Dehydrate attach to target ; encumber 2 ; range 4 ; target only retains 1 card at the end of round ; target cannot use attack cards (like a fright card with encumber and mindworm)
Thanks for your ideas, kaffu. I like the idea of dehydrate. I'd prefer it as a negative trait that attaches to yourself with encumber and Mind Worm effects. We don't have a negative trait quite like that currently.
Flu range 4 ; halt ; subtract 3 damage to attack cards you play ; subtract 2 to rolls you do ; saving roll 5+
Long Ear Boost Whenever an opponent plays a move card ending adjacent to you, move 1. Keep. You think these ears are ornamental? Think again. (Elf skill only. This wouldn't trigger on assists like Dash, Team! or effects like Vengeance. It would also stay in hand.) Jim...hears someone coming. Short Lifespan Boost At the end of each round, if this is the only card in your hand draw a card. Keep. Life is short. Play cards. (Human skill only. It would stay in hand.) Omin...makes the most of his short life. Wide Beard Boost Add 1 to dice rolls for armor and blocks. Keep. Not my beard! (Dwarf skill only. Stays in hand.) Binwin...only lost a bit of beard on that one.
Cute flavor, @tolkien (and I don't just mean the flavor text). However, note, Jim is human and Omin is "half-elf" (which is just human in this game, although it still puts him closest to getting an elf skill).
I was told to post this here as well, so I'm following the advice I was thinking of possible new traits and handicaps, because their strength, is that a character can only have 3 attachements at a time, it's difficult to really break it. And I like some diversity in the bad cards that could affect us, heheh. It's interesting to have to adapt our playstyles. Vanity: Handicap card. (elves maybe?) Trait. Attach this card to yourself. You can't be targeted by allies. Duration 3. "I said to leave everything to me, but they didn't listen, so I left them to themselves." Black Out: Handicap card. (interesting with cone attacks) Trait. Attach this card to yourself. Your field of vision and movement is reduced to 1. Duration 1. "The trick to avoid tripping is to move veeeery carefully..." Blind Spot: Handicap card. (could fit on armor and shield items) Trait. Attach this card to yourself. Your field of vision is moved by 1 upfront(you can't block or react from the left or right directly.). Duration 2. "He called those improvements. I swear, I won't let him tweak my helmet for the next battle..." Deaf: Handicap card. (dwarves possibly) Trait. Attach this card to yourself. You are unaffected by Sonic and team-wide effects. Duration 2. "I figured they had sounded the retreat when I was left alone facing the opposing army." Uncontrollable Rage: Handicap card. Trait. Attach this card to yourself. Your attack cards become Mandatory Actions if there is a valid target. Duration 1. "It's when I grabbed the handle that I figured it wasn't a simple sword. It's when they saw it through their chest that my allies did." Stress Relief: Handicap card. (could be an interesting option on human skill items with team cards) Trait. Attach "Deaf" to an ally in range. If there is no valid target, take 2 Unpreventable Psychic damage for each non-movement card in your hand. Range 5. "You! Come here! Why are you not with the other soldiers! Stop lazing around! It's because of incompetents like you that we're stuck here! JOHN!!! Where is my coffee!? I swear, these recruits are going to make me lose my hair!" Paranoid: Handicap card. Trait. Attach this card to yourself. Whenever another character plays a movement card, immediately face them. Duration 1. "I swear it! I heard something from behind those barrels! You have to believe me, it's an ambush! WAIT, NO! BEHIND YOU!" And as a bonus, a priest debuff card: Curse of Obsolescence: Attack Card. Magic Unholy. Attach to target. Whenever target uses a card with Keep, discard the card afterwards. Duration 1. Range 3. "'Don't let your opponents find the weak spot! Always change your strategy!' they said. Well, at least, it worked before."
Flip out the switches! Utility Card. Magic Arcane. Attach "Black Out" to every character. Unblockable. Would be part of the ghost form pool as well.
Since AA #26 is ending soon, I need to decide which of my ideas to submit. And I made a point of thinking up at least one card for every image, so I have about 30 ideas. This post will be everything that's too boring or silly to submit. Boring Spoiler: Seduce Seduce Silver, Rare, Attack Melee Sonic Range 1, Damage -- Attach to target. That character may only target the character or group who played this card. Duration 2. Spoiler: Hot Feet Hot Feet Silver, Uncommon, Boost Trait. Attach this card to yourself. Duration 3. When you play a Fire card, create and attach a Hot Spot card to a random occupied square. Keep. The "random occupied" part is hardcoded. Spoiler: Short Swap Short Swap Silver, Rare, Utility Magic Arcane Range 2 Choose two target characters; exchange their positions. The problem with using SwapComponent is that everything is hardcoded except the range. Spoiler: Slight of Thumb Slight of Thumb Silver, Uncommon, Attack Magic Arcane Range 4, Damage -- Attach to target. Duration 2. [4+] When target plays a Magic card, cancel that card. Saving Roll. Keep. Spoiler: Immolate Immolate Bronze, Uncommon, Assist/Attack Magic Fire Range 4, Damage 1 Attach to target. Melee Frenzy 4. Burning 2. Duration 2. Keep. Spoiler: Purging Storm Purging Storm Bronze+, Rare, Attack Magic Electrical Damage 2 Affects every character within 5 squares. Discard all cards attached to affected characters. Silly Spoiler: Quick Geomancer Quick Geomancer Silver, Rare, Boost Trait. Attach this card to yourself. Duration 3. Whenever you play a card that creates a terrain attachment, add Cantrip to that card. I think it's cool that a card like this is possible (Talented Healer triggering off AttachToSquareComponent, and the heal set to 0), but my terrain mages don't want Cantrip... they want cards that waste turns (Howl, cone attacks). It might be useful with Accelerate Time, but I've never even tried to use that card. Spoiler: Battlefield Cross-Training Battlefield Cross-Training Gold, Rare, Assist Magic Psychic Range 4 Target an ally. Move one random card from their hand to yours, then select a card in your hand and move it to target's hand. Cantrip. Nothing in the game lets you select a card in someone else's hand. Spoiler: Obvious Distraction Obvious Distraction Silver+, Uncommon, Utility Range 6 Projectile Burst 2. Affected characters reverse their facing. Cantrip. Spoiler: Radioactive Spammer Radioactive Spammer Silver, Rare, Boost/Handicap Trait. Attach this card to yourself. Duration 1. Whenever you would draw a card from your deck, instead create a random Trait card in your hand. Keep. The duration is meaningless because you'll keep drawing Traits until it's knocked off (or you die). Spoiler: Transubstantiation Transubstantiation Paper, Common, Boost When you die, create a Morsel card in the hand of your nearest ally. Spoiler: Possessed by Ice Possessed by Ice Silver, Rare, Boost/Handicap Magic Trait. Attach this card to yourself. Duration 1. Halt. When you play a Cold card increase its damage by 4, then a random opponent shuffles this card into their deck. Posts are limited to 10 images, so I'll do the second half later.
More boring Spoiler: Exploding Touch Exploding Touch Bronze, Uncommon, Attack Magic Fire Range 1, Damage 8 Slide Back 1. When this card does damage, it also does 3 Fire damage to you. Tag, you're dead. I wanted the caster to slide back instead, but I don't think that's possible. Spoiler: Fallout Fallout Gold, Rare, Attack Magic Radiation All squares occupied by characters become Irradiated Terrain. Duration 2. Spoiler: Tome of Plagiarism Tome of Plagiarism Silver, Uncommon, Block [4+] Block Magic. Take the blocked card into your hand. Spoiler: Frontal Assault Frontal Assault Bronze+, Uncommon, Attack Melee Piercing Range 1, Damage 9 When this card does damage, decrease its damage by 6 if you are behind the target. Spoiler: Stalk Stalk Silver, Uncommon, Move Distance 3 If you end this Move adjacent to an enemy, attach it to yourself, Duration 2. While attached, Melee Frenzy 4. Spoiler: Surging Parry Surging Parry Silver, Rare, Block [3+] Block Melee. Draw a card. Move 1. Even sillier Spoiler: Sweeping Bash Sweeping Bash Gold, Rare, Attack Range 1, Damage 5 Damage every adjacent character in front of you. Slide Back 1. Spoiler: Disproportionate Response Disproportionate Response Amethyst, Rare, Armor [3+] When you take damage, create a Charged Laser Barrage card and put it in your hand. Spoiler: Scholars Without Borders Scholars Without Borders Gold, Uncommon, Assist Magic Arcane Draw two cards. A random opponent shuffles this card into their deck. Spoiler: Countess Jovana's Mirror Countess Jovana's Mirror Gold, Rare, Attack Projectile Unholy Range 4, Damage 2 Burst 1. Create a random Form card and attach it to each affected character. And that leaves me with seven somewhat interesting ideas to think more about.
I've made a mistake and started playing a certain game again, and that combined with the current Aloyzo's Arsenal, which had me thinking about cards, had me thinking about turning spells in the game into cards in Card Hunter. Not really made to be balanced or viable, mostly to reflect what they do in the original, here is a small sample: Harm Assist, Magic Unholy Attach this card to yourself. If your next Melee attack deals damage to a character, that character's health is set to 1. Duration 1 or until triggered. Agnazzar's Scorcher Attack, Magic Fire, Damage 5, Range 5 Attach to target. Duration 1. At the start of each round, target and each character on a square touched by a straight line between the caster and the target take 5 Magic Fire damage. Note: the line would work just like linear spells. I haven't thought too much about details yet, though, but this could be fun. Damage is probably way too much, but anyway. It's not really a serious idea. Sanctuary Assist, Magic Holy Attach this card to yourself. You may not be targeted. If you play an Attack card, discard Sanctuary if it is attached to you. Duration 2. Cloudkill Attack, Magic Poison, Range 6 Burst 2. Affected squares become Cloudkill terrain (at the start of each round, occupant takes 3 Penetrating Magic Poison damage; not ignored by Hover). Duration 2. Nahal's Reckless Dweomer Assist, Magic Arcane Draw a card. Discard that card unless it is a Magic card. Repeat until you have drawn 1 Magic card or your deck is empty. Cantrip. Magic cards you draw this way gain Mandatory Action. Web Attack, Magic Arcane, Range 5 Burst 2. Affected squares become Web terrain (whenever occupant plays a Move card or moves itself, cancel that move, saving roll 5+). Duration 2. Teleport Field Assist, Magic Arcane Attach this card to yourself. At the start of each round, place each enemy character within 2 squares on a random unoccupied square within your line of sight. Duration 2.
Polymorph Self Assist, Magic Arcane Create a Werewolf Form, an Ethereal Form, and a Vampiric Form card in your hand. Discard two of them. "Have you ever been sifting through your wardrobe, trying to decide what to wear for the day? It's a bit like that, except..." - Nianne of Burntree Vale Polymorph Other Attack, Magic Arcane, Range 4 Create and attach a Squirrel Form card to target, then target discards their hand and draws the same number. Free Draw. "There are many things wizards won't ever agree on. In fact, most things. But if they ever agree about something, then it's that this spell is nuts." - Halpin Halfstaff Squirrel Form Trait. Form. Duration 2. Keep. Whenever you would draw a card from your deck, instead create a random Squirrel card in your hand. Keep. Squirrel Form cards: Scamper Acrobatic Flip Hard To Pin Down Energizing Move Jump Back Fleet Dodge Reappropriate Wild Run Skip Squishy Fright Vulnerable I went with Squirrel Form for reference; if you want to refer something else, you could get Frog Form (possibly gets a Leap, loses Reappropriate), or Sheep, which gets... I don't even know what. (Cloth Armor, anyone?) As another note, obviously not made to balance. Tinkerer Boost Trait. Attach this card to yourself. Duration 3. Whenever a card you play would create a laser card in your hand, or whenever a laser card would create a card in your hand, create two of those cards instead and you immediately discard one of them. Keep. Duration 3. "It might not be the height of invention, but it does what I want it to." Note: The awkward wording is to make sure it works with Push the Button, Pull the Trigger, and malfunctions. (Or we could just give Push the Button and Pull the Trigger the laser subtype anyway.) As with Polymorph Self above, I was worried about the selective discard, but Inspirational Thinking does that already - plus it's not like these will ever be coded into the game anyway. Savage Strikes Boost, 4+ Trait. Attach this card to yourself. Duration 2. Whenever you deal Slashing damage, create and attach an Open Wound card to all affected characters. Keep unless 4. Duration 2. "Yosik Songsword's opponents sometimes pale in response to his strikes. No, it's not a sign of shock." Note: Probably could be an attachment that prevents healing and deals damage over time, but bleeding isn't a damage type in the game anyway. Pinning Strikes Boost, 4+ Trait. Attach this card to yourself. Duration 2. Whenever you deal Piercing damage, create and attach a Trip card to all affected characters. Keep unless 4. Duration 2. "Catch me if you can!" - Vek the Vile Concussive Strikes Boost, 4+ Trait. Attach this card to yourself. Duration 2. Whenever you deal Crushing damage, all affected characters discard their oldest cards. Keep unless 4. Duration 2. "You seem sorrowful. You need to forget. I could help you." - Thraxar the Slaughterer Sweeping Strikes Boost Trait. Attach this card to yourself. Duration 2. Whenever you play a Melee attack that targets only one character, you may choose up to one character adjacent to the target as an additional target. If either target blocks the attack, no character is affected. Keep. Duration 2. Note: I admit it's a bit far-fetched but I really was just thinking things up. In any case, the fact that the entire attack is cancelled on both targets if only one of them blocks it might offset the bonus. Maybe it could subtract from the damage of the attack if two targets are chosen. Large Shield Boost/Handicap Trait. Attach this card to yourself. Duration 2. If you are not adjacent to blocked terrain, add two to your block rolls. If you are, subtract two instead. "There's a fine line between a shield and a wall." - Captain Cedric Cleavehorn Vigilance Boost, 3+ Whenever an enemy targets one of your allies with a card, if you can see that ally, you draw a card. Keep. "Warning: Touch the master and lose an arm, meatbag." Note: This is more in line with the defender archetype I made a thread about ages ago. I thought that dealing damage to attackers would dissuade enemies from attacking the non-defender character, but I completely overlooked the option to do this - attacking them would make the defender draw a card if he's in line of sight. Seems potentially useful though I guess needs to be balanced. Protector Boost Trait. Attach this card to yourself. Duration 3. Whenever an ally other than you takes damage, you Move 1. "Hang in there! I'm coming!" Note: Ditto. Vengeful Fury Boost Trait. Attach this card to yourself. Duration 2. Melee Frenzy 2. Whenever you take damage from an enemy card, add one to the duration of this card. "Some people just need you to give them some time." Litany of Hate Assist, Projectile Sonic Create a Blind Rage card in the hand of every ally within three squares. "You'll find that only the most unpleasant things are contagious." Feign Death Assist Attach this card to yourself. You may not be targeted. You may not play this card on full health. Duration 1 or until you play any card. "And you thought your acting experience wouldn't be useful in combat."
@Frostguard, Squirrel Form is hilarious. $E^ J (also funnier when one recalls that Squirrel Form can pull the Move card Scamper, and the Push card Scamper, Team! features squirrels $}^ J ~devious chuckle~) For Tinkerer, what about merely "Whenever a Laser card would be created in your hand"? (or, "Whenever a Laser Malfunction or Laser Attack would be created in your hand") This way, it covers Attacks going wrong, Push/Pull the Button/Trigger, Rocket Dash going wrong, Laser Block, and even hilarious moments of Rad Pulse giving a char a Malfunction... $:^ ] (not to mention more forward compatibility with Laser hijinks)