file [Submission] Misplaced Heart (Fort/Than)

12 Feb 2015 19:52 - 12 Feb 2015 20:15 #69196 by chrisn101
Misplaced Heart
Samedi :same:
+2 stealth action.
Cost: 2 :blood:
:for: :thn: Put this card on this vampire. Once per combat, this vampire may treat one aggravated damage as normal and prevent one non-aggravated damage. A vampire can have only one Misplaced Heart.
:FOR: :THN: As above, but may burn this card instead of being burnt or sent to torpor (combat still ends if in combat).

Flavour text
Even Nosferatu wonder what exactly the reason is for the Samedi's rotten smell.

Art notes
Would it be possible to show a Samedi looking in a mirror, ribs splayed out with the putrefying internal organs moved around?
Alternatively, a Samedi with a sharpened wooden pole through where their heart should be using it to ram into the head of a surprised-looking opposing minion.

World of Darkness reference
None.

How does this card address a compelling game need?
The Samedi do not have an easy, straight-forward dodge card available except for Quick Exit at superior Obfuscate, although they have Fortitude. The trouble is there's plenty of "Go directly to torpor" (and to a less extent, burn) cards that ignore Fortitude, so this is an idea at giving the Samedi another chance. Given their grasp of Fortitude, Necromancy and the undead body (Thanatosis), it seems plausible that they'd be able to move their organs around a bit to cheat death or torpor another time.

Cost reasoning: one to activate the 'power', one to heal the damage.
Last edit: 12 Feb 2015 20:15 by chrisn101.

Please Log in or Create an account to join the conversation.

More
12 Feb 2015 21:38 #69199 by Miasmat
Make sure the superior says "in combat" if that's what you intend. or do you want this card to help avoid Day Operation sending you to torpor?

Please Log in or Create an account to join the conversation.

More
12 Feb 2015 21:52 - 12 Feb 2015 21:53 #69201 by chrisn101
Day Operation ? Force of Will more likely for Samedi ;-)

Total cost for playing this card and FoW would be two actions (although FoW requires a tapped Vampire, so technically one turn) and three blood to bleed for +2. If Day Operation was used (either Forced March / Freak Drive to untap or next turn), then that's still three blood spent (possibly four). Is that too powerful? If so, one way to limit that could be to add "this vampire can play only one Misplaced Heart each game" or "When burnt, remove this card from the game" (unable to summon it back using Necromancy).
Last edit: 12 Feb 2015 21:53 by chrisn101.

Please Log in or Create an account to join the conversation.

More
13 Feb 2015 08:10 #69205 by alek
If it's gonna be playable I think it should work outside of combat too. THan you can build a deck around it with darings, force of will, etc. I like it.
The following user(s) said Thank You: porphyrion

Please Log in or Create an account to join the conversation.

More
13 Feb 2015 13:29 #69210 by chrisn101
Wording clarified (hopefully):

Misplaced Heart
Samedi :same:
+2 stealth action.
Cost: 2 :blood:
:for: :nec: Put this card on this vampire. This vampire may treat one aggravated damage as normal and prevent one non-aggravated damage during each combat. A vampire can have only one Misplaced Heart.
:FOR: :NEC: As above, but at any time you may burn this card instead of this vampire being burnt or sent to torpor (combat ends if this is during combat).

Please Log in or Create an account to join the conversation.

More
13 Feb 2015 13:36 - 13 Feb 2015 13:47 #69212 by jamesatzephyr

If it's gonna be playable I think it should work outside of combat too. THan you can build a deck around it with darings, force of will, etc. I like it.


Given the Samedi's easy access to Obfuscate for stealth, block fails, tap a would-be blocker, Call of the Hungry Dead for block fails etc., and even Off Kilter Stiff Contempt to discourage blocks, I'm not sure they need consequencless unblockability.

Like the Ouanga cards, the card as it stands feels like a support card for a clan that has support coming out of its ears but lacks a decent payload. The clan can already prevent damage - it has lots of Fortitude, it has the somewhat weird Ashes to Ashes. It has Regenerative Blood which isn't prevention but sort of works in a similar way (though would benefit massively from being a Trifle, sadly). It can already get actions done.
Last edit: 13 Feb 2015 13:47 by jamesatzephyr.

Please Log in or Create an account to join the conversation.

More
Moderators: AnkhaKraus
Time to create page: 0.109 seconds
Powered by Kunena Forum