file Mage: the Ascension variant

19 Jan 2011 15:24 - 31 Oct 2014 16:17 #655 by Ankha
I'll try to playtest it some day, it is supposed to be an "mage" expansion.
It requires playtesting, tweaking and so on so feel free to try it or comment.

Additional general rules:
  1. If there are 10 or more paradox counters in play, the paradox limit is reached. Burn all cards with paradox counters on them and each Methuselah burns 1 pool for each card burned this way he or she controls.
  2. [PARADOX] or [X PARADOX] is the cost for some effects. It means : "Put a (or X) paradox counter(s) on this card to..."
  3. As long as a minion has a number of paradox counters that equals or exceeds his or her capacity or cost, he or she can't pay paradox costs. Nephandus (Mage) can't pay paradox costs (though it may gain paradox counters through other means).
  4. When a mage provides an [ACTION MODIFIER] or [REACTION] effect, this effect can only be used once per action. [COMBAT] effects can be used only once per combat.
  5. Agenda cards are put into play at the start of the game. They're not part of your library or crypt. You may play only one Agenda.

Spheres are not requirements, but may interact with other cards.

June 2011 updates
May 2012 updates

Prince of Paris, France
Ratings Coordinator, Rules Director
Last edit: 31 Oct 2014 16:17 by Ankha.

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19 Jan 2011 15:24 - 15 May 2012 06:49 #656 by Ankha
Agenda

Name: Mage: The Ascension
Cardtype: Master
Agenda.
Vampires you control have -1 stealth. When a vampire would come into play during your influence phase, you may remove him or her from the game instead and search your hand, ash heap or library (shuffle afterwards) for a mage ally that vampire could recruit and whose cost is not greater than his or her printed capacity. Put that mage into play at no cost and you may remove 1 paradox [PARADOX] counter in play.

Ally

Name: Akashic Brother
Cardtype: Ally
Cost: 1 pool
Sphere: Mind.
Mage ally with 3 life. 2 strength, 0 bleed.
While the Brother is in combat, the opposing minion's controller plays with an open hand.
[COMBAT][PARADOX] Only usable if the Brother is acting after the opposing minion has chosen his or her strike. Cancel the Brother's strike and choose a new one.
[COMBAT][PARADOX] Strike: dodge.

Name: Dreamspeaker
Cardtype: Ally
Cost: 1 pool
Sphere: Spirit.
Mage ally with 1 life. 1 strength, 0 bleed, +1 stealth.
The Dreamspeaker may strike for 1R damage. He gets an optional maneuver each combat. Cards of the Spirit sphere cost him 1 less [PARADOX] paradox. Your vampires have -1 bleed until this mage's controller changes.

Name: Follower of Euthanatos
Cardtype: Ally
Cost: 2 pool
Sphere: Entropy.
Mage ally with 2 life. 1 strength, 1 bleed.
Each time you replace a card the Follower plays, increase your hand size by 1 until the current action is concluded.

Name: Mystic of the Celestial Chorus
Cardtype: Ally
Cost: 1 pool
Sphere: Prime.
Mage ally with 3 life. 1 strength, 0 bleed.
[ACTION MODIFIER][REACTION][COMBAT] [PARADOX] Once each action, the Mystic may copy the effect of an action modifier, reaction or combat card he played this action. (Pay cost as normal).

Name: Order of Hermes Elementalist
Cardtype: Ally
Cost: 2 pool
Sphere: Forces.
Mage ally with 2 life. 0 strength, 1 bleed.
The Elementalist may strike for 1R aggravated damage. He is immune to non-strike damage.
[COMBAT] [PARADOX] Only usable before range is determined on the first round. Both combatants and each of their retainers take 1 unpreventable damage before range is determined each round.

Name: Primordial Witch of Verbena
Cardtype: Ally
Cost: 3 pool
Sphere: Life.
Mage ally with 4 life. 1 strength, 1 bleed.
[COMBAT] Burn 1 life to gain a maneuver, a press, an additional strike or +1 strength for the round.
[COMBAT] [PARADOX] If the Witch has less than 4 life, she gains 1 life.

Name: Seer of Ecstasy
Cardtype: Ally
Cost: 1 pool
Sphere: Time.
Mage ally with 1 life. 0 strength, 0 bleed.
[ACTION MODIFIER][REACTION] Only usable if the Seer is not acting. Tap to give another mage +1 stealth or +1 bleed or +1 intercept.
[COMBAT] Only usable if the Seer is not involved in combat. Tap to give another mage a maneuver or a press or to allow another mage to strike: dodge.
[ACTION MODIFIER][REACTION][PARADOX] Untap the Seer of Ecstasy. He can't untap until your next master phase.

Name: Son of Ether
Cardtype: Ally
Cost: 2 pool
Sphere: Matter.
Mage ally with 4 life. 1 strength, 1 bleed.
Equipment costs the Son of Ether 1 less pool or blood. Equipments can't be moved or stolen from him. Your vampires cannot act until this mage's controller changes.
[ACTION MODIFIER] [PARADOX] The Son of Ether may prevent 1 damage this action.

Name: Virtual Adept
Cardtype: Ally
Cost: 1 pool
Sphere: Correspondence.
Mage ally with 1 life. 0 strength, 0 bleed, +1 stealth.
Your vampires have -1 bleed until this mage's controller changes.
[ACTION MODIFIER] [PARADOX] +1 bleed for the current action.
[REACTION] [PARADOX] Once this turn, if the Adept is tapped, he can play reaction cards and attempt to block as though untapped until the current action is concluded.

Master

Name: Mystic Powerstation
Cardtype: Master
Cost: 1 pool
Sphere: Forces. Life.
Master: location. Requires a ready mage.
Tap this card and a mage you control during your master phase to gain 1 pool.

Name: Lariboisière Emergency Department
Cardtype: Master
Master: unique location.
Any imbued, mage or mortal ally may gain 1 life as a +1 stealth action (that costs 1 conviction [1 CONVICTION] for imbued), not to exceed starting life.

Name: Noon Protocol
Cardtype: Master
Unique master.
Put this card into play. Vampires get -1 intercept when attempting to block mages. Mages get -1 intercept when attempting to block vampires. Any minion may burn this card as a (D) action that costs 1 pool. Mages get +1 intercept when attempting to block that action.

Name: Path of the Magus
Cardtype: Master
Cost: 1 pool
Unique master. Requires a ready mage.
Put this card in play. Unique mages have +1 bleed and may pay 1 less paradox [PARADOX] cards they play once each turn. Any minion may burn this card as a (D) action; if that minion is a vampire, he or she takes one damage (damage not preventable) when this card is burned.

Event

Name: Paradox Breach
Cardtype: Event
When Paradox Breach comes into play, put 2 paradox [2 PARADOX] counters on it.

Action

Name: Appease the Paradox
Cardtype: Action
Sphere: Prime.
+2 stealth action. Requires a ready mage.
Remove all paradox [PARADOX] counters from this mage and from all cards on him or her. This mage untaps during the next discard phase.

Name: Call the Light
Cardtype: Action
Sphere: Entropy. Forces.
+1 stealth action. Requires a ready mage from the Forces sphere.
(D) Tap X ready mages you control from the Forces sphere to inflict X+1 damage on any ready vampire, or X aggravated damage on a vampire in torpor.

Name: Gas Leak Disaster
Cardtype: Action
Sphere: Entropy. Matter.
+1 stealth action. Requires a ready mage.
(D) Burn a location or [PARADOX] burn a location and a retainer controlled by the same Methuselah.

Name: Network Failure
Cardtype: Action
Sphere: Correspondance. Entropy. Matter.
+1 stealth action. Requires a ready mage.
(D) Burn 1 pool from another Methuselah or [PARADOX] burn 2 pool from another Methuselah.

Name: Taint of Paradox
Cardtype: Action
Sphere: Prime.
+1 stealth action. Requires a ready mage. Only usable if there is at least 1 paradox [PARADOX] counter in play.
(D) Put a paradox counter on an ally, equipment or retainer.
All power corrupts and absolute power corrupts absolutely.
Niccolò Machiavelli, ""The Prince""

Name: Nightmare approaches
Cardtype: Action
Sphere: Life. Matter. Mind.
+2 stealth action. Requires a ready mage.
(D) Put this card on a minion. If this minion plays a card that untaps him or her, he or she cannot take actions nor block actions until the end of the turn.
I am dreaming, I'm screaming
but making no sound
I'm the nightmare from upstairs
And I'm coming down.
Wolfsheim, ""Upstairs""

Name: See Through the Tides of Time
Cardtype: Action
Sphere: Mind. Time.
+2 stealth action. Requires a ready mage.
(D) Look at the top 10 cards of your predator's or prey's library or [PARADOX] look at the top 10 cards of your predator's and prey's library. Shuffle these cards back on the top of their owner's library afterwards.
I am the eye in the sky / Looking at you
I can read your mind
I am the maker of rules / Dealing with fools
I can cheat you blind.
The Alan Parsons Projet, ""Eye in the Sky""

Name: High-speed Travel
Cardtype: Action
Sphere: Correspondance.
+2 stealth action. Requires a ready mage from the Correspondance sphere.
Move an ally you control from the uncontrolled region to the ready region.
In Vienna we sit in a late-night café
Straight connection, T.E.E.
Kraftwerk, ""Trans Europe Express""

Name: One Day Before
Cardtype: Action
Sphere: Time.
+1 stealth action. Requires a ready mage from the Time sphere.
[3 PARADOX] Tap all untapped minions controlled by your prey and predator, and untap all other minions controlled by your prey and predator. Only one One Day Before can be played in a game.

Name: Sleeping Nightmare
Cardtype: Action
Sphere: Prime.
+1 stealth action. Requires a ready mage. Unique.
Put this card in play. When the paradox limit is reached, put an Awaken counter on it. While it has an Awaken counter on it, this card represents an unique ally with X+1 life, X strength, X bleed, where X is continually the number of paradox [PARADOX] counters in play. When it enters combat, its life returns to its maximum. It may enter combat with any monster or imbued as a +1 stealth (D) action. It is immune to control changing effects and damage dealt by minions. If a non-damaging effect would burn it or remove it from the game, burn the Awaken counter instead.

Name: Mage Meddling
Cardtype: Action
Sphere: Correspondance. Time.
Requires a ready mage.
(D) [PARADOX] Put this card into play with a paradox [PARADOX] counter on it. Your prey burns this card and 3 pool when he or she plays a master card that is not put on a vampire. Only 1 Mage Meddling may be burned this way for each master card. Burn this card if there is no paradox counter on it.

Action modifier

Name: Delayed Past
Cardtype: Action modifier
Sphere: Prime. Time.
Requires a mage. Only usable as the action is announced.
[PARADOX] If the action succeeds, it has no effect; instead put this card into play on this mage with the action card on it (if any). You may burn this card and any card on it during your minion phase to apply the effects of the action (this is not an action). A minion can have only one Delayed Past.

Name: Night Sun
Cardtype: Action modifier
Sphere: Correspondence. Forces. Time.
Requires a mage.
[2 PARADOX] Vampires cannot block this action. Put this card on this acting mage. A minion can have only one Night Sun.

Name: Ubiquity
Cardtype: Action modifier
Sphere: Correspondence.
Requires a mage. Only usable at the end of an action (after resolving the action or after combat, if any).
This mage untaps. If this action was blocked, put 1 paradox [PARADOX] counter on this mage. A mage may play only one Ubiquity each turn.

Name: Undead Outside
Cardtype: Action modifier
Sphere: Life. Spirit.
Requires a mage. Only usable when an action is announced.
This acting mage is treated as a clanless independent vampire with capacity equal to its life for the duration of the action. This mage's life represents his or her blood while he or she is a vampire. Only usable on an action that doesn't cost life or require an ally.

Name: Nitro
Cardtype: Action modifier
Sphere: Correspondence. Matter.
Requires a mage with a vehicle. Only usable when a minion attempts to block.
+2 stealth or [PARADOX] the block fails, burn the vehicle and the blocking minion takes 4 damage as a strike that can be dodged or prevented using combat cards (even though there is no combat).
She sucks nitro... with Phase 4 heads! 600 horsepower through the wheels! She's meanness set to music and the bitch is born to run!
""Mad Max""

Name: Escape!
Cardtype: Action modifier
Sphere: Correspondence. Matter.
Requires a mage. Only usable when a minion attempts to block.
Burn any vehicle on this mage. This mage equips with the first vehicle he or she can equip and use that you find in your library (working down from the top; ignore cost). This mage gains X paradox [PARADOX] counters where X is the cost of the vehicle. If the number of paradox counters on this mage exceeds his or her cost, burn the excess, burn the vehicle and this mage takes an amount of damage equal to the excess burned.

Reaction

Name: Call of Blood
Cardtype: Reaction
Sphere: Life. Spirit.
Requires a ready mage. Only usable when a vampire with blood announces a hunt action. Debt.
That vampire enters combat with a vampire with blood controlled by another Methuselah as a +1 stealth (D) action instead, and put this card on the acting vampire; you still control this card. You may burn this card to move 1 blood from the vampire to this mage (becoming 1 life). The acting vampire's controller may choose to cancel this card as it is played.

Name: Heavy Storm
Cardtype: Reaction
Sphere: Force. Matter.
Requires a ready mage. Only usable during a (D) action directed at a mage.
The action fails or [PARADOX] the action fails and the acting minion takes 1 damage.

Name: Satellite Mind
Cardtype: Reaction
Sphere: Correspondence. Mind.
Requires a ready mage. Only usable if the acting minion's stealth is 1 or more.
The action minion gets -1 stealth or [PARADOX] reduce the acting minion's stealth to 0. The minion may still increase his or her stealth.
When I'm bored I send vibrations in your direction
Through the satellite mind.
Metric, ""Satellite Mind""

Name: Mage Assistance
Cardtype: Reaction
Sphere: Correspondence. Entropy.
Requires a ready mage. Only usable when a minion attempts to block a vampire. Debt.
That minion cannot block this action, and put this card on the acting vampire; you still control this card. Once the action resolves, this mage enters combat with that minion. You may burn this card to move 1 pool from the vampire's controller pool to your pool. The acting vampire's controller may choose to cancel this card as it is played.

Name: Debt towards the Syndicate
Cardtype: Reaction
Requires a ready mage. Only usable when a bleed from a vampire would be successful. Debt.
Put this card on the acting vampire; you still control this card. The bleed burns no pool and the acting vampire's controller gains 2 pool. During any minion phase, you may burn this card to untap that vampire and take control of him or her until the end of the minion phase. The acting vampire's controller may choose to cancel this card as it is played.

Name: Voidnet Notification
Cardtype: Reaction
Sphere: Correspondance.
Requires an untapped ready mage.
Choose a tapped ready minion you control (or [PARADOX] controlled by another Methuselah). The chosen minion can play reaction cards and attempt to block as though untapped until the current action is concluded. If the chosen minion's block attempt fails, tap this mage.

Name: D.R.E. Voting Machine
Cardtype: Reaction
Sphere: Correspondance. Mind.
Requires a ready mage. Only usable when resolving a successful referendum. Debt.
Tap X ready mages you control where X is the number of votes by which the referendum passed to put this card on a vampire who cast votes against this referendum; you still control this card; this vampire's controller may change the terms of this referendum (if any) before they are applied (they must still be legal). During any referendum, you can force the vampire with this card to cast his or her votes as you choose. This vampire's controller may choose to cancel this card as it is played.

Combat

Name: Distrust the Weapons
Cardtype: Combat
Sphere: Entropy. Matter.
Requires a mage. Only usable before range is determined.
Weapons possessed by the opposing minion inflict no damage on this mage for the duration of combat or [PARADOX] burn a non-unique weapon possessed by the opposing minion.

Name: Hidden Kevlar
Cardtype: Combat
Sphere: Entropy. Matter.
Requires a mage.
Prevent 1 damage or [PARADOX] prevent 3 damage.

Name: Last Resort
Cardtype: Combat
Sphere: Entropy. Matter.
Requires a mage. Only usable before range is determined.
This mage equips with a non-unique weapon card from your hand (requirements apply as normal). Pay half the cost (round down) of the weapon and put a number of paradox [PARADOX] counters on the weapon equal to half the cost (round up). The weapon cannot cost more 3 or more pool or inflict (with a regular strike) aggravated damage or 4 or more damage.

Name: Walk through Walls
Cardtype: Combat
Sphere: Correspondence. Matter.
Requires a mage.
Press, only usable to end combat or [PARADOX] Strike: combat ends.

Name: Ghost Form
Cardtype: Combat
Sphere: Spirit.
Requires a mage. Only usable before range is determined.
[PARADOX] This mage is immune to non-aggravated damage and deals 1 less damage each strike against non-wraith minions this combat. Damage he or she deals against wraiths is aggravated.

Name: Backlash
Cardtype: Combat
Sphere: Prime.
Requires a mage. Only usable at close range before strike resolution.
[PARADOX] The opposing monster and this mage both take an amount of damage equal to the number of paradox [PARADOX] counters on this mage. If this mage is burned, he or she is removed from the game instead.

Name: Destroy Flesh
Cardtype: Combat
Sphere: Prime. Force.
Requires a mage.
Strike: 5 damage (or [PARADOX] Strike: 5 damage with first strike). The opposing minion can burn 1 blood to prevent all damage from this strike.

Name: Living Weapon
Cardtype: Combat
Sphere: Life. Matter.
Requires a mage. Only usable by a ready mage not involved in combat. Only usable when an ally you control is burned in combat.
The opposing minion takes 1 damage or put this card in play and put a weapon equiped by the burned ally on it (not equiped). Any minion you control may equip with this weapon as a +1 stealth action. This weapon inflicts an additional damage each strike.

Action modifier/Reaction/Combat

Name: Wings of the Angel
Cardtype: Action modifier/Reaction/Combat
Sphere: Life. Spirit.
Requires a ready mage.
Put this card on this mage. This mage may play cards that require flight [FLIGHT]. The first card requiring flight this mage plays during a turn costs him or her an additional paradox [PARADOX]. A mage may only have 1 Wings of the Angel.
God knows I don't want to be an angel.
Rammstein, ""Engel""

Ally

Name: True Dragon
Cardtype: Ally
Cost: 3 pool
Sphere: Forces. Life. Matter. Mind. Prime.
Requires a ready mage. Unique dragon with 5 life. 2 strength, 1 bleed, flight [FLIGHT].
The True Dragon comes into play with 3 paradox [3 PARADOX] counters on it. It may enter combat with a ready minion controlled by another Methuselah as a +1 stealth (D) action. It may strike for 2R aggravated damage once each combat. When it leaves play, burn a location at random.

Name: Umbra Sphinx
Cardtype: Ally
Cost: 1 pool
Sphere: Mind. Prime. Spirit.
Requires a ready mage. Changeling with 2 life. 2 strength, 0 bleed.
The Umbra Sphinx may burn the top card of any Methuselah's library as a +1 stealth (D) action. Choose a card by name when announcing the action. If the card burned is a copy of that card, that Methuselah burns 2 pool. The Sphinx may play action modifier cards requiring superior Obfuscate [OBF] as a vampire.

Name: Sukiko Fujihara
Cardtype: Ally
Cost: 1 pool
Sphere: Forces. Matter. Prime.
Unique mage with 2 life. 1 strength, 0 bleed.
You may spend 3 transfers to search your library for an equipment card and move it to your research area, or to move any card from your research area to your hand. If Sukiko is burned, remove all cards in your research area from play.

Name: Federica Rafastio
Cardtype: Ally
Cost: 3 pool
Sphere: Life.
Unique ghoul with 3 life. 1 strength, 1 bleed.
Federica and Rafastio Ghouls are mages in addition to their traits, gain an additional life when they enter play and can play cards requiring basic Thaumaturgy [tha], basic Animalism [ani] and basic Auspex [aus] as vampires with a capacity of 3.

Retainer

Name: Mage Familiar
Cardtype: Retainer
Sphere: Life. Prime. Spirit.
Animal with 3 life. Requires a ready mage.
During your untap phase, you may move 1 paradox [PARADOX] counter from this mage to the familiar. The mage with this retainer may play cards requiring basic Chimerstry [chi] or Thaumaturgy [tha] as a vampire.


Prince of Paris, France
Ratings Coordinator, Rules Director
Last edit: 15 May 2012 06:49 by Ankha.
The following user(s) said Thank You: Karo

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10 May 2011 07:01 #4288 by Ankha
May update.

Prince of Paris, France
Ratings Coordinator, Rules Director

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10 May 2011 10:42 #4290 by Karo
wow awesome work, do you have some cards already made and if any is it possible to see them somewhere?// design of the spheres would they be placed same as disciplines/virtues etc.
I love the idea about paradox and I must say good work. I'm gonna try it in my play group and gonna report back!

klubtitanatlas.hr/

former NC for Croatia

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10 May 2011 11:28 #4292 by Ankha
I'm eagerly looking for feedback. Proxy cards can be done quickly with Damnans' tool, I'll post clean cards later.

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10 May 2011 14:24 #4294 by Count Orlok
This all looks great. Much better concept and mechanics than the imbued!

:same: :FOR: :NEC: :THN: :pre: Baron of Berkeley :bl: :cap8:

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