file Samedi/HoSk ideas II

24 Apr 2016 08:39 - 24 Apr 2016 14:31 #76641 by chrisn101
Continuation of this thread and will again probably have to split the information across various posts in this topic. Hopefully minions, Masters, other cards.

Final play/feedback session was yesterday evening.

Note: it's easier to show example artwork than describe, so I felt that I should include 'example artwork' links. These are, however, neither recommendations nor intended to infringe the artist's copyright or intellectual property in any way. There's simply some amazing artist's (and their artwork) out there.

Edit: Sunday 24/04/16, 15:30, all cards that we playtested now posted.
Last edit: 24 Apr 2016 14:31 by chrisn101.

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24 Apr 2016 09:24 #76642 by chrisn101
Replied by chrisn101 on topic Samedi/HoSk ideas II
Suggested new Harbinger minions.
(Note: link limits in post stopped me from linking everything.)

Abraham
Clan: Harbinger of Skulls
Basic/Adv: Basic
Cap: 9
Group: 5
Disciplines: :obf: :thn: :AUS: :FOR: :NEC:
Special(s):
Sabbat. Black Hand. Seraph: Once during a political action, Abraham may burn a blood to gain a vote.

Art notes
Warrior monk, maybe slight hints of The Capuchin ;-)

Source
WW genealogy . Also mentioned in the White Wolf Wiki : “The Black Hand, the Sabbat Inquisition and even the ranks of the prisci now claim members of the Harbingers among them”.

How does this card address a compelling game need?
Need more Harbingers in G4-G6. There are few Black Hand HoSk, and no Seraphs. Harbingers make good inquisitors due to their combat (Fortitude) and investigative (Auspex) abilities. Given the capacity (specified by the genealogy), basic Obfuscate and Thanatosis felt like 'practical' disciplines for Abraham to also posses, and perhaps allow some overlap with Samedi/Harbinger crypts.

Did you play-test the card in a real game. Was it fun for you? Was it fun for the other players?
Yes, yes. It’s gone through several revisions but this version is considered 'well balanced' in my local group. The 'gain a vote by burning a blood' special is due to the capacity and Seraph title (although it does not carry any votes in itself, it is obviously a position that would affect some political pull).

What kind of effect do you think it will have on the META game? Is the result desirable? Ask your play testers.
Enhanced Harbinger play and works well in a Black Hand deck (possible to play mono Harbinger BH now). (Would be nice if there was an Advanced version of one of the original G2 that made them a Seraph too, but focused on new minions).

Example artwork: caracaschronicles.com/2014/06/18/monk-out/ .


Theophilis
Clan: Harbinger of Skulls
Basic/Adv: Basic
Cap: 10
Group: 5
Disciplines: :thn: :AUS: :FOR: :NEC:
Special(s):
Sabbat Bishop. Theophilis gets +1 stealth on political actions. During your untap phase, if Theophilis is ready, you may move a blood from the blood bank to a ready Harbinger of Skulls that you control.

Art notes
Difficult to describe a clan that uses masks. Was thinking along the lines of The Red Masque (see artwork link).

Source
WW genealogy]. Again, need for titles in the later groups. Tried to go for a large capacity with really useful specials, hence political stealth and inbuilt hunting ground.

How does this card address a compelling game need?
Votes, political stealth, and need for Harbinger blood-gain.

Did you play-test the card in a real game. Was it fun for you? Was it fun for the other players?
Worked well. Wondered if the basic Thanatosis should be instead Dominate, but then would be very close to Owain , although he is G3. Thanatosis makes sense given the shared heritage (although Mortis/Thanatosis was of no use to the Harbingers when trapped in the underworld, hence their re-prioritisation to Necromancy).

What kind of effect do you think it will have on the META game? Is the result desirable? Ask your play testers.
Harbingers tend to be old and therefore expensive, so the aim was to provide useful benefits. The minions here seek to address issues of stealth on certain actions, votes, and blood gain: Theophilis is a high-cap low-discipline attempt to provide all three.

Example artwork: www.deviantart.com/art/The-Masque-of-the-Red-Death-144080811


Amalia of Thrace
Clan: Harbinger of Skulls
Basic/Adv: Basic
Cap: 9
Group: 5
Disciplines: :obf: :AUS: :FOR: :NEC:
Special(s):
Sabbat Archbishop of Sofia: Amalia may recruit or employ any Wraith or Zombie (she may burn a blood to ignore any requirements).
(Alternative wording: If Amalia doe not meet the requirements to recruit or employ a Wraith or Zombie, she may burn a blood to ignore them during that action).

Art notes
I thought that a 'Widow' look would be interesting, and given possession of obfuscate, a more normal-looking face (the source doesn't suggest she has Obfuscate, that was decided given the capacity).

Source
WW genealogy]. Obfuscate, special and title is more to do with crypt/gen requirements (although a name with ‘Of Sofia’ etc. always makes me think of titled person, and Thrace is modern day Sofia, hence the Archbishopric.

How does this card address a compelling game need?
Why do Giovanni get all the cool Wraiths? Thought special is well-needed. Wraith spies and a little obfuscate would be very useful in maintaining an Archbishopric too.

Did you play-test the card in a real game. Was it fun for you? Was it fun for the other players?
This is my favourite new Harbinger. Used in two enjoyable political games, but admittedly there hasn't been a game dedicated to using the special.

What kind of effect do you think it will have on the META game? Is the result desirable? Ask your play testers.
A Harbinger vote deck using the new political Harbingers did fairly well against Ventrue Anti/Lasombra vote decks, while in general use the natural votes put off diablerie and enabled some table-politicking. Being able to ignore Wraith/Zombie restrictions would make some very interesting decks possible.

Example artwork: red-d-evil.deviantart.com/art/Black-widow-217630710


Kazimierz the Silent
Clan: Harbinger of Skulls
Basic/Adv: Basic
Cap: 7
Group: 5
Disciplines: :AUS: :FOR: :NEC:
Special(s):
Sabbat Priscus: Once each turn when blocking another minion, when you draw a card from your library during combat, you may place that card at the bottom of your library and draw a new card.

Art notes
Because of the Prisci status, was thinking something more along the lines of Day of the Dead masks (in case she was near Mexico City), so something similar to that.

Source
WW genealogy.

How does this card address a compelling game need?
Essentially a G5 version of Gisela , the G2 Priscus. However, doesn't have the out-of-clan disciplines nor her special - this one is similar to though a less powerful version of Blackhorse Tanner 's special, which is considered thematic considering Harbinger/Necromancy card manipulation. Overall, the design idea was to enable political Harbinger decks using G4-6 crypts (surprisingly, the only votes are in G2!) with an equivalent Prisci.

Did you play-test the card in a real game. Was it fun for you? Was it fun for the other players?
Yes, used in two enjoyable political games and a good all-round minion - having a few 'low-caps' (insofar as Harbingers can be low caps seeing as they are all 700 years old plus and haven't sired since returning).

What kind of effect do you think it will have on the META game? Is the result desirable? Ask your play testers.
It cannot hold up against dedicated Ventrue Anti/Lasombra vote decks, but has done well overall, with natural votes putting off diablerie and enabling table politicking.

Example artwork: puppet-soul.deviantart.com/art/Modern-Witch-190983433 or www.deviantart.com/art/Day-of-the-Dead-342163827 .

That's all for now - will hopefully be able to post the others later.

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24 Apr 2016 12:42 - 25 Apr 2016 17:10 #76643 by chrisn101
Replied by chrisn101 on topic Samedi/HoSk ideas II
Suggested new Harbinger Masters.
A shorter post, luckily.

Ruins of Derinkuyu
Cardtype: Master: unique location
Cost: 2 pool
Requirement(s): Harbinger of Skulls.
Goal: Location-based stealthy Harbingers.

Card text
Master: unique location. Tap to give a Harbinger of Skulls you control +1 stealth for the current action. If a minion burns this location, they gain a lost counter: they cannot untap or react while they possess one. Burn the counter during their next untap phase instead of untapping.

Notes: The ‘lost’ counter is simply because the location is a vast array of underground tunnels, and it a made thematic sense that Joe Minion wasn’t just going to travel all the way out to the location and simply wander in and out again.

Flavour text
If we really needed something, maybe "The passages of Derinkuyu run far and deep. Were you to lose your way, you may never escape" - Egothha.

Art notes
Derinkuyu is a real place and as such there are a variety of images available.

World of Darkness reference
The original Cappadocian headquarters. As it's a lot of secret underground stuff, stealth seemed appropriate. As there's also tourists visiting the more exposed areas, also an easy way of gaining some extra blood.

How does this card reinforce a strength of the clan/discipline?
N/A

How does this card reinforce a weakness of the clan/discipline?
N/A

How does this card reinforce the clan's/discipline's theme?
Location is thematic, and the whole underground complex is suggestive of oing thing secretly. To flavour the card further, rather than damage, the minion is unusable for two turns.

How does this card mitigate a weakness of the clan/discipline?
Stealth is not a strong point of the Harbingers - this would enable them to at least hunt/rescue/recruit in slightly more safety.

Should all clans and disciplines have access to all the same effects? A subset of effects (e.g. hunting grounds, stealth, etc.)?
Nearly all clans do. Thematically it makes sense for the Harbingers as well - a place away from prying eyes to hold their rituals and conduct their research.

Does the card mimic an existing card? If so, what are the differences and how do they affect the way the card interacts with the game?
Yes - but pretty standard except for the 'trapped so can't untap or react' angle, although still ways to get around it (e.g. Unnatural disaster ).

Did you play-test the card in a real game. Was it fun for you? Was it fun for the other players?
Yes. It was well-received, although the wording has been discussed at length.

What kind of effect do you think it will have on the META game? Is the result desirable? Ask your play testers.
Makes the bloodline more playable/interesting.

Created by
Chris Nelson, although by the time I’ve discussed it with so many people and it’s been tweaked though play-testing I’m not sure I could really claim credit.

Example artwork: upload.wikimedia.org/wikipedia/commons/3/31/Derinkuyu_Underground_City_9815_Nevit_Enhancer.jpg .


Oath of the Lamiae
Cardtype: Unique Master
Cost: 2 pool
Requirement(s): Harbinger of Skulls
Goal: Combat assistance/get a reference to the Lamiae into the game.
Card text
Unique Master.
When a Harbinger of Skulls is in combat, tap to inflict 1 unpreventable damage (cannot be made aggravated) to the opposing minion before strikes are chosen. Untap this card if the opposing minion is not ready at the end of combat.

Notes: Designed to bruise the opposing minion before anything else happens in combat. Originally a wraith ally but eventually morphed into a general master card,

Flavour text
The Lamiae still protect us - Unre.
~or~
"The battlefield has not slain him, but the netherworld has snatched him away" - Epic of Gilgamesh.

Art notes
A HoSk with a wraith or two floating behind it.

World of Darkness reference
The Lamiae were the clan protectors, although also a cult that included mortals – see Lamia (plural changed to Lamiae in V20).

How does this card reinforce a strength of the clan/discipline?
Control of Wraith allies for assistance in battle.

How does this card reinforce a weakness of the clan/discipline?
Can only be summoned once each turn unless the opposing minion is not ready at the end of combat (reasoning: killing/torporing the opponent in battle gives the wraiths further ‘energy’ so they can fight again, untapping the card).

How does this card reinforce the clan's/discipline's theme?
Control of Wraith allies.

How does this card mitigate a weakness of the clan/discipline?
Slight boost to combat where needed; an anti-combat-ends bruising method too.

Should all clans and disciplines have access to all the same effects? A subset of effects (e.g. hunting grounds, stealth, etc.)?
No, this a wraith-based, and somewhat similar to the Giovanni's ally, Gianni .

Does the card mimic an existing card? If so, what are the differences and how do they affect the way the card interacts with the game?
Not as a unique master, but as previously mentioned, Gianna di Canneto (a unique one-pool ally with 2 bleed) can tap during strike resolution to inflict one damage. This card costs more but cannot inflict aggravated damage (e.g. using a Fortitude card to cause all combat damage to be agg), but the damage happens before strikes. This could be very effective against weaker (or weakened) allies. Unlike the ally, there is no way of removing or destroying the card (only option is to contest) once it is play, partly the reason why it is two pool and a 'tap to use'.

Did you play-test the card in a real game. Was it fun for you? Was it fun for the other players?
Group feedback has been very positive. Initially some discussion over it being 'First strike' but obviously or alternatively post-combat damage, but the current text keeps things simple.

What kind of effect do you think it will have on the META game? Is the result desirable? Ask your play testers.
Helps address the lack of combat damage a Harbinger can do, so yes.

Created by
Chris Nelson, although by the time I’ve discussed it with so many people and it’s been tweaked though play-testing I’m not sure I could really claim credit.

Example artwork: misstrisi.deviantart.com/art/Watchers-266393167 .
Last edit: 25 Apr 2016 17:10 by chrisn101. Reason: Epic of Gilgamesh quote placing fixed

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24 Apr 2016 13:12 - 24 Apr 2016 13:34 #76644 by chrisn101
Replied by chrisn101 on topic Samedi/HoSk ideas II
Reaction cards

An Echo Between the Worlds
Cardtype: Reaction
Cost: 1 blood.
Requirement(s): Harbinger of Skulls (Potentially Nagaraja too?)
Goal: Non-Auspex intercept and ability to give an ally intercept.

Card text
+1 intercept with an optional press to end combat (+2 if the action requires Necromancy). Alternatively, tap this Harbinger of Skulls and choose a minion you control: they gain +1 intercept.

Note
Although the goal has stayed the same, this card has had major revisions - originally it was an AUS/NEC combi, but was decided that Clan-specific and costing a blood would be enough.

Flavour text
"Neither flesh nor fleshless; neither from nor towards; at the still point, there the dance is" - T. S. Eliot.

Art notes
Unsure. Perhaps a long line of wraiths like they used to use beacons along the coast.

World of Darkness reference
None – attempting to address a game need to give wraith/zombie/mummy allies intercept.

How does this card reinforce a strength of the clan/discipline?
Harbingers are supposed to have a very strong link with the Underworld, and have access to knowledge through it; gaining personal insight or passing information on would be a sensible way of using the connection.

How does this card reinforce a weakness of the clan/discipline?
Although this card is clan-specific rather than a general discipline (specifically Necromancy), such interaction often costs blood, so this card costs a blood. Granting the intercept to others also 'costs' the minion to tap (unless they've used a 'Wake' type card to act as those untapped).

How does this card reinforce the clan's/discipline's theme?
Experienced necromancers sending messages through the Underworld or via wraithly couriers.

How does this card mitigate a weakness of the clan/discipline?
Necromancy has very little defensive intercept despite its use for Wraith spies and communication – this card was designed to be slightly more flexible and improve intercept for allies.

Should all clans and disciplines have access to all the same effects? A subset of effects (e.g. hunting grounds, stealth, etc.)?
There are many ways of gaining intercept in VTES, but relatively few ways of granting intercept to other minions. Certainly this is a card for the necromancy clans, but I think due to the amount of time the Harbingers and Nagaraja have spent in the underworld, this card would better serve them.

Does the card mimic an existing card? If so, what are the differences and how do they affect the way the card interacts with the game?
I am unsure. It is a bit like Ministry and the basic ability of Babble , except that it costs a blood and requires a ready untapped Harbinger (or tapped but with a 'Wake' card).

Did you play-test the card in a real game. Was it fun for you? Was it fun for the other players?
It was well-received. Although it increases their HoSk wall deck abilities, it also means that they could rely on Allies as well.

What kind of effect do you think it will have on the META game? Is the result desirable? Ask your play testers.
Because it's such a general Harbinger deck, there's loads of ideas that it could work in, and testing them all would take a lot more time. It could work well in a Followers of Set (therefore mummies) – Harbingers deck, it could worked well in a Harbinger Zombie/Wraith deck, if there was a way to get them into play (see Amalia of Thrace in the previous post).

Created by
Chris Nelson, although by the time I’ve discussed it with so many people and it’s been tweaked though play-testing I’m not sure I could really claim credit.

Example artwork: ninthtaboo.deviantart.com/art/A-Stir-Of-Echoes-96200807 .


Yoga Nidra
Cardtype: Reaction (untap and intercept)
Cost: 1 blood
Requirement(s): Auspex and Fortitude, Harbinger. Potentially the Salubri could also use as they have the same two disciplines and a similar introspective background.

Goal: Possessing both awareness (Auspex) and resilience to the banes of unlife (Fortitude), we thought that one possible new card for Harbingers could be an untap-and-block variety similar to Second Tradition: Domain .

Card text
Only usable by a tapped vampire.
:aus: :for: Only usable during a (D) action directed against you (or something you control). This vampire untaps and attempts to block with +1 intercept. Enhanced Senses cannot be played during the same action.
:AUS: :FOR: This vampire untaps and attempts to block with +2 intercept. Enhanced Senses cannot be played during the same action.

Notes:

In meditation, the ‘place’ where the body is deeply relaxed but the ears and mind are aware is called ‘Samadhi’. I refrained from this name as it could be mistaken for “Samedi”. The practice can be found in many meditative practices in the Middle East and some writings from the second century. For such an introspective clan, this seemed an ideal idea to develop.

Flavour text
N/A

Art notes
An aura around a sleeping form? Have simply used a starry night to represent a ‘consciousness-with-all’.

World of Darkness reference
N/A

How does this card reinforce a strength of the clan/discipline?
To be honest I’m surprised a card like this doesn't exist already, given this is a logical ability for the combined disciplines.

How does this card reinforce a weakness of the clan/discipline?
Requires blood (to represent the will required).

How does this card reinforce the clan's/discipline's theme?
Auspex: awareness; Fortitude: pushing the Vampiric body beyond normal limits.

How does this card mitigate a weakness of the clan/discipline?
More card efficient than Enhanced Sense and an untap card.

Should all clans and disciplines have access to all the same effects? A subset of effects (e.g. hunting grounds, stealth, etc.)?
It might be easier to simply require AUS/FOR so that all vampires with the combination can use it. If that enables too many vampires to use it and disturb the balance of the meta game, perhaps simply HoSk or HoSk/Salubri.

Does the card mimic an existing card? If so, what are the differences and how do they affect the way the card interacts with the game?
Second Tradition: Domain. Speak with Spirits is also similar.

Did you play-test the card in a real game. Was it fun for you? Was it fun for the other players?

Playgroup's first response was overwhelmingly "Oh yeah, am surprised this doesn't exist already".

What kind of effect do you think it will have on the META game? Is the result desirable? Ask your play testers.
Seems to be a good card. Making it usable only be a tapped vampire during a D action against you means that it doesn't break general untap cards, while not allowing it to be used with Enhanced Senses makes it balanced.

Created by
Chris Nelson, although by the time I’ve discussed it with so many people and it’s been tweaked though play-testing I’m not sure I could really claim credit.

Example artwork: auroralion.deviantart.com/art/Star-Catcher-583966979
Last edit: 24 Apr 2016 13:34 by chrisn101.

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24 Apr 2016 13:49 - 24 Apr 2016 14:25 #76645 by chrisn101
Replied by chrisn101 on topic Samedi/HoSk ideas II
Political

Recalled Favours
Cardtype: Reaction/Action modifier
Cost: 1 blood
Requirement(s): Mostly Necromancy, but HoSk have additional bonuses.
Goal: A vote-gain card that relies on past favours gained through Necromancy.

Card text
Only usable during a referendum.
:nec: :modifier: Requires a vampire with a capacity above 4: gain 2 votes.
:hosk: :nec: :modifier: :reaction: Cancel the votes of a vampire of younger age.
:hosk: :NEC: :modifier: :reaction: Each Harbinger of Skulls you control gains one additional vote (a Prisci would also gain an additional ballot in the sub-referendum).

Notes: Rule check: could more than one untapped HoSk could play a copy each, easily gaining many votes (two untapped HoSk gain two votes each for one blood each) etc.?
Initial feedback wondered if the NEC level might be adjusted to ‘This Harbinger gains two votes, each other Harbinger you control gains one additional vote (any Prisci gain an additional ballot in the sub-referendum)’ as Harbingers are usually fatties and thus smaller (two-three) ready vampires are common. While does not require Dominate so technically should affect vampires of any age, Presence cards also stick with younger vampires so stuck with the regular game mechanic.

Flavour text
N/A

Art notes
I've thought long and hard about an image that shows a necromancer currying favour, but I couldn't come up with anything.

World of Darkness reference
"Harbingers seem more than willing to offer aid to Sabbat compatriots - in exchange for favours to be determined later" (White Wolf Wiki).

How does this card reinforce a strength of the clan/discipline?
Mild votes boost for Necromonists; slightly more for Harbingers of Skulls.

How does this card reinforce a weakness of the clan/discipline?

Costs a blood (rituals or whatever favour was originally required).

How does this card reinforce the clan's/discipline's theme?
Increase Harbinger votes (seeing as they are supposed to have become politically powerful).

How does this card mitigate a weakness of the clan/discipline?
There are few Harbingers in positions of power, which is why several of the suggested Harbingers have been given titles. While the Harbingers are not as politically powerful as Ventrue Anti, Lasombra etc, this card is thematic and enables them to meddle in table politics.

Should all clans and disciplines have access to all the same effects? A subset of effects (e.g. hunting grounds, stealth, etc.)?
No, this is clan-specific, although the basic enables any Necromancer to gain two votes as an action modifier.

Does the card mimic an existing card? If so, what are the differences and how do they affect the way the card interacts with the game?
Closest would be Hall of Hades Court.

Did you play-test the card in a real game. Was it fun for you? Was it fun for the other players?
Yes, in a vote game. It introduced an interesting vote dynamic, although did not over-power the deck compared to Brujah, Toreador, Lasombra etc.

What kind of effect do you think it will have on the META game? Is the result desirable? Ask your play testers.
Strengthens Harbinger political decks (although currently any titled Harbingers are in G2 release only).

Created by
Chris Nelson, although by the time I’ve discussed it with so many people and it’s been tweaked though play-testing I’m not sure I could really claim credit.

Example artwork
: sebmaestro.deviantart.com/art/Mind-devour-245696686 .


Crusade: Ankara
Cardtype: Political.
Cost: None.
Requirement(s): Sabbat vampire.
Goal: Boost HoSk votes regardless of crypt used. Also thought that it might also be a useful opportunity to give a slight bleed boost for HoSk (usual clan-specific political cards being either 'untap at end' or extra capacity).

Card text
Requires a Sabbat vampire. Title.
If this referendum is successful, put this card on the acting vampire to represent the unique Sabbat title of Archbishop of Ankara. This could lead to a contested title. If this vampire is a Harbinger of Skulls :harbingers of skulls:, they may burn a blood to bleed for +1 bleed as a (D) action.

Flavour text

N/A

Art notes
Ankara by night. Again, this is a real place and there are many photos.

World of Darkness reference

Locations are vague, but the Cappadocians/HoSk were based near Turkey (White Wolf Wiki).

How does this card reinforce a strength of the clan/discipline?
Increase Harbinger votes (seeing as they are supposed to have become politically powerful).

How does this card reinforce a weakness of the clan/discipline?
N/A

How does this card reinforce the clan's/discipline's theme?
A city in the region where the Cappadocians originally maintained power. Harbingers are supposed to have pull in the Sabbat: this seems to be a good way of representing that and as a political card, can be used by G2-6 Harbingers.

How does this card mitigate a weakness of the clan/discipline?
Lack of votes. Slight boost to bleed if Harbinger.

Should all clans and disciplines have access to all the same effects? A subset of effects (e.g. hunting grounds, stealth, etc.)?
Political card so any clan could use it: Harbingers benefit from the special. Various other clans have similar cards (e.g. Toreador and Prince of Paris).

Does the card mimic an existing card? If so, what are the differences and how do they affect the way the card interacts with the game?
There are various vote cards with kickers for various clans.

Did you play-test the card in a real game. Was it fun for you? Was it fun for the other players?
Yes: important to get out early as difficult to win the vote against dedicated vote decks later on (unless neutral is in a good position but needs support). The little extra bleed (even if it costs a blood) is helpful without being overpowered compared to other title cards.

What kind of effect do you think it will have on the META game? Is the result desirable? Ask your play testers.

Am surprised there haven't been more Praxis/Crusade cards of late. Helps establish votey HoSk using later series of crypt (as G2-3 best).

Created by
Chris Nelson, although by the time I’ve discussed it with so many people and it’s been tweaked though play-testing I’m not sure I could really claim credit.

Example artwork: en.wikipedia.org/wiki/Ankara#/media/File:Ankara_panoramic_night.jpg .
Last edit: 24 Apr 2016 14:25 by chrisn101. Reason: Formatting and term clarfiication

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24 Apr 2016 14:16 - 24 Apr 2016 14:29 #76647 by chrisn101
Replied by chrisn101 on topic Samedi/HoSk ideas II
Action/combat

Oblation
Cardtype: Action/Combat
Cost: None.
Requirement(s): Harbinger of Skulls (and Nagaraja), Necromancy
Goal: Enable Harbingers to steal blood or life from other minions.
Card text
:nec: (D) Steal 2 blood or life from a younger ready vampire controlled by your prey.
:NEC: Only usable during combat. Strike: (ranged) steal 1 blood or life. Or Strike: steal 2 blood or life.

Notes
The advanced is essentially the same effect as the basic, but the necromancer is now well-practiced enough to cast it in combat, although it is less effective at long range than it is close range. Making it a ‘2R steal’ strike made it feel too powerful and too similar to Theft of Vitea. Note that the basic targets vampires; the advanced targets the opponent.

Flavour text
None might see Death or hear his voice, though Death reapeth us all, Epic of Gilgamesh.

Art notes

It’s more about stealing ‘soul essence’ rather than stealing blood.

World of Darkness reference
If the Harbingers/Cappadocians have survived 700 years in the Underworld: they would have had to learn how to absorb sustenance from wraiths or otherwise they would have starved themselves into torpor due to the obvious lack of blood. The power itself is known thanks to the Nagaraja, so it makes sense that the survivors either developed something similar, or met a wandering Nagaraja – otherwise they would have forever fallen to torpor. Admittedly this is a pet theory, but it’s the only explanation I can come up with. For this reason it might also be appropriate for Nagaraja to also be able to use it.

How does this card reinforce a strength of the clan/discipline?
Harbingers (and the Nagaraja) are expert necromancists: this makes thematic and mechanical sense to me.

How does this card reinforce a weakness of the clan/discipline?
No stealth for basic, more effective at close range at advanced.

How does this card reinforce the clan's/discipline's theme?
It gives the Harbingers a useful, flexible and rather effective action/combat card that alleviates some of the issues in not having a hunting ground.

How does this card mitigate a weakness of the clan/discipline?
Could alleviate some of the issues in not having a hunting ground by stealing it from others – assuming that there are viable targets who won’t intercept you, of course.

Should all clans and disciplines have access to all the same effects? A subset of effects (e.g. hunting grounds, stealth, etc.)?
No, although Obtenebration, Thaumaturgy and Serpentis have ‘steal blood/life’ cards.

Does the card mimic an existing card? If so, what are the differences and how do they affect the way the card interacts with the game?
Nagaraja have Ritual Scapel and Consume the Dead. Thaumaturgy has Cryptic Mission (at stealth too). Horseshoes has some similarity but inflicts actual damage and can torpor vampires instead. It is in some ways a better Baleful Doll.

Did you play-test the card in a real game. Was it fun for you? Was it fun for the other players?
Yes, Yes. It was agreed that the card is better than Baleful Doll and 'made sense'.

What kind of effect do you think it will have on the META game? Is the result desirable? Ask your play testers.
Still easy to block the directed action however, so use at basic may be limited. However the 'Harbingers stealing life directly is a new game mechanic for them, so the effects on the meta game would need thorough testing.

Created by
Chris Nelson, although by the time I’ve discussed it with so many people and it’s been tweaked though play-testing I’m not sure I could really claim credit.

Example artwork: there's some nice example M:TG images out there, but there's little 'soul stealing' type artwork on wiki commons or deviantart.com.


Limit’s Edge
Cardtype: Action
Cost: None
Requirement(s): Fortitude, Necromancy, Harbinger.
Goal: Giovanni and Nararaja have Dominate, Samedi have a ton of stealth and an edge-stealing card that also nets pool assuming they don’t just use Night Moves (Obfuscate). The Harbinger disciplines do not necessarily lend themselves to normal bleeding (excluding Fortitude cards that torpor the minion). The goal was therefore to create a limited bleed action card that also had an untap or blood gain effect at superior. This card is in some ways the sister card to the suggested NEC/THN card The Spiteful Dead.

Card text
:for: :nec: (D) Bleed your prey at +1 bleed. No more than 2 pool can be bled this action (ignore the excess).
:FOR: :NEC: As above, but with a maximum bleed of 3. If successful, this acting minion may either gain a blood or burn a blood to untap.

Notes:
Not sure if the maximum bleed at for the advanced dual power (with clan requirement) should be 3 or 4. Maybe the alternative would be 3 at basic, 4 at advanced? A maximum of 4 would promote the use of Trochomancy (assuming the vampire had a normal bleed of one and Auspex as well as their prey having the requisite number of cards in their ash heap).

Flavour text
Man, the tallest, cannot reach to heaven,
Man, the widest, cannot cover the earth
- Epic of Gilgamesh.

Art notes
I struggle to think of a better image than a stressed, bloodshot eye with similarly awful-looking skin.

World of Darkness reference
N/A

How does this card reinforce a strength of the clan/discipline?
Theoretically, Necromancy should be a bleed booster (the Giovanni gained wealth through Wraith spies helping out their business deals), while Fortitude in VTES can be used to either gain blood or untap. Combining this into a single card seemed appropriate.

How does this card reinforce a weakness of the clan/discipline?
Does not offer stealth, costs a blood to untap if successful.

How does this card reinforce the clan's/discipline's theme?
This card is based on the idea that by having a very good idea of the vampire’s state (Necromancy) matched with Fortitude (as well as using Wraiths to gather intelligence or cause disruption), Harbingers could bleed efficiently enough to find time to hunt (gain blood) or take another action (untap). The only Fortitude bleed card is Force of Will (www.secretlibrary.info/index.php?lib=358) and this inflicts aggravated damage on the Vampire. Any vampire with Fortitude can bleed and then Freak Drive to untap following a (at basic, successful) action.

How does this card mitigate a weakness of the clan/discipline?
Enables a direct bleed action for Harbingers, although it limits excess by a low max bleed.

Should all clans and disciplines have access to all the same effects? A subset of effects (e.g. hunting grounds, stealth, etc.)?
Most disciplines have bleed enhancers (actions or action modifiers), although the Harbingers in-clan disciplines are the rarer bleed varieties. As mentioned, Force of Will torpors the acting minion, Auspex has Pulse of the Canaille (but is an action to add permanent bleed at great blood cost), while Necromancy doesn’t have a bleed card – despite the use of wraiths being a great boon in espionage.

Does the card mimic an existing card? If so, what are the differences and how do they affect the way the card interacts with the game?

The card is somewhat based on the Anarch-only Keystone Kine (where Necromancy gives +1 bleed) combined with a hunt action or basic Freak Drive. Bloodwork, a Black Hand card, offers a limited bleed boost too, although it gives stealth if the prey controls a Sabbat vampire.

Did you play-test the card in a real game. Was it fun for you? Was it fun for the other players?

Not yet. The maximum bleed but can still boost it might help successful bleeds against other Auspex Wall decks.

What kind of effect do you think it will have on the META game? Is the result desirable? Ask your play testers.
It’s designed to be help the Harbingers be able to bleed as well as do other stuff (although they’re still reliant on low-intercept prey), but this card addresses that issue without being over-powerful. The gain blood if successful ability helps with the lack of a hunting ground, while the untap may be on use if there is a lack of reaction card (or maybe there is equipment or even a Restoration in hand).

Created by
Chris Nelson, although by the time I’ve discussed it with so many people and it’s been tweaked though play-testing I’m not sure I could really claim credit.

Example artwork: knightflyte96.deviantart.com/art/The-Pain-Inside-My-Soul-74739951

Tread Upon the Grave
Cardtype: Combat
Cost: 1 blood
Requirement(s): Harbinger (maybe doesn't require a clan though?), Aus/Nec.
Goal: Handsize and Necromancy shenanigans.
Card text
Only usable before range is determined against a younger vampire or ally. A vampire can play only one Tread Upon The Grave each combat.
:aus: :nec: You have +1 handsize for the remainder of combat. The opposing minion must burn a blood for the first Necromancy card they play each round.
:AUS: :NEC: As above, and the opposing minion's controller discards a card at random. The card is not replaced until after combat.

Flavour text
N/A

Art notes

Have not thought/found any great artwork to represent this powe.

World of Darkness reference
Necromancy ritual.

How does this card reinforce a strength of the clan/discipline?
This is a handsize manipulation deck that any necromancer can use (so not just the Harbingers), but those with Auspex do get an extra kicker.

How does this card reinforce a weakness of the clan/discipline?
Requires blood. Limited against non-Necromancers.

How does this card reinforce the clan's/discipline's theme?
Strength of the shroud in this case increases the options to the necromancer (+1 handsize) but limits the options available to the opponent (-1 handsize, Necromancy gets a bit harder for them).

How does this card mitigate a weakness of the clan/discipline?
No.

Should all clans and disciplines have access to all the same effects? A subset of effects (e.g. hunting grounds, stealth, etc.)?
It is a Necromancy card, although it benefits Harbingers the most as it helps ensure that there are plenty of cards in their prey’s ash heap for Trochomancy.

Does the card mimic an existing card? If so, what are the differences and how do they affect the way the card interacts with the game?
Not aware of one that does this, although it is in some ways a combat-card version of Slaughterhouse (although not an on-table location), while AUS-NEC is slightly like Aura Reading.

Did you play-test the card in a real game. Was it fun for you? Was it fun for the other players?
Yes, it was useful (pulling a Fortitude card when I didn't have any combat in hand, for example).

What kind of effect do you think it will have on the META game? Is the result desirable? Ask your play testers.
Seemed to be well-received. Am concerned it might not ‘do enough’ to make its inclusion worthy in a deck however. Making an opponent’s use of Necromancy cost a bit more is entirely dependent on other players in the game having Necromancy, and the ‘randomly discard’ is as likely to remove a useful card as it is a useless one. An alternative suggestion fed back was that perhaps it could allow the user to see the hand of the opposing player - although that is more Auspex-like, future-telling is part of the occult traditions.

Created by
Chris Nelson, although by the time I’ve discussed it with so many people and it’s been tweaked though play-testing I’m not sure I could really claim credit.

Example artwork
: vexingart.deviantart.com/art/madam-74367092
Last edit: 24 Apr 2016 14:29 by chrisn101. Reason: term clarification

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