file Cycle of cards

15 Sep 2012 08:44 - 15 Sep 2012 09:00 #36860 by Izaak
Replied by Izaak on topic Re: Cycle of cards
Here you go:

:action: Beastial Instinct
:blood:
:ani: Frenzy. Enter combat with a vampire controlled by another Methuselah. If this action is successful, but this card on the acting minion. During a bleed action directed at you, this minion may burn this card to untap and attempt to block.
:ANI: As above, and striking to dodge or end combat costs the opposing minion an additional blood for the duration of combat.


:action: :combat: Compelling suggestions
:blood:
:pre: :action: Bleed at +2 bleed. If this action or strike is successful, place this card on the minion who played it. This card may be burned during a referendum to give this minion 2 votes
:PRE: :combat: Strike: combat ends


:reaction: Enduring sight
:blood:
After playing this card, but it on the reacting minion that played it. The minion with this card may burn it at any time to get +1 intercept for the current action.
:aus: +1 intercept:
:AUS: Reduce a bleed against you by 2


:modifier: Fractured sanity
:blood:
After playing this card, put it on the acting minion. The minion with this card can burn it anytime they are in combat to cancel a grapple card or a strike that would end combat as it is played.
:dem: +1 bleed. No other modifiers may be played to increase the bleed amount of this action.
:DEM: +1 Bleed


:modifier: Grifters old way
:blood:
After playing this card, put it on the acting minion. The minion with this card may burn it before range is chosen during combat to equip a non-unique weapon from your hand that costs 3 or less pool and inflicts with a regular strike, 3 or less damage.
:chi: equipment and retainers cost this minion 1 less blood or pool until the end of this action. (this ncludes cards equipped or employed as this action as well as cards recruited or employed during combat)
:CHI: as above, but with +1 stealth.


:action: Knuckle Negotiating
:blood:
:pot: (d) Bleed with +1 strength until the end of the action. If this action is successful, put this card on the acting minion. If a minion opposing this minion in combat ends combat as a strike, you may burn this card to cancel that strike. If you do, the current round ends immediately, and a second round of combat occurs. During that round, neither minion may end combat as a strike.
:POT: As above, at +1 bleed


:action: Rule of mind
:blood:
:dom: (d) bleed at +1 bleed. If this action is successful, put this card on the acting minion. You may burn this card during any methuselahs master phase to tap a mortal ally or a vampire with capacity less than 5.
:DOM: as above, and mortal allies and vampire with capacity less than 5 cannot block this action.


:combat: Spectral favor
:blood:
Only usable before range is chosen.
After playing this card, put it on the minion who played it. The minion with this card may burn it during a (d) action directed at you to untap.
:nec: For the duration of combat, you get +1 hand size.
:NEC: As above, and the opposing minion takes 1r damage during the initial strike resolution of each round. Only one spectral favor can be played at superior each combat.


:combat: :modifier: :reaction: Tinkerers trick
:blood:
After playing this card, put it on the minion who played it. This minion may burn this card to become immune to damage from non-unique weapons until the end of the current action.
:tha::combat: Only usable when choosing range. Non-unique weapons used by this minion deal an additional point of damage each strike during this combat.
:THA: :modifier: :combat: :reaction: Choose a non-unique equipment on another minion. That equipment is removed from the game, face down, until the end of the current action.


:combat: Vampiric endurance
:blood:
After playing this card, put it on this minion. This minion may burn this card during any round of combat after this one to prevent 2 damage, or treat aggravated damage as normal for the current round.
:for: Prevent 2 damage
:FOR: Prevent 4 damage


:combat: Vampiric reflex
:blood:
After playing this card, put it on the minion who played it. This minion may burn this card during any round of combat after this one to gain an additional strike.
:cel: Maneuver
:CEL: Strike: dodge


:combat: Veiled movements
:blood:
After playing this card put it on this vampire. The vampire with this card can burn it during a hunt or equip action for +2 stealth, or during any action for +1 stealth.
:obf: maneuver
:OBF: Strike: dodge
Last edit: 15 Sep 2012 09:00 by Izaak.
The following user(s) said Thank You: ReverendRevolver

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15 Sep 2012 09:37 #36861 by Kiddo
Replied by Kiddo on topic Re: Cycle of cards
Enduring sight: if I got it right, it is basically a card that provides +2 intercept on inf AUS? And can reduce bleed by 2? I'd call it a bit too strong.
I'm not against placing a card on a minion who played it, but I'd, for example, change the card so that you cannot burn it for the current action but can for another action of the same player (something in the vein of Melange).

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15 Sep 2012 09:43 #36862 by Juggernaut1981
Replied by Juggernaut1981 on topic Re: Cycle of cards
I'm not really a huge fan of the "Put this down to burn later" aspect to most of these cards. Most of them are classic 'transitory' effects and not the sort of thing that lends itself to existing for a long period then vanishing (unlike say a bag of blood, a stash of cash, a cache of bullets, etc)

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

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15 Sep 2012 10:03 #36864 by Ohlmann
Replied by Ohlmann on topic Re: Cycle of cards
I fiond most of them redundant, or more powerful than already powerful card. Why not ? But why bother ?

Card by card :

* ANI : unnecessary, because there is already Deep song and Taunt the caged beast. Animalism don't need this kind of boost anyhow.

* PRE : more or less the same as Iron Glare, but easier (and costlier) to play. I'd prefer to keep Iron Glare than having a superior version with less restriction.

* Enduring Sight : the right move should be to nerf Eye of Argus, not making another over-the-top intercep card.

* Fractured Sanity : way, way too powerful. +1 bleed and anti grapple in the same package, for an already very good bleed discipline.

* Grifters old way : allow improvised flamethrower, but apart from it's a pretty good and atypical for Chimestry card, that still fit the flavor.

* Knuckle Negociation : pretty ok.

* Rule of mind : I am not sure whether the card is too strong or will never be used. For simplicity, I would just not consider it, because :dom: don't need help anyway.

* Spectral favor : extremely strange card, but it don't seem broken and don't help Shambling horde, so it should be ok.

* Tinkerers trick : maybe a bit costly, but seem ok.

* Vampiric endurance : it's a very powerful prevention card. In particular, it replace Armor of Vitality as anti-animalism card.

* Vampiric reflex : strictly better than Acrobatics. No much more to say, it's not over the top, and Acrobatic isn't the most powerful card anyway.

* Veiled movements : : a variation on Swallowed by the night. Why not ? why bother ?

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15 Sep 2012 11:32 #36868 by ReverendRevolver
Replied by ReverendRevolver on topic Re: Cycle of cards
Thanks for the input so far. the whole thing started with the pro and for cards.

@ ohlmann: what do you think of adaptive body? And I'm in the same place on rule of mind, but since most good decks aren't ousted if you tap Carlton or neighbor John, especially since they can see it coming for a turn, I figure its ok. its also usable on defending you grand prey for an action as well.

@ lzaak, thank you! I'm still going to try editing this weekend, but my phone won't scroll the editing box for next, hence me only getting in adaptive body.

@ kiddo, I contemplated having the burn ability on enduring sight being after the action its played on, but eyes as you said grants the same amount of intercept, so I figured costing a blood made it on par. the real broken part is it plus hide the heart a few times against stealthbleed, sine you will have a decent stack of intercept when you run out of reduction.

so, no-one has issue with the protean card?

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20 Sep 2012 00:33 #37326 by ReverendRevolver
Replied by ReverendRevolver on topic Re: Cycle of cards
ok, i think its easier to read now. sorry about the thaum card, i think i saved the wrong size.

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