a bit underplayed, because positioning is tricky to get the max out of it. That is the reason why there could be a Shifty Chop. Shifty Chop Step 1. Choose up to two different targets for this attack. Damage 5 Suggested as Silver (normal 5 damage chop is bronce, viscious thrust is silver) Or for the ninja chopper: Nimble Ninja Chop Step 2. Fly. Choose up to two different targets for this attack. Damage 2 (unsure about that... 3??) Suggested as Silver
About the Caltrop idea. I'm not sure about whether the warriors need to have something to interract with terrain, but I dont think a card that creates spiked terrain under your feet is that good. First because nobody would want to stab their own feet. Then because I think caltrops are meant to prevent someone from running after you and there are few configurations where trapping one square would do that. May I suggest a "Cone 1, target unoccupied squares become spiked terrain" instead?
Ooops, seems like that idea was posted before I admit, i did not browse through the whole thread. Good remarks, timeracers! I think Nimble Ninja Chop should be one point higher than Nimble Strike. Is there a list available to check the "+" and "-" values (obviously you found such a list )... Another group of attacks I would like to see on warriors: Bullwhips Bullwhip Linear. Range: 2 Damage: X Damage X could be 5 (?) for the "ordinary" bullwhip. Analogous to chops, bludgeons or similiar attack families there could be several tiers of bullwhips: weak bullwhip (damage: 2), strong bullwhip (damage: 5+y), ... The card quality should obviously be higher than a corresponding stab. Let us assume 5 damage: I guess Tricky Stab (damage: 5) is bronze+. Although there is no hard to block on bullwhip, it should be at least Silver I think. Maybe +2 in comparision to a plain stab with the same damage? This Card could enhance the importance of positioning. It functions like a stab with some probability of hitting more than one target. Sidenote: It would even be possible to hit 3 characters, but that is quite unlikely.
You can find the + or - values and well pretty much anything about the cards here but it is hard to read. Nimble Chop isn't too strong by itself, but with chopper and frenzy this could be doing tons of damage(blind rage + mass frenzy + chopper = 7 damage(2+2+2+1) nimble chop for a total of 14 damage while nimble strike would only do 8(4+2+2+0))
Careless Dodge: Move 3. If you end this Move adjacent to blocking terrain, take 4 melee crushing damage. When targeted by an enemy attack from the front, Move 1. If you end this Move adjacent to blocking terrain and moved at least 1, take 4 melee crushing damage. Keep. 4+ Suggested as a Bronze=(3, C) card Move, Boost.
I thought of this while lying in bed this morning. Punishing Cannon Damage: 2 Range: 5 Attack, Arcane Desc: Slide Back 1 When this card slides a character back, increase the tiles it slides back by 1 for each card in target's hand. Flavour Text: The heaver your burden the further you will fly!
Rally, Team! Assist, Rare, Gold? Projectile Sonic, range 4 Target Square. Every ally, including you, Move 3. They must move closer to the target. Gyroscopic Block Block+Handicap, Bronze Block any, Roll 3+ Passive: Your facing does not change. (You may still move freely) Bloodmail Armor+Handicap, Rare, Silver, for Divine Armors Armor 3, Keep. (no roll) If this armor reduces any damage to 0, you take 5 unpreventable Unholy damage. This armor is alive and feeds on its wearer's blood Grab Blade Block Block Melee, Roll 3+. The attacker discard their oldest card. You discard your oldest card. Fine, you've caught my axe. Now what? You stare me to death? Redemption Boost+Handicap, for priests Trait. Attach to yourself. Duration 2. Whenever you deal damage to someone, heal them as much afterwards.
Pretty sure that some of the following 10 are better suited as enemy-only cards rather than universal cards, but, here they are, anyway. Flimsy Barrier White card. Holy Magic Attach to self. Duration 4. For every point of damage that the user takes, that damage is blocked and is instead subtracted from the duration of this card. Weak Barrier White card Holy Magic Attach to self. Duration 6. For every point of damage that the user takes, that damage is blocked and is instead subtracted from the duration of this card. Barrier White card Holy Magic Attach to self. Duration 8. For every point of damage that the user takes, that damage is blocked and is instead subtracted from the duration of this card. Solid Barrier White card Holy Magic Attach to self. Duration 10. For every point of damage that the user takes, that damage is blocked and is instead subtracted from the duration of this card. Strong Barrier White card Holy Magic Attach to self. Duration 12. For every point of damage that the user takes, that damage is blocked and is instead subtracted from the duration of this card. Flimsy Aura White card Arcane Magic Attach to self. Duration 2. If an attack card whose base damage is 3 or less attacks the user, this card fully blocks that damage and the user keeps. If the base damage is 4 or more, discard this card before doing damage. Weak Aura White card Arcane Magic Attach to self. Duration 2. If an attack card whose base damage is 4 or less attacks the user, this card fully blocks that damage and the user keeps. If the base damage is 5 or more, discard this card before doing damage. Aura White card Arcane Magic Attach to self. Duration 2. If an attack card whose base damage is 5 or less attacks the user, this card fully blocks that damage and the user keeps. If the base damage is 6 or more, discard this card before doing damage. Solid Aura White card Arcane Magic Attach to self. Duration 2. If an attack card whose base damage is 6 or less attacks the user, this card fully blocks that damage and the user keeps. If the base damage is 7 or more, discard this card before doing damage. Strong Aura White card Arcane Magic Attach to self. Duration 2. If an attack card whose base damage is 7 or less attacks the user, this card fully blocks that damage and the user keeps. If the base damage is 8 or more, discard this card before doing damage.
So I was reading the last post: "Oh yeah right name a card with duration 4" "This is way too long" "Um.... no?" At this point I skipped ahead "NO!!!, what next duration 20?"
Don't misunderstand, fellas; there are NOT Force Fields. It says "For every point of damage that the user takes, that damage is blocked and is instead subtracted from the duration of this card", meaning that if a Bludgeon hits a char with Strong Barrier attached, the Duration falls from 12 to 8, instantly. They're supposed to be barriers that protect you from a certain amount of total damage, in other words.