file Submission [Melee Weapon Package]

30 Sep 2014 19:06 #65938 by Charles_Bronson
Name: Mighty Swing
Cardtype: Combat
Cost: No cost.
Capacity: Not applicable.
Discipline: Potence
Clan: none
:pot: Maneuver, only usable to go to close range.
:POT: As above, and strike with melee weapon +1.

Flavor text: Dont give them time to pull their guns. Jump in and strike first. -Amelia.

Art notes:
A vampire jumps with a greataxe, ready to strike.

World of Darkness reference: Potence allows vampires to easily use heavy weighted weapons.

How does this card address a compelling game need?

1. Potence could use a melee weapon maneuver. This would be great in bundis decks. Slam only fills the niche of immortal themed decks.

Created by: Alexandre Costa
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Name: Dark Moves
Cardtype: Combat
Cost: No cost.
Capacity: Not applicable.
Discipline: Obfuscate
Clan: none
:obf: Maneuver, only usable to go to close range.
:OBF: Only usable before range is chosen on the first round. This vampire equips with a melee weapon from your hand (pay costs and fullfill requirements as normal). This minion have an optional maneuver this round, only usable to go to close range.


No flavor text.


Art notes: A backview of a dashing ninja, who is drawing silently a hidden ninja-to away from the sight of his enemy. At the background, the enemy is seen trying to reload a gun.

World of Darkness reference: Obfuscate is the art of disguising and tricking others to not see things as they really are. Hence getting closer and drawing weapons.

How does this card address a compelling game need?

1. Melee weapons are weak, and need some special buffs.

2. This card have two uses: maneuver to close, or equips + optional maneuver to close. So it wont clog your hand.

3. This designe helps a LOT against guns and other combat long-range-tech decks, transforming all of your "concealed and disguised" weapons in a potential maneuver to close.

Created by: Alexandre Costa
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Name: Onslaught
Cardtype: Combat
Cost: 0 blood.
Capacity: Not applicable.
Discipline: Celerity
Clan: none
Frenzy. Only usable at close range by a minion equipped with a melee weapon.
:cel: Additional strike, only usable to strike with melee weapons.
:CEL: As above, but two additional strikes.

Flavor text: We were all feeling a bit shagged and fagged and fashed, it being a night of no small expenditure. -Alex, A Clockwork Orange

Art notes:
A grinning bloodbathed vampire dressed like a gangster with a aluminum baseball bat beating from many different angles at a vampire with grievous wounds.

World of Darkness reference: Many vampires can easily kill with several blows with celerity. Giving him a melee equipment can really push things to a letal degree.

How does this card address a compelling game need?:

1. Celerity should be awesome with melee weapons. Much better than guns IMHO.

2. Without a melee weapon, or on long range, this card is not usable. Think of this as a counterbalance.

3. This card can help melee weapon decks a lot by not costing blood like its counterpart, blur.

Created by: Alexandre Costa
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Name: Fatal Blow
Cardtype: Combat
Cost: 2 blood.
Capacity: Not applicable.
Discipline: none.
Clan: none
Only usable by a minion equipped with a melee weapon. Only usable when the opposing vampire is going into torpor; not usable by a vampire being burned or going into torpor, or if opposing minion has :FOR:. Burn the opposing vampire instead of sending that vampire to torpor. This is not considered diablerie.

No flavor text.

Art notes: A vampire with a blood-stained nightstick is lighting up a cigarrete. At the background, a decapitated corpse is on the ground, its head transformed into a mass of blood.

World of Darkness reference: Decapitating or striking in head with heavy blows can kill a vampire.

How does this card address a compelling game need?

1. Now melee weapons can do something special, and this will make others scared of staying on close range. As decapitate, not easy to use.

2. This card, like decapitate, is hard to use due to requirements and costs. It is expensive, but great. Not having [FOR] to burn is great for flavor and in game mechanic.

Created by: Alexandre Costa

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Ancient Weapon Master
Cardtype: Master.
Cost: 1 pool.
Capacity: Not applicable.
Discipline: Not applicable.
Clan: none
Unique. Archetype.
Put this card on a minion with capacity above 8.
The minion with this card inflicts +1 damage with melee weapons. As long as he have a melee weapon equipped, he gains a optional maneuver each combat and the opposing minion cant play grapple cards. A minion can only have one archetype.

No flavor text.

Art notes. A vampire with a calvary rapier is posing for a 1890 style camera. He is smiling in a menacing way. Many melee weapons are in the museum background.

World of Darkness reference: Many, many people today practice the art of melee weapon to perfection.

1. A weapon master archetype idea.

Created by: Alexandre Costa
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Broadsword
Cardtype: Equipment
Cost: 1 pool.
Capacity: Not applicable.
Discipline: Not applicable.
Clan: none
Melee weapon. Cold Iron. Do not replace until the end of this action. Strength+2 damage each strike, only usable once each round.

Flavor text: Wits and swords are as straws against the wisdom of the Darkness. Robert E. Howard, in "The Phoenix on the Sword" (1932)

Art notes: A great, ragged-armor wearing vampire welding an ancient broadsword arises from a forgotten tomb.

World of Darkness reference: Many vampires once passed their undead life in medieval europe and waged war.

1. Filling a necessary gap for non celerity melee weapon decks.

Created by: Alexandre Costa
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Rapier
Cardtype: Equipment
Cost: 1 pool.
Capacity: Not applicable.
Discipline: Not applicable.
Clan: none
Do not replace until the end of the action.
Melee weapon. Strike: Strenght +1 damage each strike, with an optional maneuver each combat, only usable to go to close range.

Flavor Text: A sword never jams, never has to be reloaded, is always ready. Its worst shortcoming is that it takes great skill and patient, loving practice to gain that skill; it can't be taught to raw recruits in weeks, nor even months.. Robert A. Heinlein, in Glory Road

Art notes: A beautifully crafted rapier is being removed from a museum display by a vampire thief.

World of Darkness reference: Many vampires once passed their undead life in 1700-1800 europe and learned the mastery of rapier combat.

1. This card make melee vs gun combat decks a bit more fair. Also filling a gap, there are no melee weapons that give maneuver, except the extremely cornered case of brujah sword.

Created by: Alexandre Costa
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Vampire Blade
Cardtype: Equipment
Cost: 2 pool.
Capacity: Not applicable.
Discipline: Not applicable.
Clan: none
Unique melee weapon.Cold Iron.
Strike: Strenght +1 damage. Once each combat, if this blade sucesfully inflict any damage on opposing minion, the bearer gain 1 blood. Only usable by a vampire with capacity above 5.

No flavor Text.


Art notes: A scary and ebony dark blade with red runes.

World of Darkness reference: Vampire + Blade = A vampire blade.
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I am death.
Paul Kersey, Death Wish
:vent::THA::QUI::FOR::dom::obf::cap9:
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30 Sep 2014 22:03 #65942 by AaronC
Nice job.
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01 Oct 2014 10:36 #65952 by Wand
My considerations about

Mighty swing should be inverted. It would become like slam but only to use melee weapons and doesn't have a cost. I think its fair.

Thinking better about dark moves, this is a nice and versatile card. You can substitute disguised weapon AND swalloweb by the night to use it. I guess I don't have any suggestion to this anymore.

Onslaught: Careful with this. You still can use dagger and kerrie from long range. If a minion has 3 daggers, he will throw the 3 without drop a single bloodpoint. This might become overpowered with assamites.

Fatal blow. Nice card, substitutes decapitate perfectly. I would still put :VIS: as a burn limitation.

Ancient Weapon master can be plausible but I think its a bit overpowered. I would increase the cost to 2 pool.

I like the melee weapons. I would create a katana and a wakizashi as well. They are amazing swords and could be helpful to enhance the mechanics for melee combat.

Archbishop of Vitória
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02 Oct 2014 06:26 #65968 by Juggernaut1981
After a little D&D talk lately with a friend about the Drunken Master Monk and thinking about Potence... another thought came to mind:

Any Old Thing
Combat
:cel::pot: Burn an item of non-location non-vehicle equipment to strike: strength, ranged.
:CEL::POT: As above, but Strike: Strength +2, ranged.

"You could carry around expensive throwing daggers or some crap like that, or instead just throw whatever is in reach at the bastard." - ((Some Brujah/!Brujah of choice))

Artwork: A petrified person standing in the street staring transfixed as a mundane household object flies at their head with great speed from off-the-panel. OR The image of a mundane household object flying "out of the card" with a vampire in the distance finishing up a 'baseball pitch' type motion.

:bruj::CEL::POT::PRE::tha: Baron of Sydney, Australia, 418

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02 Oct 2014 08:50 #65970 by Klaital
The broadsword is basically just a strictly superior version of gas-powered chainsaw which is already quite playable card with !salubri.

Similarly the rapier is basically .44 magnum that costs 1 less and can be used with all melee weapon tricks.

I don't think onslaught should be a frenzy, frenzies aren't a celerity thing.

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02 Oct 2014 09:57 #65972 by Timo

Similarly the rapier is basically .44 magnum that costs 1 less and can be used with all melee weapon tricks.


And which let the embrace hit you for 1 (are beast hit you for 6) and which don't do any damage if your opponent play immortal grapple or 2 maneuvers.

Well, if I had to choose wih a deck playing no special tricks, I would gladly pay 1 more pool for a .44
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