Submission: Melee weapon enhancers
24 Sep 2014 04:12 #65717
by Ankha
Replied by Ankha on topic Re: Submission: Melee weapon enhancers
Some new ideas:
Name: Main Gauche
Cardtype: Equipment
Cost: 1 pool
Melee weapon.
Strike: strength+1 damage, with an additional strike that doesn't count against the limit: use another melee weapon strike.
Name: Antiquity Pawn Shop
Cardtype: Master
Location.
Melee weapons cost your minions 1 less blood or pool to equip. Tap and burn a melee weapon on a minion you control to gain X pool, where X is half the cost of that weapon (round down); not usable during an action.
Name: Main Gauche
Cardtype: Equipment
Cost: 1 pool
Melee weapon.
Strike: strength+1 damage, with an additional strike that doesn't count against the limit: use another melee weapon strike.
Name: Antiquity Pawn Shop
Cardtype: Master
Location.
Melee weapons cost your minions 1 less blood or pool to equip. Tap and burn a melee weapon on a minion you control to gain X pool, where X is half the cost of that weapon (round down); not usable during an action.
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24 Sep 2014 15:01 #65736
by Lech

Sabbat.Black Hand Shakar: Lech loathe ranged weapons. Once each action, he may burn 1 blood to become Camarilla Prince of Krakow until the end of the action.
Replied by Lech on topic Re: Submission: Melee weapon enhancers
Main Gauche - WWS would love to be paired with those in some ventrue stickman deck.
To boost melee weapons, you have to do it in both direct and idirect way.
Pawn shop still don't address main problem - getting them in first place. And you usually will be better with Ascendence.
Something to adress melee weapons directly:
Ancient Graveyard
Event
Transient
Any vampire may search his or her library for melee weapon as a +2 stealth action (pay cost as normal, shuffle, it's equip action). Vampires with capacity above 6 may burn 1 blood after this action in successful to untap. Put 1 counter after equiping weapon thanks to it, if 5 = burn this card.
Yeah, my wording is bit rusty but you get the idea
To boost melee weapons, you have to do it in both direct and idirect way.
Pawn shop still don't address main problem - getting them in first place. And you usually will be better with Ascendence.
Something to adress melee weapons directly:
Ancient Graveyard
Event
Transient
Any vampire may search his or her library for melee weapon as a +2 stealth action (pay cost as normal, shuffle, it's equip action). Vampires with capacity above 6 may burn 1 blood after this action in successful to untap. Put 1 counter after equiping weapon thanks to it, if 5 = burn this card.
Yeah, my wording is bit rusty but you get the idea






Sabbat.Black Hand Shakar: Lech loathe ranged weapons. Once each action, he may burn 1 blood to become Camarilla Prince of Krakow until the end of the action.
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24 Sep 2014 21:39 #65749
by Charles_Bronson
I am death.
Paul Kersey, Death Wish






Replied by Charles_Bronson on topic Re: Submission: Melee weapon enhancers
www.vekn.net/forum/30-expansion-sets-a-card-ideas/63804-melee-weapon-enhancers#65748
My submission topic.
Name: Silent Approach
Cardtype: Combat
Cost: No cost.
Capacity: Not applicable.
Discipline: Quietus
Clan: none
Maneuver, only usable to go to close range.
As above, and/or this vampire can equip with a melee weapon from your hand (pay costs and fullfill requirements as normal).
My submission topic.
Name: Silent Approach
Cardtype: Combat
Cost: No cost.
Capacity: Not applicable.
Discipline: Quietus
Clan: none


I am death.
Paul Kersey, Death Wish







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24 Sep 2014 21:50 #65750
by BenPeal
Replied by BenPeal on topic Re: Submission: Melee weapon enhancers
The tricky part is that as written, you can only equip with the melee weapon if the opponent maneuvered to long. Perhaps try this:
Only usable before range is determined {on the first round?}
This vampire equips with a melee weapon from your hand (paying cost as normal).
As above, and this vampire gains an optional maneuver {only usable to maneuver to close range}.
The text in brackets is meant as options for the designer.
Only usable before range is determined {on the first round?}


The text in brackets is meant as options for the designer.
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24 Sep 2014 21:55 - 24 Sep 2014 22:24 #65751
by Charles_Bronson
I am death.
Paul Kersey, Death Wish






Replied by Charles_Bronson on topic Re: Submission: Melee weapon enhancers
You guys should be careful when making discipliness and costless cards for melee weapons. Allies can become overpowered easily with these suggestions.
Name: Shadow Blade
Cardtype: Combat
Cost: No cost.
Capacity: Not applicable.
Discipline: Obfuscate
Clan: none
Maneuver, only usable to go to close range.
As above, and/or this vampire choice of melee weapon strikes can't be restricted this combat.
Also:
Name: Invisible Blade
Cardtype: Combat
Cost: No cost.
Capacity: Not applicable.
Discipline: Celerity
Clan: none
Dodge.
This vampire burn 1 blood to gain 2 additional strikes, only usable to strike with melee weapons.
No Quarter
Cardtype: Combat
Cost: No cost.
Capacity: Not applicable.
Discipline: Celerity
Clan: none
Only usable at close range, and if this minion has a melee weapon.
Opposing minion cannot dodge this round.
As above, and opposing minion cannot end combat as a strike.
Name: Shadow Blade
Cardtype: Combat
Cost: No cost.
Capacity: Not applicable.
Discipline: Obfuscate
Clan: none


Also:
Name: Invisible Blade
Cardtype: Combat
Cost: No cost.
Capacity: Not applicable.
Discipline: Celerity
Clan: none


No Quarter
Cardtype: Combat
Cost: No cost.
Capacity: Not applicable.
Discipline: Celerity
Clan: none
Only usable at close range, and if this minion has a melee weapon.


I am death.
Paul Kersey, Death Wish







Last edit: 24 Sep 2014 22:24 by Charles_Bronson.
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24 Sep 2014 23:03 #65753
by Juggernaut1981




Baron of Sydney, Australia, 418
Replied by Juggernaut1981 on topic Re: Submission: Melee weapon enhancers
Oooh back to an Archetype idea:
Fencer
Master
Archetype
If this minion has a melee weapon and range is close for this round, they may make a Strike: Dodge and an additional strike, only usable to strike with a melee weapon. This minion reduces the cost of melee weapons they equip by 1 blood or pool.
or maybe something similar. I was thinking of a Stutter-Step type thing built in, but then we get to the usual problem of moving parts screwing up things. Might be worth building some brawler vampires that don't rely on things like Agg.
Another sideways thought...
Improvised Shield
Combat
Celerity
Only usable by a minion with a retainer or item of non-location equipment.
[cel] Burn an item of non-location equipment on this minion to reduce the damage from a ranged attack to 0.
[CEL] As [cel] but you may also choose a retainer on this minion.
Fencer
Master
Archetype
If this minion has a melee weapon and range is close for this round, they may make a Strike: Dodge and an additional strike, only usable to strike with a melee weapon. This minion reduces the cost of melee weapons they equip by 1 blood or pool.
or maybe something similar. I was thinking of a Stutter-Step type thing built in, but then we get to the usual problem of moving parts screwing up things. Might be worth building some brawler vampires that don't rely on things like Agg.
Another sideways thought...
Improvised Shield
Combat
Celerity
Only usable by a minion with a retainer or item of non-location equipment.
[cel] Burn an item of non-location equipment on this minion to reduce the damage from a ranged attack to 0.
[CEL] As [cel] but you may also choose a retainer on this minion.





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