Extra Appendage (Card idea)
Updated Edited version:
Cost 0
Card type:Combat
Title: Extra Appendage




Original idea:
Card Idea:
Cost 0
Card type:Combat
Title: Extra Appendage




Just adding some sanguinus combat options. Wording clumsy and needs improvement.
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Maddog wrote: Card Idea:
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Play before range is determined. You may prevent 1 damage in combat. Gain 1 blood before strikes, and at the end of combat, you may move up to 2 blood from this vampire to another of the same circle. quote]
Think its better to change the wording of Gain 1 blood before strikes to Gain 1 blood. Otherwise you would get 3 blood per turn if Occtopod has been played. And I´m guessing that's not your intention? If it is you have to add this round or combat so you know how long the effekt off gain 1 blood before strikes last.





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Maddog wrote:
Maneuver or press
Discard X sanguinus cards from your hand to add 1+X strength to this vampires hand or melee strike this round.
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Play before range is determined. You may prevent 1 damage in combat. Gain 1 blood before strikes, and at the end of combat, you may move up to 2 blood from this vampire to another of the same circle.
I quite like the [san] level.
With some wording tidy-up, I think I quite like the [san][for] level. I wonder what it would look like in a Hermana deck, because Hermana Mayor could play it to help out a fresh Menor, and it's an interesting alternative to Slake the Thirst, because the [san] version makes it potentially more playable. I doubt it's likely to be super broken, but play-testing could try hard to break it, obviously.
I think the [SAN] level, however, is very underpowered. All but three Blood Brothers have Potence, and Potence is much better at this sort of thing - Torn Signpost, Undead Strength, Preternatural Strength, Increased Strength and other options. Throw away Sanguinus cards is potentially harsh, as it can do annoying things to your card ratios, and you're probably including some disciplineless cards (Taste of Vitae, some rush cards), some Fortitude cards, some Potence cards, some master cards etc.
I do like it having an unusual mechanism that feels Sanguinus-y, and one that isn't another tap/choose/burn-a-blood-from a fellow Circle member (that's fine too, but we have a few of those), but I think it's misfiring here - I don't think extra strength is that useful here, and I think the cost is quite high for it.
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- jamesatzephyr
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Anyway I've changed it to make it more maneuver/press focused for more interesting combat option like range, or going to close with option to cycle cards. Personally I don't like "Three's a Crowd" and I think they need another option to maneuver to range potence, play strike combat/bleed to aavoid combat, or play guns/weapons/ ect..Using fake out, backstep, higher ground, has disadvantages and feels off.
Here is a changed updated version:-
Card Idea:
Cost 0
Card type:Combat
Title: Extra Appendage




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[san] Maneuver or press, only usable to continue combat.
[SAN] Discard up to 2 cards to gain 1 maneuver or press for each card discarded.
[san][for] Only usable before range is determined. Once this combat, this vampire can prevent 1 damage and gain 1 blood before strikes are chosen. At the end of this combat, you can move up to 2 blood from this vampire to another Blood Brother of the same circle.
Things that aren't great:
[SAN] is a bit costly, even though it allows to cycle cards. But if you have a good hand, it's a weak effect.
[san][for]: it's weird to have a dual outferior discipline when the superior uses only one discipline. It's doesn't scale up. Gaining blood "before strikes are chosen" is a poor decision and makes cardtext complicated. Simply change it to "gain 1 blood" when the card is played.
The effects are not very consistent, looks like a sum of effects with no link between them (why an extra appendage would give blood to other Blood Brothers?) Plus both Blood Brothers should be ready for the "move blood" effect to occur for balance.
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