Dragon Storm RPG
Stuck
15/04/11 18:45
Your Name: (Required) elizabeth
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) stuck
Card Points: (Required) +6
Card Stats: (Required) n/a
Card Type and Timing: (Required) universal anchor flaw 0/p
Card Text (Max 200 Characters and Spaces) (Required) Mortal shifters only. May not be taken with Denial. The shock of becoming a shifter has trapped this character in her shifted form. Limited to items and cards usable in that form.
Why should this card be in the game: (Required) Original concept by Gordan N. Play tested the last four years by me. In yesterday's game Tamdrin finally was able to shift out of horse form. Stuck provides an interesting role playing challenge. In my case the character was in an animal form, which led to identity issues, being used as a pack animal, being forced to eat hay and other fodder, staying in stables with other animals that might be frisky, being unable to communicate normally, not fitting in buildings...the list goes on. And now that the flaw's been bought off, the fun continues-she's not used to talking, she has 20 rations of oats she now can't eat without cooking, she has no weapons or clothes, and since it's been four years game time, she looks nothing like she remembers herself looking. Characters that chose classic shifter forms would have their own sets of problems, not the least of which would be necros hunting them. And for GMs, a stuck npc can be a g
ood challenge for mentor candidates.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) stuck
Card Points: (Required) +6
Card Stats: (Required) n/a
Card Type and Timing: (Required) universal anchor flaw 0/p
Card Text (Max 200 Characters and Spaces) (Required) Mortal shifters only. May not be taken with Denial. The shock of becoming a shifter has trapped this character in her shifted form. Limited to items and cards usable in that form.
Why should this card be in the game: (Required) Original concept by Gordan N. Play tested the last four years by me. In yesterday's game Tamdrin finally was able to shift out of horse form. Stuck provides an interesting role playing challenge. In my case the character was in an animal form, which led to identity issues, being used as a pack animal, being forced to eat hay and other fodder, staying in stables with other animals that might be frisky, being unable to communicate normally, not fitting in buildings...the list goes on. And now that the flaw's been bought off, the fun continues-she's not used to talking, she has 20 rations of oats she now can't eat without cooking, she has no weapons or clothes, and since it's been four years game time, she looks nothing like she remembers herself looking. Characters that chose classic shifter forms would have their own sets of problems, not the least of which would be necros hunting them. And for GMs, a stuck npc can be a g
ood challenge for mentor candidates.
I have read and accepted the Legal Stuff: (Required) yes
Avoiding the Void
06/04/11 10:59
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional) yes
Card Title: (Required) Avoiding the Void
Card Points: (Required) 0cp
Card Stats: (Required) No stat changes
Card Type and Timing: (Required) Feature/Flaw 0/P
Card Text (Max 200 Characters and Spaces) (Required) Attach to a slain character, who becomes a spirit under GM control initially haunting place of death. If attached to a PC, GM may cede control to player as desired. Player may keep the departed PC.
Why should this card be in the game: (Required) played Dragonstorm and all I got was dead…but they let me keep playing…how cool is that?!”
One thing about DS I have always been ambivalent about is permadeath…although I have come to realize by the pounding of MY heart when one of my cardkids is in deep doodoo that it is a key part of what makes DS so much more exciting for me than D&D with my home crew. But with Terrible Twos and Exploding Dice it is DANGEROUS out there now, and permadeath becomes more likely. I like the changes, but now even a puny peasant with a big stick can get lucky and bash your head in…but I digress. As a Feature, this can be played on slain NPCs to make ghosts, but this also allows a new option for those players that don’t want to let go. A slain PC could become a spirit character, subject to merciless 3.4, but it would add a new dimension of play subject to all the existing rules on spirits and a way to hang on to a PC that wound up on the wrong side of Fate. A player could offer a spirit PC to the GM for use as cast, or even as a PC if the GM is interested in such an oddball P
C. It would be unkind of a GM to Banish such PC spirits to the Void, and this should be understood up front if allowed. A 30 day Dismissal is certainly in bounds. And all sorts of abuse from Rogue Spirit Walkers…
A revised version of “Yeah, I’m Dead…” a previously submitted oddball flaw. Yeah, the info text too.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional) yes
Card Title: (Required) Avoiding the Void
Card Points: (Required) 0cp
Card Stats: (Required) No stat changes
Card Type and Timing: (Required) Feature/Flaw 0/P
Card Text (Max 200 Characters and Spaces) (Required) Attach to a slain character, who becomes a spirit under GM control initially haunting place of death. If attached to a PC, GM may cede control to player as desired. Player may keep the departed PC.
Why should this card be in the game: (Required) played Dragonstorm and all I got was dead…but they let me keep playing…how cool is that?!”
One thing about DS I have always been ambivalent about is permadeath…although I have come to realize by the pounding of MY heart when one of my cardkids is in deep doodoo that it is a key part of what makes DS so much more exciting for me than D&D with my home crew. But with Terrible Twos and Exploding Dice it is DANGEROUS out there now, and permadeath becomes more likely. I like the changes, but now even a puny peasant with a big stick can get lucky and bash your head in…but I digress. As a Feature, this can be played on slain NPCs to make ghosts, but this also allows a new option for those players that don’t want to let go. A slain PC could become a spirit character, subject to merciless 3.4, but it would add a new dimension of play subject to all the existing rules on spirits and a way to hang on to a PC that wound up on the wrong side of Fate. A player could offer a spirit PC to the GM for use as cast, or even as a PC if the GM is interested in such an oddball P
C. It would be unkind of a GM to Banish such PC spirits to the Void, and this should be understood up front if allowed. A 30 day Dismissal is certainly in bounds. And all sorts of abuse from Rogue Spirit Walkers…
A revised version of “Yeah, I’m Dead…” a previously submitted oddball flaw. Yeah, the info text too.
I have read and accepted the Legal Stuff: (Required) yes
Insect Antennea
06/04/11 10:57
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Insect Antennae
Card Points: (Required) 4cp
Card Stats: (Required) No stat changes
Card Type and Timing: (Required) Feature anchor 0/P
Card Text (Max 200 Characters and Spaces) (Required) +6 to Smell and able to sense direction to source. May locate source within 30 ft. May smell water.
Why should this card be in the game: (Required) Most insects use their antennae for smell and to sense humidity. I simplified that as smelling it. Kinda negates the penalty for Compound eyes, if the PC that freezes to avoid being seen is too close. The Antenna will eventually find you if the Compound Eyes don’t.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Insect Antennae
Card Points: (Required) 4cp
Card Stats: (Required) No stat changes
Card Type and Timing: (Required) Feature anchor 0/P
Card Text (Max 200 Characters and Spaces) (Required) +6 to Smell and able to sense direction to source. May locate source within 30 ft. May smell water.
Why should this card be in the game: (Required) Most insects use their antennae for smell and to sense humidity. I simplified that as smelling it. Kinda negates the penalty for Compound eyes, if the PC that freezes to avoid being seen is too close. The Antenna will eventually find you if the Compound Eyes don’t.
I have read and accepted the Legal Stuff: (Required) yes
Compound Eyes
06/04/11 10:56
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Compound Eyes
Card Points: (Required) 4cp
Card Stats: (Required) No stat changes
Card Type and Timing: (Required) Feature anchor 0/P
Card Text (Max 200 Characters and Spaces) (Required) +6 Sight against moving things, -4 Sight against stationary things.
Why should this card be in the game: (Required) I obviously watch lots of nature documentaries. ;-) Learned that bug eyes are more sensitive to motion but less discriminating of detail than ours. Throw in the scene (erroneous, but great) from Jurassic Park when they freeze in front of the Tyrannosaurus Rex…and I came up with this feature.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Compound Eyes
Card Points: (Required) 4cp
Card Stats: (Required) No stat changes
Card Type and Timing: (Required) Feature anchor 0/P
Card Text (Max 200 Characters and Spaces) (Required) +6 Sight against moving things, -4 Sight against stationary things.
Why should this card be in the game: (Required) I obviously watch lots of nature documentaries. ;-) Learned that bug eyes are more sensitive to motion but less discriminating of detail than ours. Throw in the scene (erroneous, but great) from Jurassic Park when they freeze in front of the Tyrannosaurus Rex…and I came up with this feature.
I have read and accepted the Legal Stuff: (Required) yes
Insect Mandibles
06/04/11 10:55
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Insect Mandibles
Card Points: (Required) 6cp
Card Stats: (Required) +STR*
Card Type and Timing: (Required) Feature anchor 0/P
Card Text (Max 200 Characters and Spaces) (Required) *Mandible use only. Gain an IND/F bite attack. May use mandibles with ACT/V (AUK) to carry stuff, but cannot attack if carrying.
Why should this card be in the game: (Required) Another insectoid feature.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Insect Mandibles
Card Points: (Required) 6cp
Card Stats: (Required) +STR*
Card Type and Timing: (Required) Feature anchor 0/P
Card Text (Max 200 Characters and Spaces) (Required) *Mandible use only. Gain an IND/F bite attack. May use mandibles with ACT/V (AUK) to carry stuff, but cannot attack if carrying.
Why should this card be in the game: (Required) Another insectoid feature.
I have read and accepted the Legal Stuff: (Required) yes
Hidden Quills
06/04/11 10:55
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional) yes
Card Title: (Required) Hidden Quills
Card Points: (Required) 4cp
Card Stats: (Required) +2 STR* +4 DEF
Card Type and Timing: (Required) Feature Anchor 0/P L1
Card Text (Max 200 Characters and Spaces) (Required) Grow quills as IND/F that impale unarmed attackers, who take half the damage dealt. Weapons aren’t impaled. *unarmed attacks only.
Why should this card be in the game: (Required) Okay, I admit I ripped it off from that X-Men movie. Cool visual. Previously submitted as a Wererat ace.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional) yes
Card Title: (Required) Hidden Quills
Card Points: (Required) 4cp
Card Stats: (Required) +2 STR* +4 DEF
Card Type and Timing: (Required) Feature Anchor 0/P L1
Card Text (Max 200 Characters and Spaces) (Required) Grow quills as IND/F that impale unarmed attackers, who take half the damage dealt. Weapons aren’t impaled. *unarmed attacks only.
Why should this card be in the game: (Required) Okay, I admit I ripped it off from that X-Men movie. Cool visual. Previously submitted as a Wererat ace.
I have read and accepted the Legal Stuff: (Required) yes
Gecko Tongue
06/04/11 10:54
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Gecko Tongue
Card Points: (Required) 4cp
Card Stats: (Required) +1 STR* +4SPD*
Card Type and Timing: (Required) Feature 0/P
Card Text (Max 200 Characters and Spaces) (Required) *Tongue use only. May melee attack or Pilfer Stuff up to 12 ft. away as IND/F ( L1R). Does Stun Damage and on success +STR vs +STR draws target to mouth. Only obvious in use, but larger than usual.
Why should this card be in the game: (Required) No, I am not trying to unleash JarJar Binks onto Grandilar… and I was inspired by jungle geckos, not the commercial one. (See Gecko Pads;-) Neat visuals tho, even if JarJar has been nominated for most annoying creature of all time...Toad from the X-Men movies also comes to mind. All sorts of possibilities...
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Gecko Tongue
Card Points: (Required) 4cp
Card Stats: (Required) +1 STR* +4SPD*
Card Type and Timing: (Required) Feature 0/P
Card Text (Max 200 Characters and Spaces) (Required) *Tongue use only. May melee attack or Pilfer Stuff up to 12 ft. away as IND/F ( L1R). Does Stun Damage and on success +STR vs +STR draws target to mouth. Only obvious in use, but larger than usual.
Why should this card be in the game: (Required) No, I am not trying to unleash JarJar Binks onto Grandilar… and I was inspired by jungle geckos, not the commercial one. (See Gecko Pads;-) Neat visuals tho, even if JarJar has been nominated for most annoying creature of all time...Toad from the X-Men movies also comes to mind. All sorts of possibilities...
I have read and accepted the Legal Stuff: (Required) yes
Gecko Pads
06/04/11 10:53
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Gecko Pads
Card Points: (Required) 3cp
Card Stats: (Required) No stat changes
Card Type and Timing: (Required) Feature 0/P
Card Text (Max 200 Characters and Spaces) (Required) Bulbous fingertip and toe pads allow this NPC to climb on anything, even upside down, at half normal speed. Adds +4 to Pilfer Stuff.
Why should this card be in the game: (Required) Allows for SpiderMan moves and so forth. Also makes swiping stuff easier since the NPC just has to touch it to take it. At least it seems like it would, tho it also might make it easier to take the wrong thing, or other things, or get a hand stuck on a Terrible Two…
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Gecko Pads
Card Points: (Required) 3cp
Card Stats: (Required) No stat changes
Card Type and Timing: (Required) Feature 0/P
Card Text (Max 200 Characters and Spaces) (Required) Bulbous fingertip and toe pads allow this NPC to climb on anything, even upside down, at half normal speed. Adds +4 to Pilfer Stuff.
Why should this card be in the game: (Required) Allows for SpiderMan moves and so forth. Also makes swiping stuff easier since the NPC just has to touch it to take it. At least it seems like it would, tho it also might make it easier to take the wrong thing, or other things, or get a hand stuck on a Terrible Two…
I have read and accepted the Legal Stuff: (Required) yes
Razor Feathers
04/04/11 19:59
Your Name: (Required) Ann Gray
Your Email: (Optional) pixiejorge@yahoo.com
Guild Number: (Optional) 4
Is this a Revised Card? (Optional)
Card Title: (Required) razor feathers
Card Points: (Required) 8
Card Stats: (Required) strength + 3
Card Type and Timing: (Required) feature enhance 0/P (L1R)
Card Text (Max 200 Characters and Spaces) (Required) A creature has developed sharp edges on it's feathers/wings. Once per round It can attack at 2D6+STR+3 slashing with a wing as an independent.
Why should this card be in the game: (Required) This could be placed on an already flying creature whether the wings have feathers or not. Even on a non flying creature with feathers (like an emu or ostrich if they exist in the GM's world).
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) pixiejorge@yahoo.com
Guild Number: (Optional) 4
Is this a Revised Card? (Optional)
Card Title: (Required) razor feathers
Card Points: (Required) 8
Card Stats: (Required) strength + 3
Card Type and Timing: (Required) feature enhance 0/P (L1R)
Card Text (Max 200 Characters and Spaces) (Required) A creature has developed sharp edges on it's feathers/wings. Once per round It can attack at 2D6+STR+3 slashing with a wing as an independent.
Why should this card be in the game: (Required) This could be placed on an already flying creature whether the wings have feathers or not. Even on a non flying creature with feathers (like an emu or ostrich if they exist in the GM's world).
I have read and accepted the Legal Stuff: (Required) yes
Kraken Form
04/04/11 19:59
Your Name: (Required) elizabeth
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) Kraken Form
Card Points: (Required) 3
Card Stats: (Required) STR +6 COR +2 DEF +2 SPD +3 WIS 0 HP 0 CAP 0
Card Type and Timing: (Required) Griffon ace 1/V
Card Text (Max 200 Characters and Spaces) (Required) Play to shift a griffon into kraken form. May not use human speech . Success at +COR allows her to use items that require hands. Breathes underwater.
Why should this card be in the game: (Required) This is part of a series of mer-stuff mom and I created several years ago. We've been play-testing them off and on. The griffon mer form. Stats updated to reflect the great change.
Squid have beaks. Griffons have beaks. Admittedly it's a stretch, but we wanted to have something for each race.(Phoenixes didn't exist at the time and my group shot down the idea of blazing penguins.) Octapi can open jars and such with their tentacles, so has a shot of using items. Will suffocate out of water, depends on the kindness of your gm as to how fast.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) Kraken Form
Card Points: (Required) 3
Card Stats: (Required) STR +6 COR +2 DEF +2 SPD +3 WIS 0 HP 0 CAP 0
Card Type and Timing: (Required) Griffon ace 1/V
Card Text (Max 200 Characters and Spaces) (Required) Play to shift a griffon into kraken form. May not use human speech . Success at +COR allows her to use items that require hands. Breathes underwater.
Why should this card be in the game: (Required) This is part of a series of mer-stuff mom and I created several years ago. We've been play-testing them off and on. The griffon mer form. Stats updated to reflect the great change.
Squid have beaks. Griffons have beaks. Admittedly it's a stretch, but we wanted to have something for each race.(Phoenixes didn't exist at the time and my group shot down the idea of blazing penguins.) Octapi can open jars and such with their tentacles, so has a shot of using items. Will suffocate out of water, depends on the kindness of your gm as to how fast.
I have read and accepted the Legal Stuff: (Required) yes
Muskrat Form
04/04/11 19:58
Your Name: (Required) elizabeth
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) Muskrat Form
Card Points: (Required) 3
Card Stats: (Required) STR 0 COR +2 DEF +1 SPD +2 WIS 0 HP 0 CAP =3
Card Type and Timing: (Required) Wererat ace 1/V
Card Text (Max 200 Characters and Spaces) (Required) Play to shift a wererat into muskrat form. Muskrats may not use items with a CAP greater than 1. May use cards that require being ‘in form.’ Swims and may dive for up to 15 minutes at a time. May use rat chitter.
Why should this card be in the game: (Required) This is part of a series of mer-stuff mom and I created several years ago. We've been play-testing them off and on. The wererat mer form. Stats updated to reflect the great change. Can't dive as long as the other forms, but has hands of a sort and may use items, possibly weapons if your gm allows. Perfectly usable out of water, somewhat bigger than the basic rat, but without the stealth bonus.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) Muskrat Form
Card Points: (Required) 3
Card Stats: (Required) STR 0 COR +2 DEF +1 SPD +2 WIS 0 HP 0 CAP =3
Card Type and Timing: (Required) Wererat ace 1/V
Card Text (Max 200 Characters and Spaces) (Required) Play to shift a wererat into muskrat form. Muskrats may not use items with a CAP greater than 1. May use cards that require being ‘in form.’ Swims and may dive for up to 15 minutes at a time. May use rat chitter.
Why should this card be in the game: (Required) This is part of a series of mer-stuff mom and I created several years ago. We've been play-testing them off and on. The wererat mer form. Stats updated to reflect the great change. Can't dive as long as the other forms, but has hands of a sort and may use items, possibly weapons if your gm allows. Perfectly usable out of water, somewhat bigger than the basic rat, but without the stealth bonus.
I have read and accepted the Legal Stuff: (Required) yes
Tiger Fish Form
04/04/11 19:57
Your Name: (Required) elizabeth
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) Tiger Fish Form
Card Points: (Required) 3
Card Stats: (Required) STR +9 COR 0 DEF +3 SPD +3* WIS 0 HP 0 CAP 0
Card Type and Timing: (Required) Werecat ace 1/V
Card Text (Max 200 Characters and Spaces) (Required) Play to shift into tiger fish form. May not use human speech or items that require hands. Breathes underwater and may use cards that require being ‘in form.’ *SPD in water only.
Why should this card be in the game: (Required) This is part of a series of mer-stuff mom and I created several years ago. We've been play-testing them off and on. The werecat mer form. Front half tiger, back half fish. You can find pictures if you look. Stats updated to reflect the great change. Will suffocate out of water, depends on the kindness of your gm as to how fast
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) Tiger Fish Form
Card Points: (Required) 3
Card Stats: (Required) STR +9 COR 0 DEF +3 SPD +3* WIS 0 HP 0 CAP 0
Card Type and Timing: (Required) Werecat ace 1/V
Card Text (Max 200 Characters and Spaces) (Required) Play to shift into tiger fish form. May not use human speech or items that require hands. Breathes underwater and may use cards that require being ‘in form.’ *SPD in water only.
Why should this card be in the game: (Required) This is part of a series of mer-stuff mom and I created several years ago. We've been play-testing them off and on. The werecat mer form. Front half tiger, back half fish. You can find pictures if you look. Stats updated to reflect the great change. Will suffocate out of water, depends on the kindness of your gm as to how fast
I have read and accepted the Legal Stuff: (Required) yes
Giant Rock Lobster Form
04/04/11 19:56
Your Name: (Required) elizabeth
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) Giant Rock Lobster Form
Card Points: (Required) 3
Card Stats: (Required) STR +5 COR 0 DEF +4 SPD +2* WIS 0 HP 0 CAP -1
Card Type and Timing: (Required) Gargoyle ace 1/V
Card Text (Max 200 Characters and Spaces) (Required) Play to shift a gargoyle into lobster form. Lobsters may not use human speech or items that require hands. May use cards that require being ‘in form’. +2 underwater perception Breathes above & underwater, *in water.
Why should this card be in the game: (Required) This is part of a series of mer-stuff mom and I created several years ago. We've been play-testing them off and on. The gargoyle mer form. Gargoyles are hard, so are crustaceans. Stats updated to reflect the great change. Has eyes and antennae hence the perception bonus. Amphibious, but faster in the water.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) Giant Rock Lobster Form
Card Points: (Required) 3
Card Stats: (Required) STR +5 COR 0 DEF +4 SPD +2* WIS 0 HP 0 CAP -1
Card Type and Timing: (Required) Gargoyle ace 1/V
Card Text (Max 200 Characters and Spaces) (Required) Play to shift a gargoyle into lobster form. Lobsters may not use human speech or items that require hands. May use cards that require being ‘in form’. +2 underwater perception Breathes above & underwater, *in water.
Why should this card be in the game: (Required) This is part of a series of mer-stuff mom and I created several years ago. We've been play-testing them off and on. The gargoyle mer form. Gargoyles are hard, so are crustaceans. Stats updated to reflect the great change. Has eyes and antennae hence the perception bonus. Amphibious, but faster in the water.
I have read and accepted the Legal Stuff: (Required) yes
Seahorse Form
04/04/11 19:56
Your Name: (Required) elizabeth
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) Seahorse Form
Card Points: (Required) 3
Card Stats: (Required) STR -3 COR +1 DEF +1 SPD +4 WIS 0 HP 0 CAP =1
Card Type and Timing: (Required) Dragon ace 1/V
Card Text (Max 200 Characters and Spaces) (Required) Play to shift a dragon into seahorse form. May not use humanoid languages, items that require hands, Crushing Blow or Tail Strike. Breathes underwater and may use cards that require being ‘in form.’
Why should this card be in the game: (Required) This is part of a series of mer-stuff mom and I created several years ago. We've been play-testing them off and on. The small dragon mer form. In Japanese, the seahorse is the child of the dragon. Similar size to the fire dragonet. Stats updated to reflect the great change. Will suffocate out of water, depends on the kindness of your gm as to how fast. I see no reason why magical fire couldn't work underwater. It's magic. Haven't been able to get my players to use this one...
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) Seahorse Form
Card Points: (Required) 3
Card Stats: (Required) STR -3 COR +1 DEF +1 SPD +4 WIS 0 HP 0 CAP =1
Card Type and Timing: (Required) Dragon ace 1/V
Card Text (Max 200 Characters and Spaces) (Required) Play to shift a dragon into seahorse form. May not use humanoid languages, items that require hands, Crushing Blow or Tail Strike. Breathes underwater and may use cards that require being ‘in form.’
Why should this card be in the game: (Required) This is part of a series of mer-stuff mom and I created several years ago. We've been play-testing them off and on. The small dragon mer form. In Japanese, the seahorse is the child of the dragon. Similar size to the fire dragonet. Stats updated to reflect the great change. Will suffocate out of water, depends on the kindness of your gm as to how fast. I see no reason why magical fire couldn't work underwater. It's magic. Haven't been able to get my players to use this one...
I have read and accepted the Legal Stuff: (Required) yes
Sea Serpant Form
04/04/11 19:55
Your Name: (Required) elizabeth
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) Sea Serpent Form
Card Points: (Required) 3
Card Stats: (Required) STR +13 COR 0 DEF +3 SPD +2* WIS 0 HP 0 CAP +3
Card Type and Timing: (Required) Dragon ace 1/V
Card Text (Max 200 Characters and Spaces) (Required) Play to shift a dragon into sea serpent form. Sea serpents may not use human speech or items that require hands. Breathes underwater and counts as 'in form.’ +* in water only.
Why should this card be in the game: (Required) This is part of a series of mer-stuff mom and I created several years ago. We've been play-testing them off and on. The main dragon mer form. Stats updated to reflect the great change. Will suffocate out of water, depends on the kindness of your gm as to how fast. Fast only in the water, not when played to fall from mid air as happened in one of my games. I see no reason why magical fire couldn't work underwater. It's magic.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) Sea Serpent Form
Card Points: (Required) 3
Card Stats: (Required) STR +13 COR 0 DEF +3 SPD +2* WIS 0 HP 0 CAP +3
Card Type and Timing: (Required) Dragon ace 1/V
Card Text (Max 200 Characters and Spaces) (Required) Play to shift a dragon into sea serpent form. Sea serpents may not use human speech or items that require hands. Breathes underwater and counts as 'in form.’ +* in water only.
Why should this card be in the game: (Required) This is part of a series of mer-stuff mom and I created several years ago. We've been play-testing them off and on. The main dragon mer form. Stats updated to reflect the great change. Will suffocate out of water, depends on the kindness of your gm as to how fast. Fast only in the water, not when played to fall from mid air as happened in one of my games. I see no reason why magical fire couldn't work underwater. It's magic.
I have read and accepted the Legal Stuff: (Required) yes
Seal Form
04/04/11 19:54
Your Name: (Required) elizabeth
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) Seal form
Card Points: (Required) 3
Card Stats: (Required) STR +5 COR 0 DEF +3 SPD +3* WIS 0 HP 0 CAP 0
Card Type and Timing: (Required) Werewolf ace 1/V
Card Text (Max 200 Characters and Spaces) (Required) Play to shift a werewolf into seal form. May not use human languages or items that require hands. Seals swim and may dive for 30 minute lengths. May use cards that require being in wolf form. *SPD in water only.
Why should this card be in the game: (Required) This is part of a series of mer-stuff mom and I created several years ago. We've been play-testing them off and on. The werewolf mer form. Stats updated to reflect the great change. Not as fast and agile on land as in the water. Strong enough to pull hapless sailors to their deaths-that happened after the sea serpent upended the boat.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) Seal form
Card Points: (Required) 3
Card Stats: (Required) STR +5 COR 0 DEF +3 SPD +3* WIS 0 HP 0 CAP 0
Card Type and Timing: (Required) Werewolf ace 1/V
Card Text (Max 200 Characters and Spaces) (Required) Play to shift a werewolf into seal form. May not use human languages or items that require hands. Seals swim and may dive for 30 minute lengths. May use cards that require being in wolf form. *SPD in water only.
Why should this card be in the game: (Required) This is part of a series of mer-stuff mom and I created several years ago. We've been play-testing them off and on. The werewolf mer form. Stats updated to reflect the great change. Not as fast and agile on land as in the water. Strong enough to pull hapless sailors to their deaths-that happened after the sea serpent upended the boat.
I have read and accepted the Legal Stuff: (Required) yes
Hippocampus Form
04/04/11 19:53
Your Name: (Required) elizabeth
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) Hippocampus form
Card Points: (Required) 3
Card Stats: (Required) STR +9 COR +1* DEF +3 SPD +2* WIS 0 HP 0 CAP +1
Card Type and Timing: (Required) Pegusus ace 1/V
Card Text (Max 200 Characters and Spaces) (Required) Play to shift into hippocampus form. May not use languages or items that require hands. Breathes underwater and may use cards that require being ‘in form’. +* in water only.
Why should this card be in the game: (Required) This is part of a series of mer-stuff mom and I created several years ago. We've been play-testing them off and on. The pegasus mer form. Stats updated to reflect the great change. Classical critter, front half of horse, back half of fish. Swimming is a 3d movement just like flying, so those cards that require winged forms should work. Will suffocate out of water, depends on the kindness of your gm as to how fast.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) Hippocampus form
Card Points: (Required) 3
Card Stats: (Required) STR +9 COR +1* DEF +3 SPD +2* WIS 0 HP 0 CAP +1
Card Type and Timing: (Required) Pegusus ace 1/V
Card Text (Max 200 Characters and Spaces) (Required) Play to shift into hippocampus form. May not use languages or items that require hands. Breathes underwater and may use cards that require being ‘in form’. +* in water only.
Why should this card be in the game: (Required) This is part of a series of mer-stuff mom and I created several years ago. We've been play-testing them off and on. The pegasus mer form. Stats updated to reflect the great change. Classical critter, front half of horse, back half of fish. Swimming is a 3d movement just like flying, so those cards that require winged forms should work. Will suffocate out of water, depends on the kindness of your gm as to how fast.
I have read and accepted the Legal Stuff: (Required) yes
Narwhal Form
04/04/11 19:52
Your Name: (Required) elizabeth
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) Narwhal form
Card Points: (Required) 3
Card Stats: (Required) STR +10* COR 0 DEF +3 SPD +3* WIS 0 HP 0 CAP +3
Card Type and Timing: (Required) Unicorn ace 1/V
Card Text (Max 200 Characters and Spaces) (Required) Play to shift a unicorn into narwhal form. May not use languages or items that require hands. May use cards that require being ’in form.’ May dive for up to 1 hour. *become negative on land.
Why should this card be in the game: (Required) This is part of a series of mer-stuff mom and I created several years ago. We've been play-testing them off and on. The unicorn mer form. Stats updated to reflect the great change. Mostly helpless on land, hence the negative stats. Has a horn, so may use the 'horn of' abilities. Because I can see it coming up, the stats are not necessarily going to be negative if the narwhal is flying, it's up to your gm.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) Narwhal form
Card Points: (Required) 3
Card Stats: (Required) STR +10* COR 0 DEF +3 SPD +3* WIS 0 HP 0 CAP +3
Card Type and Timing: (Required) Unicorn ace 1/V
Card Text (Max 200 Characters and Spaces) (Required) Play to shift a unicorn into narwhal form. May not use languages or items that require hands. May use cards that require being ’in form.’ May dive for up to 1 hour. *become negative on land.
Why should this card be in the game: (Required) This is part of a series of mer-stuff mom and I created several years ago. We've been play-testing them off and on. The unicorn mer form. Stats updated to reflect the great change. Mostly helpless on land, hence the negative stats. Has a horn, so may use the 'horn of' abilities. Because I can see it coming up, the stats are not necessarily going to be negative if the narwhal is flying, it's up to your gm.
I have read and accepted the Legal Stuff: (Required) yes
Merfolk Form
04/04/11 19:51
Your Name: (Required) elizabeth
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) Merfolk form
Card Points: (Required) 3
Card Stats: (Required) STR +1 COR 0 DEF 0 SPD +1 WIS 0 HP 0 CAP 0
Card Type and Timing: (Required) Bloodkin ace 1/v
Card Text (Max 200 Characters and Spaces) (Required) Play to shift bloodkin character into merfolk form. May swim and breathe underwater.
Why should this card be in the game: (Required) A relatively new addition to the mer cards I've created. It stands to reason if the are merfolk shifters, the dragons were able to take that form to spread their dna. Didn't see any merfolk in the new cards posted for 1.1. Unlike the Mer-avatar, merfolk can breathe in or out of water.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) Merfolk form
Card Points: (Required) 3
Card Stats: (Required) STR +1 COR 0 DEF 0 SPD +1 WIS 0 HP 0 CAP 0
Card Type and Timing: (Required) Bloodkin ace 1/v
Card Text (Max 200 Characters and Spaces) (Required) Play to shift bloodkin character into merfolk form. May swim and breathe underwater.
Why should this card be in the game: (Required) A relatively new addition to the mer cards I've created. It stands to reason if the are merfolk shifters, the dragons were able to take that form to spread their dna. Didn't see any merfolk in the new cards posted for 1.1. Unlike the Mer-avatar, merfolk can breathe in or out of water.
I have read and accepted the Legal Stuff: (Required) yes
Mer-Avatar
04/04/11 19:49
Your Name: (Required) elizabeth
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) Mer-avatar
Card Points: (Required) 4
Card Stats: (Required) STR +5 COR +2* DEF +2 SPD +3* WIS 0 HP 0 CAP 0
Card Type and Timing: (Required) Bloodkin ace 1/V
Card Text (Max 200 Characters and Spaces) (Required) This 7-foot humanoid has the lower body of a fish. The Mer-Avatar breathes underwater. Characters may use their racial abilities that require they be in ‘form.’ +*only while in water.
Why should this card be in the game: (Required) This is part of a series of mer-stuff mom and I created several years ago. We've been play-testing them off and on. This form predates the merfolk cards. It is by far the most popular of the mer forms we've created. My players seem to prefer it to the species specific forms. Stats have been updated to reflect the great change. This form was used by dragons in aquatic ceremonies. As to what happens out of water, the gm will determine how long you can hold your breath.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) Mer-avatar
Card Points: (Required) 4
Card Stats: (Required) STR +5 COR +2* DEF +2 SPD +3* WIS 0 HP 0 CAP 0
Card Type and Timing: (Required) Bloodkin ace 1/V
Card Text (Max 200 Characters and Spaces) (Required) This 7-foot humanoid has the lower body of a fish. The Mer-Avatar breathes underwater. Characters may use their racial abilities that require they be in ‘form.’ +*only while in water.
Why should this card be in the game: (Required) This is part of a series of mer-stuff mom and I created several years ago. We've been play-testing them off and on. This form predates the merfolk cards. It is by far the most popular of the mer forms we've created. My players seem to prefer it to the species specific forms. Stats have been updated to reflect the great change. This form was used by dragons in aquatic ceremonies. As to what happens out of water, the gm will determine how long you can hold your breath.
I have read and accepted the Legal Stuff: (Required) yes
Harpoon Gun
04/04/11 19:48
Your Name: (Required) elizabeth
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) Harpoon gun
Card Points: (Required) 200 gold
Card Stats: (Required) STR 0 COR +4 DEF 0 SPD 0 WIS 0 HP 0 CAP -3
Card Type and Timing: (Required) item
Card Text (Max 200 Characters and Spaces) (Required) Designed to shoot through water, the harpoon has a range of 150 feet. It takes one action to reel in the line. It takes another action to reload
Why should this card be in the game: (Required) This is part of a series of mer-stuff mom and I created several years ago. We've been play-testing them off and on. As seen on Mythbusters, ranged weapons don't work that well going into or through water. Harpoons are specially designed for aquatic use. This one has a 150 foot line attached. Used primarily by fishermen, and possibly merfolk. If the harpoon is stuck in something the gm might make you roll to reel it in. Not really a gun, but that sounds better than harpoon launcher or harpoon crossbow.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) Harpoon gun
Card Points: (Required) 200 gold
Card Stats: (Required) STR 0 COR +4 DEF 0 SPD 0 WIS 0 HP 0 CAP -3
Card Type and Timing: (Required) item
Card Text (Max 200 Characters and Spaces) (Required) Designed to shoot through water, the harpoon has a range of 150 feet. It takes one action to reel in the line. It takes another action to reload
Why should this card be in the game: (Required) This is part of a series of mer-stuff mom and I created several years ago. We've been play-testing them off and on. As seen on Mythbusters, ranged weapons don't work that well going into or through water. Harpoons are specially designed for aquatic use. This one has a 150 foot line attached. Used primarily by fishermen, and possibly merfolk. If the harpoon is stuck in something the gm might make you roll to reel it in. Not really a gun, but that sounds better than harpoon launcher or harpoon crossbow.
I have read and accepted the Legal Stuff: (Required) yes
Hand Harpoon
04/04/11 19:47
Your Name: (Required) elizabeth
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) Hand Harpoon
Card Points: (Required) 50 gold
Card Stats: (Required) STR +1 COR +4 DEF 0 SPD 0 WIS 0 HP 0 CAP -2
Card Type and Timing: (Required) item
Card Text (Max 200 Characters and Spaces) (Required) Designed to be thrown through water, this weapon has a range of 30 feet. It takes an action to reel in the harpoon.
Why should this card be in the game: (Required) This is part of a series of mer-stuff mom and I created several years ago. We've been play-testing them off and on. As seen on Mythbusters, ranged weapons don't work that well going into or through water. Harpoons are specially designed for aquatic use. This one has a 30 foot line attached. Used primarily by fishermen, and possibly merfolk. if the harpoon is stuck in something the gm might make you roll to reel it in. May also be used in melee fighting.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) Hand Harpoon
Card Points: (Required) 50 gold
Card Stats: (Required) STR +1 COR +4 DEF 0 SPD 0 WIS 0 HP 0 CAP -2
Card Type and Timing: (Required) item
Card Text (Max 200 Characters and Spaces) (Required) Designed to be thrown through water, this weapon has a range of 30 feet. It takes an action to reel in the harpoon.
Why should this card be in the game: (Required) This is part of a series of mer-stuff mom and I created several years ago. We've been play-testing them off and on. As seen on Mythbusters, ranged weapons don't work that well going into or through water. Harpoons are specially designed for aquatic use. This one has a 30 foot line attached. Used primarily by fishermen, and possibly merfolk. if the harpoon is stuck in something the gm might make you roll to reel it in. May also be used in melee fighting.
I have read and accepted the Legal Stuff: (Required) yes
Oar
04/04/11 19:47
Your Name: (Required) elizabeth
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) oar
Card Points: (Required) 30 gold
Card Stats: (Required) STR +1* COR 0 DEF +1* SPD -1* WIS 0 HP 0 CAP -1
Card Type and Timing: (Required) item
Card Text (Max 200 Characters and Spaces) (Required) Oars add a +3 bonus to all boating rolls.
*Bonuses shown apply to using the oar as a staff weapon.
Why should this card be in the game: (Required) This is part of a series of mer-stuff mom and I created several years ago. We've been play-testing them off and on. Something to make those boating rolls easier. Sure, you can use the boats without one, but it helps. Can double as a staff, but at negative speed. May be mistaken for a winnowing fan.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) oar
Card Points: (Required) 30 gold
Card Stats: (Required) STR +1* COR 0 DEF +1* SPD -1* WIS 0 HP 0 CAP -1
Card Type and Timing: (Required) item
Card Text (Max 200 Characters and Spaces) (Required) Oars add a +3 bonus to all boating rolls.
*Bonuses shown apply to using the oar as a staff weapon.
Why should this card be in the game: (Required) This is part of a series of mer-stuff mom and I created several years ago. We've been play-testing them off and on. Something to make those boating rolls easier. Sure, you can use the boats without one, but it helps. Can double as a staff, but at negative speed. May be mistaken for a winnowing fan.
I have read and accepted the Legal Stuff: (Required) yes
Sailboat
04/04/11 19:46
Your Name: (Required) elizabeth
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) Sailboat
Card Points: (Required) 500 gold
Card Stats: (Required) CAP -20/+50
Card Type and Timing: (Required) item
Card Text (Max 200 Characters and Spaces) (Required) Sailboats are used to cross larger expanses of water. Users must win a roll at +0vs+4 to control the sailboat. GM may increase the difficulty in rough weather.
Why should this card be in the game: (Required) This is part of a series of mer-stuff mom and I created several years ago. We've been play-testing them off and on. Larger and harder to control than the canoe, and meant to go further out to sea.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) Sailboat
Card Points: (Required) 500 gold
Card Stats: (Required) CAP -20/+50
Card Type and Timing: (Required) item
Card Text (Max 200 Characters and Spaces) (Required) Sailboats are used to cross larger expanses of water. Users must win a roll at +0vs+4 to control the sailboat. GM may increase the difficulty in rough weather.
Why should this card be in the game: (Required) This is part of a series of mer-stuff mom and I created several years ago. We've been play-testing them off and on. Larger and harder to control than the canoe, and meant to go further out to sea.
I have read and accepted the Legal Stuff: (Required) yes
Canoe
04/04/11 19:45
Your Name: (Required) elizabeth
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) Canoe
Card Points: (Required) 80 gold
Card Stats: (Required) CAP -6/+20
Card Type and Timing: (Required) item
Card Text (Max 200 Characters and Spaces) (Required) The canoe is a small craft for transporting people and their goods across water. A boating roll may be required to steer the canoe.
Why should this card be in the game: (Required) This is part of a series of mer-stuff mom and I created several years ago. We've been play-testing them off and on. Your basic small craft, not for use on the open sea.
In my games a human-sized person counts as 4 CAP-people are bulkier than stew pots. Depending on stuff, you could get one to four people in one.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) Canoe
Card Points: (Required) 80 gold
Card Stats: (Required) CAP -6/+20
Card Type and Timing: (Required) item
Card Text (Max 200 Characters and Spaces) (Required) The canoe is a small craft for transporting people and their goods across water. A boating roll may be required to steer the canoe.
Why should this card be in the game: (Required) This is part of a series of mer-stuff mom and I created several years ago. We've been play-testing them off and on. Your basic small craft, not for use on the open sea.
In my games a human-sized person counts as 4 CAP-people are bulkier than stew pots. Depending on stuff, you could get one to four people in one.
I have read and accepted the Legal Stuff: (Required) yes
Boating
04/04/11 19:44
Your Name: (Required) elizabeth
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) Boating
Card Points: (Required) 5
Card Stats: (Required) n/a
Card Type and Timing: (Required) Universal anchor 0/P
Card Text (Max 200 Characters and Spaces) (Required) User has trained to handle boats, and adds +4 to all boating rolls.
Why should this card be in the game: (Required) This is part of a series of mer-stuff mom and I created several years ago. We've been play-testing them off and on. I'll post the boats somewhere in here as well. Similar to the ride anchor in usefulness-you really need it when you need it. Necessary for making cast sailors.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) Boating
Card Points: (Required) 5
Card Stats: (Required) n/a
Card Type and Timing: (Required) Universal anchor 0/P
Card Text (Max 200 Characters and Spaces) (Required) User has trained to handle boats, and adds +4 to all boating rolls.
Why should this card be in the game: (Required) This is part of a series of mer-stuff mom and I created several years ago. We've been play-testing them off and on. I'll post the boats somewhere in here as well. Similar to the ride anchor in usefulness-you really need it when you need it. Necessary for making cast sailors.
I have read and accepted the Legal Stuff: (Required) yes
Island
04/04/11 19:44
Your Name: (Required) elizabeth
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) Island
Card Points: (Required) 3
Card Stats: (Required) n/a
Card Type and Timing: (Required) Scene—Land
Card Text (Max 200 Characters and Spaces) (Required) Any non-aquatic terrain may be used as an island. The island surrounded on all sides by aquatic terrains and may only be reached by boat, magic, swimming or flying.
Possible scenes:
The island is the only sanctuary for characters stranded at sea.
A necromancer may rule from an offshore keep.
Dragons may have hidden treasures here.
Pirates!
Why should this card be in the game: (Required) This is part of a series of mer-stuff mom and I created several years ago. We've been play-testing them off and on. Water forms require water. I know, the text doesn't fit. Not sure scenes exist in the new game anyway, but the idea is valid and needs to be expressed somehow. My players had a great time storming the pirate keep.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) Island
Card Points: (Required) 3
Card Stats: (Required) n/a
Card Type and Timing: (Required) Scene—Land
Card Text (Max 200 Characters and Spaces) (Required) Any non-aquatic terrain may be used as an island. The island surrounded on all sides by aquatic terrains and may only be reached by boat, magic, swimming or flying.
Possible scenes:
The island is the only sanctuary for characters stranded at sea.
A necromancer may rule from an offshore keep.
Dragons may have hidden treasures here.
Pirates!
Why should this card be in the game: (Required) This is part of a series of mer-stuff mom and I created several years ago. We've been play-testing them off and on. Water forms require water. I know, the text doesn't fit. Not sure scenes exist in the new game anyway, but the idea is valid and needs to be expressed somehow. My players had a great time storming the pirate keep.
I have read and accepted the Legal Stuff: (Required) yes
Ocean
04/04/11 19:42
Your Name: (Required) elizabeth
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) Ocean
Card Points: (Required) 4
Card Stats: (Required) n/a
Card Type and Timing: (Required) Terrain Normal Aquatic
Card Text (Max 200 Characters and Spaces) (Required) Sparkling salt water as far as the eye can see. This terrain may only be crossed by boat, flying or swimming.
Supply use: 1 food 2 water
Recharge: 1 per 4 hours
Why should this card be in the game: (Required) This is part of a series of mer-stuff mom and I created several years ago. We've been play-testing them off and on. Water forms require water. This is your basic salt water terrain. In the old style, as I am slightly befuddled by the 1.1 terrain cards.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) Ocean
Card Points: (Required) 4
Card Stats: (Required) n/a
Card Type and Timing: (Required) Terrain Normal Aquatic
Card Text (Max 200 Characters and Spaces) (Required) Sparkling salt water as far as the eye can see. This terrain may only be crossed by boat, flying or swimming.
Supply use: 1 food 2 water
Recharge: 1 per 4 hours
Why should this card be in the game: (Required) This is part of a series of mer-stuff mom and I created several years ago. We've been play-testing them off and on. Water forms require water. This is your basic salt water terrain. In the old style, as I am slightly befuddled by the 1.1 terrain cards.
I have read and accepted the Legal Stuff: (Required) yes
Lake
04/04/11 19:41
Your Name: (Required) elizabeth
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) Lake
Card Points: (Required) 3
Card Stats: (Required) n/a
Card Type and Timing: (Required) Terrain Normal Aquatic
Card Text (Max 200 Characters and Spaces) (Required) Small or vast, this freshwater
expanse may be hiding anything beneath. This terrain may only be crossed by boat, flying or swimming.
Supply use: 1 food 0 water
Recharge: 1 per 4 hours
Why should this card be in the game: (Required) This is part of a series of mer-stuff mom and I created several years ago. We've been play-testing them off and on. Water forms require water. This is your basic fresh water terrain. In the old style, as I am slightly befuddled by the 1.1 terrain cards.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) Lake
Card Points: (Required) 3
Card Stats: (Required) n/a
Card Type and Timing: (Required) Terrain Normal Aquatic
Card Text (Max 200 Characters and Spaces) (Required) Small or vast, this freshwater
expanse may be hiding anything beneath. This terrain may only be crossed by boat, flying or swimming.
Supply use: 1 food 0 water
Recharge: 1 per 4 hours
Why should this card be in the game: (Required) This is part of a series of mer-stuff mom and I created several years ago. We've been play-testing them off and on. Water forms require water. This is your basic fresh water terrain. In the old style, as I am slightly befuddled by the 1.1 terrain cards.
I have read and accepted the Legal Stuff: (Required) yes
Warped Beak
30/03/11 09:43
Your Name: (Required) Ann Gray
Your Email: (Optional) pixiejorge@yahoo.com
Guild Number: (Optional) 4
Is this a Revised Card? (Optional)
Card Title: (Required) warped beak
Card Points: (Required) 5
Card Stats: (Required) str +2
Card Type and Timing: (Required) warp feature 0/p (L1R)
Card Text (Max 200 Characters and Spaces) (Required) Beak replaces mouth on creature. Independant, once per round creature can "peck" a target in range with it's beak for 2D6+STR+2 damage.
Why should this card be in the game: (Required) Another Warp feature in the GM's arsenal.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) pixiejorge@yahoo.com
Guild Number: (Optional) 4
Is this a Revised Card? (Optional)
Card Title: (Required) warped beak
Card Points: (Required) 5
Card Stats: (Required) str +2
Card Type and Timing: (Required) warp feature 0/p (L1R)
Card Text (Max 200 Characters and Spaces) (Required) Beak replaces mouth on creature. Independant, once per round creature can "peck" a target in range with it's beak for 2D6+STR+2 damage.
Why should this card be in the game: (Required) Another Warp feature in the GM's arsenal.
I have read and accepted the Legal Stuff: (Required) yes
Warp Flight
30/03/11 09:42
Your Name: (Required) Doug Hildebrandt
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Warp Flight
Card Points: (Required) 6
Card Stats: (Required) N/A
Card Type and Timing: (Required) Warp Feature Anchor 0/P
Card Text (Max 200 Characters and Spaces) (Required) This creature may use flowing winds of warp to fly without wings. May not be used in Wasted or Pristine Terrain.
Why should this card be in the game: (Required) Add to Features. I've used this recently in my games. There is something disconcerting to the players when a creature flys up to them without wings. So many things in DS fly, but they all have wings. This would use warp magic to propel them, but could not be used in wasted lands as there is no magic, or pristine as there is no warp (or a severe lack there of).
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Warp Flight
Card Points: (Required) 6
Card Stats: (Required) N/A
Card Type and Timing: (Required) Warp Feature Anchor 0/P
Card Text (Max 200 Characters and Spaces) (Required) This creature may use flowing winds of warp to fly without wings. May not be used in Wasted or Pristine Terrain.
Why should this card be in the game: (Required) Add to Features. I've used this recently in my games. There is something disconcerting to the players when a creature flys up to them without wings. So many things in DS fly, but they all have wings. This would use warp magic to propel them, but could not be used in wasted lands as there is no magic, or pristine as there is no warp (or a severe lack there of).
I have read and accepted the Legal Stuff: (Required) yes
Spirit Magnet
30/03/11 09:42
Your Name: (Required) Doug Hildebrandt
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Spirit Magnet
Card Points: (Required) 4
Card Stats: (Required) N/A
Card Type and Timing: (Required) Feature Anchor 0/P
Card Text (Max 200 Characters and Spaces) (Required) This creature has a natural magnatism for spirits and always has at least D6 spirits drawn them. Some find this a blessing and some find it a curse.
Why should this card be in the game: (Required) Add to Features. More of a role-playing card than a stat card. Could be useful for a necro who wants to have mad spirits or could be a fun role-playing devise for a cast member who just can't get all those spirits from talking to him!
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Spirit Magnet
Card Points: (Required) 4
Card Stats: (Required) N/A
Card Type and Timing: (Required) Feature Anchor 0/P
Card Text (Max 200 Characters and Spaces) (Required) This creature has a natural magnatism for spirits and always has at least D6 spirits drawn them. Some find this a blessing and some find it a curse.
Why should this card be in the game: (Required) Add to Features. More of a role-playing card than a stat card. Could be useful for a necro who wants to have mad spirits or could be a fun role-playing devise for a cast member who just can't get all those spirits from talking to him!
I have read and accepted the Legal Stuff: (Required) yes
Ice Resistance
30/03/11 09:41
Your Name: (Required) Doug Hildebrandt
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Ice Resistance
Card Points: (Required) 8
Card Stats: (Required) N/A
Card Type and Timing: (Required) Warp Feature Anchor 0/P
Card Text (Max 200 Characters and Spaces) (Required) Warp has given this creautre magical defenses to Ice and Cold. Whenever it takes Ice or Cold damage, magic or physical, it absorbs D6+2. May only have One Resistance Feature.
Why should this card be in the game: (Required) Add to Features. Less points than Fire Resistance because there are fewer instances of Ice than Fire. Also could just be a normal Feature as some creatures may just have developed natural defenses to Ice rather than Magic ones.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Ice Resistance
Card Points: (Required) 8
Card Stats: (Required) N/A
Card Type and Timing: (Required) Warp Feature Anchor 0/P
Card Text (Max 200 Characters and Spaces) (Required) Warp has given this creautre magical defenses to Ice and Cold. Whenever it takes Ice or Cold damage, magic or physical, it absorbs D6+2. May only have One Resistance Feature.
Why should this card be in the game: (Required) Add to Features. Less points than Fire Resistance because there are fewer instances of Ice than Fire. Also could just be a normal Feature as some creatures may just have developed natural defenses to Ice rather than Magic ones.
I have read and accepted the Legal Stuff: (Required) yes
Fire Resistance
30/03/11 09:40
Your Name: (Required) Doug Hildebrandt
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Fire Resistance
Card Points: (Required) 10
Card Stats: (Required) N/A
Card Type and Timing: (Required) Warp Feature Anchor 0/P
Card Text (Max 200 Characters and Spaces) (Required) Warp has given this creature a natural defense against all fire. Whenever it is dealt fire damage, magic or physical, it absorbs D6+2 of that damage. May only have One Resistance Feature.
Why should this card be in the game: (Required) Add to Features. Could just be a Feature without the warp aspect. I've thrown this card on spawn and necro's occasionally to confuse those mages who only use fire spells. It made for a fun game.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Fire Resistance
Card Points: (Required) 10
Card Stats: (Required) N/A
Card Type and Timing: (Required) Warp Feature Anchor 0/P
Card Text (Max 200 Characters and Spaces) (Required) Warp has given this creature a natural defense against all fire. Whenever it is dealt fire damage, magic or physical, it absorbs D6+2 of that damage. May only have One Resistance Feature.
Why should this card be in the game: (Required) Add to Features. Could just be a Feature without the warp aspect. I've thrown this card on spawn and necro's occasionally to confuse those mages who only use fire spells. It made for a fun game.
I have read and accepted the Legal Stuff: (Required) yes
Goblin Peasant
25/03/11 14:02
Your Name: (Required) Doug Hildebrandt
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Goblin Peasant
Card Points: (Required) 3 CP
Card Stats: (Required) STR -1 COR 0 DEF 3 SPD 2 WIS -1 HP 5 CAP 5
Card Type and Timing: (Required) CAST Goblin
Card Text (Max 200 Characters and Spaces) (Required) Dininutive cousin of Orcs who cluster in small villages or caves. Most are fairly dim and have varring demenor's depending on their tribe. Goblin Pesants tend to be extremely poor and supersticious.
Why should this card be in the game: (Required) Saw the Goblin card on the v.2 Cast cards and thought I'd share the multitude of Goblin cards I had already created. This is the frist of many.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Goblin Peasant
Card Points: (Required) 3 CP
Card Stats: (Required) STR -1 COR 0 DEF 3 SPD 2 WIS -1 HP 5 CAP 5
Card Type and Timing: (Required) CAST Goblin
Card Text (Max 200 Characters and Spaces) (Required) Dininutive cousin of Orcs who cluster in small villages or caves. Most are fairly dim and have varring demenor's depending on their tribe. Goblin Pesants tend to be extremely poor and supersticious.
Why should this card be in the game: (Required) Saw the Goblin card on the v.2 Cast cards and thought I'd share the multitude of Goblin cards I had already created. This is the frist of many.
I have read and accepted the Legal Stuff: (Required) yes
Goblin Soldier
25/03/11 14:01
Your Name: (Required) Doug Hildebrandt
Your Email: (Optional) stevefirestar@Hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Goblin Soldier
Card Points: (Required) 6
Card Stats: (Required) STR 0 COR 0 DEF 4 SPD 2 WIS 0 HP 8 CAP 6
Card Type and Timing: (Required) CAST Goblin
Card Text (Max 200 Characters and Spaces) (Required) Most male goblin's become soldiers under a Warden. They are trained and educated just enough to protect the peasants or follow simple plans. They have shotty equipment at best.
Why should this card be in the game: (Required) Card 2 of the Goblin cards that I've been using. Saw Goblin on new V.2 cards and thought I'd share what I've been up to.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) stevefirestar@Hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Goblin Soldier
Card Points: (Required) 6
Card Stats: (Required) STR 0 COR 0 DEF 4 SPD 2 WIS 0 HP 8 CAP 6
Card Type and Timing: (Required) CAST Goblin
Card Text (Max 200 Characters and Spaces) (Required) Most male goblin's become soldiers under a Warden. They are trained and educated just enough to protect the peasants or follow simple plans. They have shotty equipment at best.
Why should this card be in the game: (Required) Card 2 of the Goblin cards that I've been using. Saw Goblin on new V.2 cards and thought I'd share what I've been up to.
I have read and accepted the Legal Stuff: (Required) yes
Goblin Warden
25/03/11 14:01
Your Name: (Required) Doug Hildebrandt
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Goblin Warden
Card Points: (Required) 12
Card Stats: (Required) STR 2 COR 1 DEF 5 SPD 2 WIS 1 HP 16 CAP 7
Card Type and Timing: (Required) CAST Golbin
Card Text (Max 200 Characters and Spaces) (Required) Wardens lead very small groups of Goblin's and sometimes run a small village for a Chief Warden. They usually have descent equipment but nothing too valuable.
Why should this card be in the game: (Required) Card 3 in Goblin list. The leader of a small group of goblins.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Goblin Warden
Card Points: (Required) 12
Card Stats: (Required) STR 2 COR 1 DEF 5 SPD 2 WIS 1 HP 16 CAP 7
Card Type and Timing: (Required) CAST Golbin
Card Text (Max 200 Characters and Spaces) (Required) Wardens lead very small groups of Goblin's and sometimes run a small village for a Chief Warden. They usually have descent equipment but nothing too valuable.
Why should this card be in the game: (Required) Card 3 in Goblin list. The leader of a small group of goblins.
I have read and accepted the Legal Stuff: (Required) yes
Goblin Preacher
25/03/11 14:00
Your Name: (Required) Doug Hildebrandt
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Goblin Percher
Card Points: (Required) 12
Card Stats: (Required) STR 0 COR 3 DEF 4 SPD 3 WIS 0 HP 8 CAP 6
Card Type and Timing: (Required) CAST Goblin
Card Text (Max 200 Characters and Spaces) (Required) Percher's are trained to use ranged weapons and stealth. They are of slightly higher rank than soldiers. They use slings, blowguns, and bows but crossbow's tend to confuse them. +4 to Stealth and Hide.
Why should this card be in the game: (Required) Card 4 of my Goblin Cards. Ranged Goblins.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Goblin Percher
Card Points: (Required) 12
Card Stats: (Required) STR 0 COR 3 DEF 4 SPD 3 WIS 0 HP 8 CAP 6
Card Type and Timing: (Required) CAST Goblin
Card Text (Max 200 Characters and Spaces) (Required) Percher's are trained to use ranged weapons and stealth. They are of slightly higher rank than soldiers. They use slings, blowguns, and bows but crossbow's tend to confuse them. +4 to Stealth and Hide.
Why should this card be in the game: (Required) Card 4 of my Goblin Cards. Ranged Goblins.
I have read and accepted the Legal Stuff: (Required) yes
Strange One
25/03/11 13:59
Your Name: (Required) Doug Hildebrandt
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Strange One
Card Points: (Required) 20
Card Stats: (Required) STR 0 COR 2 DEF 4 SPD 2 WIS 2 HP 18 CAP 6
Card Type and Timing: (Required) CAST Goblin
Card Text (Max 200 Characters and Spaces) (Required) Goblin's who learn magic are treated with cautious respect in a tribe. Wardens sometimes use them as advisors or sages. May cast Shaman or Witchcraft spells but not both. Wizardry is far too complex for the Goblin mind as it involves reading. Many are insane.
Why should this card be in the game: (Required) Goblin Card 5. The magic user. Thought Goblins would do Shamanism most often and then witchcraft less often. The "sage" advice of these spell casters often lead to strange decisions for a Warden. Many peasants hold them in higher regard than the Warden.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Strange One
Card Points: (Required) 20
Card Stats: (Required) STR 0 COR 2 DEF 4 SPD 2 WIS 2 HP 18 CAP 6
Card Type and Timing: (Required) CAST Goblin
Card Text (Max 200 Characters and Spaces) (Required) Goblin's who learn magic are treated with cautious respect in a tribe. Wardens sometimes use them as advisors or sages. May cast Shaman or Witchcraft spells but not both. Wizardry is far too complex for the Goblin mind as it involves reading. Many are insane.
Why should this card be in the game: (Required) Goblin Card 5. The magic user. Thought Goblins would do Shamanism most often and then witchcraft less often. The "sage" advice of these spell casters often lead to strange decisions for a Warden. Many peasants hold them in higher regard than the Warden.
I have read and accepted the Legal Stuff: (Required) yes
Chief Warden
25/03/11 13:59
Your Name: (Required) Doug Hildebrandt
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Chief Warden
Card Points: (Required) 30
Card Stats: (Required) STR 5 COR 2 DEF 5 SPD 3 WIS 1 HP 48 CAP 7
Card Type and Timing: (Required) CAST Goblin
Card Text (Max 200 Characters and Spaces) (Required) Chief Warden's oversee a region of goblin's and only answer to the goblin king, who they may never meet, but all someday aspire to be.
Why should this card be in the game: (Required) Goblin Card 6. Goblin overlord to a region of several small groups led by the lesser Warden.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Chief Warden
Card Points: (Required) 30
Card Stats: (Required) STR 5 COR 2 DEF 5 SPD 3 WIS 1 HP 48 CAP 7
Card Type and Timing: (Required) CAST Goblin
Card Text (Max 200 Characters and Spaces) (Required) Chief Warden's oversee a region of goblin's and only answer to the goblin king, who they may never meet, but all someday aspire to be.
Why should this card be in the game: (Required) Goblin Card 6. Goblin overlord to a region of several small groups led by the lesser Warden.
I have read and accepted the Legal Stuff: (Required) yes
Green Guard
25/03/11 13:58
Your Name: (Required) Doug Hildebrandt
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Green Guard
Card Points: (Required) 36
Card Stats: (Required) STR 5 COR 2 DEF 5 SPD 3 WIS 1 HP 36 CAP 7
Card Type and Timing: (Required) CAST Goblin
Card Text (Max 200 Characters and Spaces) (Required) Former Warden's who now act as Knights for a Chief Warden or the King. +4 to Ride Rolls.
Why should this card be in the game: (Required) Goblin card 7. The knights...all aspireing Chief Wardens.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Green Guard
Card Points: (Required) 36
Card Stats: (Required) STR 5 COR 2 DEF 5 SPD 3 WIS 1 HP 36 CAP 7
Card Type and Timing: (Required) CAST Goblin
Card Text (Max 200 Characters and Spaces) (Required) Former Warden's who now act as Knights for a Chief Warden or the King. +4 to Ride Rolls.
Why should this card be in the game: (Required) Goblin card 7. The knights...all aspireing Chief Wardens.
I have read and accepted the Legal Stuff: (Required) yes
Drakosaur
25/03/11 13:57
Your Name: (Required) Doug Hildebrandt
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Drakosaur
Card Points: (Required) 60
Card Stats: (Required) STR 8 COR 1 DEF 8 SPD 3 WIS 0 HP 72 CAP 10
Card Type and Timing: (Required) CAST Animal
Card Text (Max 200 Characters and Spaces) (Required) Used as work animals for Goblin Peasants and as mounts for Green Guard and Wardens. Large enough for a humanoid to ride but prefers smaller Goblin riders. -4 to ride rolls for non-goblins.
Why should this card be in the game: (Required) Goblin Card 8. Reptilian creature that runs on 4 limbs but is able to go up on 2 legs to fight with large front claws.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Drakosaur
Card Points: (Required) 60
Card Stats: (Required) STR 8 COR 1 DEF 8 SPD 3 WIS 0 HP 72 CAP 10
Card Type and Timing: (Required) CAST Animal
Card Text (Max 200 Characters and Spaces) (Required) Used as work animals for Goblin Peasants and as mounts for Green Guard and Wardens. Large enough for a humanoid to ride but prefers smaller Goblin riders. -4 to ride rolls for non-goblins.
Why should this card be in the game: (Required) Goblin Card 8. Reptilian creature that runs on 4 limbs but is able to go up on 2 legs to fight with large front claws.
I have read and accepted the Legal Stuff: (Required) yes
Drakodon
25/03/11 13:56
Your Name: (Required) Doug Hildebrandt
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Drakodon
Card Points: (Required) 48
Card Stats: (Required) STR 4 COR 3 DEF 5 SPD 4 WIS 0 HP 48 CAP 10
Card Type and Timing: (Required) CAST Animal
Card Text (Max 200 Characters and Spaces) (Required) May Fly. Used as flying mounts for Goblin Scouts and Green Guard. Very few are tame enough to ride and even those who are make for a dangerous flight. May only have Goblin riders or creatures of similar size.
Why should this card be in the game: (Required) Goblin card 9. Flying mount used infrequently by goblins.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Drakodon
Card Points: (Required) 48
Card Stats: (Required) STR 4 COR 3 DEF 5 SPD 4 WIS 0 HP 48 CAP 10
Card Type and Timing: (Required) CAST Animal
Card Text (Max 200 Characters and Spaces) (Required) May Fly. Used as flying mounts for Goblin Scouts and Green Guard. Very few are tame enough to ride and even those who are make for a dangerous flight. May only have Goblin riders or creatures of similar size.
Why should this card be in the game: (Required) Goblin card 9. Flying mount used infrequently by goblins.
I have read and accepted the Legal Stuff: (Required) yes
Fog of Earth
26/02/11 10:25
Your Name: (Required) Mark Harmon
Your Email: (Optional) mark@marksmysteries
Guild Number: (Optional) 1
Is this a Revised Card? (Optional)
Card Title: (Required) Fog of Earth
Card Points: (Required) 8
Card Stats: (Required) none
Card Type and Timing: (Required) Witchcraft Act /F
Card Text (Max 200 Characters and Spaces) (Required) A dense fog spreads out 1,000 yards around the Witch. Line of Sight is limited to 20 feet within the fog. Does not move with the caster.
Why should this card be in the game: (Required) Witches use the force of the very earth to disguise their activities. Used for escapes and to infiltrate dangerous places.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) mark@marksmysteries
Guild Number: (Optional) 1
Is this a Revised Card? (Optional)
Card Title: (Required) Fog of Earth
Card Points: (Required) 8
Card Stats: (Required) none
Card Type and Timing: (Required) Witchcraft Act /F
Card Text (Max 200 Characters and Spaces) (Required) A dense fog spreads out 1,000 yards around the Witch. Line of Sight is limited to 20 feet within the fog. Does not move with the caster.
Why should this card be in the game: (Required) Witches use the force of the very earth to disguise their activities. Used for escapes and to infiltrate dangerous places.
I have read and accepted the Legal Stuff: (Required) yes
Field of Mist
26/02/11 10:24
Your Name: (Required) Mark Harmon
Your Email: (Optional) mark@marksmysteries.com
Guild Number: (Optional) 1
Is this a Revised Card? (Optional)
Card Title: (Required) Field of Mist
Card Points: (Required) 4
Card Stats: (Required) none
Card Type and Timing: (Required) Witchcraft Act /F
Card Text (Max 200 Characters and Spaces) (Required) A mist spreads out 500 yards around the Witch. Line of Sight is limited to 50 feet within the mist. Does not move with the caster.
Why should this card be in the game: (Required) Witches are always in danger from Necromancers, Jikadel fanatics and those who believe the Necromancers stories of the evils of witchcraft. This spell allows a witch to create an area where those hunting her are limited.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) mark@marksmysteries.com
Guild Number: (Optional) 1
Is this a Revised Card? (Optional)
Card Title: (Required) Field of Mist
Card Points: (Required) 4
Card Stats: (Required) none
Card Type and Timing: (Required) Witchcraft Act /F
Card Text (Max 200 Characters and Spaces) (Required) A mist spreads out 500 yards around the Witch. Line of Sight is limited to 50 feet within the mist. Does not move with the caster.
Why should this card be in the game: (Required) Witches are always in danger from Necromancers, Jikadel fanatics and those who believe the Necromancers stories of the evils of witchcraft. This spell allows a witch to create an area where those hunting her are limited.
I have read and accepted the Legal Stuff: (Required) yes
Magical Bowsight
26/02/11 10:13
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Magical Bowsight
Card Points: (Required) ??? gp
Card Stats: (Required) +1 COR* 0.2 cap
Card Type and Timing: (Required) Magic Item ACT/V DWN
Card Text (Max 200 Characters and Spaces) (Required) Attaches to any bow or crossbow. * At dawn, use ACT to drain COR enhance aces and store that much COR in it. Enhances one chosen attack, then drains. Also drains at dusk.
Why should this card be in the game: (Required) Makes any bow or crossbow a bit better all the time and once a day makes it a lot better. Ideal for those who can refresh those drained aces. Kinda a force multiplier; allows you to double your COR enhancing aces so long as you can get them back for yourself. I suppose a clever rules lawyer could try a case for allowing other PCs to drain their COR enhances at the same time. Could limit that on the card with the 30 characters left or leave it to the GM. After all, Grandilar is a chaotic place with chaotic magic...
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Magical Bowsight
Card Points: (Required) ??? gp
Card Stats: (Required) +1 COR* 0.2 cap
Card Type and Timing: (Required) Magic Item ACT/V DWN
Card Text (Max 200 Characters and Spaces) (Required) Attaches to any bow or crossbow. * At dawn, use ACT to drain COR enhance aces and store that much COR in it. Enhances one chosen attack, then drains. Also drains at dusk.
Why should this card be in the game: (Required) Makes any bow or crossbow a bit better all the time and once a day makes it a lot better. Ideal for those who can refresh those drained aces. Kinda a force multiplier; allows you to double your COR enhancing aces so long as you can get them back for yourself. I suppose a clever rules lawyer could try a case for allowing other PCs to drain their COR enhances at the same time. Could limit that on the card with the 30 characters left or leave it to the GM. After all, Grandilar is a chaotic place with chaotic magic...
I have read and accepted the Legal Stuff: (Required) yes
Astral Dart Holster
26/02/11 10:13
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Astral Dart Holster
Card Points: (Required) ??? gp
Card Stats: (Required) 0.2 cap
Card Type and Timing: (Required) Magic Item ACT/F DWN
Card Text (Max 200 Characters and Spaces) (Required) Blends into skin and shifts with wearer. +4 on contests to avoid detection. Holds 6 Throwing Darts. May retrieve with an IND. Once daily will teleport all darts drawn from it back into it.
Why should this card be in the game: (Required) Both a hold-out weapon equivalent and a 6-shooter equivalent and something every Throwing Master should hold in reserve… 0.2 cap is to make it smaller than an Astral Pouch but more than a coin. And makes both add to 0.5 cap, which feels symmetrical for some odd reason I ain’t botherin’ to figure out.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Astral Dart Holster
Card Points: (Required) ??? gp
Card Stats: (Required) 0.2 cap
Card Type and Timing: (Required) Magic Item ACT/F DWN
Card Text (Max 200 Characters and Spaces) (Required) Blends into skin and shifts with wearer. +4 on contests to avoid detection. Holds 6 Throwing Darts. May retrieve with an IND. Once daily will teleport all darts drawn from it back into it.
Why should this card be in the game: (Required) Both a hold-out weapon equivalent and a 6-shooter equivalent and something every Throwing Master should hold in reserve… 0.2 cap is to make it smaller than an Astral Pouch but more than a coin. And makes both add to 0.5 cap, which feels symmetrical for some odd reason I ain’t botherin’ to figure out.
I have read and accepted the Legal Stuff: (Required) yes
Legerdemain
26/02/11 10:12
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Legerdemain
Card Points: (Required) 3 cp
Card Stats: (Required) No stat changes
Card Type and Timing: (Required) Universal ace ACT/V (AUK)
Card Text (Max 200 Characters and Spaces) (Required) Play to do sleight of hand, card tricks, juggle, or similar tasks as your GM allows with success on 2d6+COR+WIS vs 2d6+GM MOD. If entertaining, Bard bonus applies.
Why should this card be in the game: (Required) Something to fill a small void left in the switch from the classic Thievery cards to the Street Smarts cards, of which I prefer the latter. Could easily be one and put into a 2.0 Bard set, I suppose. Also makes the most experienced and best coordinated entertaining Bards the best at this, which I think justifies a two stat add, something I am getting the idea we are moving away from when possible. ;-)
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Legerdemain
Card Points: (Required) 3 cp
Card Stats: (Required) No stat changes
Card Type and Timing: (Required) Universal ace ACT/V (AUK)
Card Text (Max 200 Characters and Spaces) (Required) Play to do sleight of hand, card tricks, juggle, or similar tasks as your GM allows with success on 2d6+COR+WIS vs 2d6+GM MOD. If entertaining, Bard bonus applies.
Why should this card be in the game: (Required) Something to fill a small void left in the switch from the classic Thievery cards to the Street Smarts cards, of which I prefer the latter. Could easily be one and put into a 2.0 Bard set, I suppose. Also makes the most experienced and best coordinated entertaining Bards the best at this, which I think justifies a two stat add, something I am getting the idea we are moving away from when possible. ;-)
I have read and accepted the Legal Stuff: (Required) yes
Floatstone Shield
26/02/11 10:11
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Floatstone Shield
Card Points: (Required) ??? gp
Card Stats: (Required) +3 DEF cap -3/+12
Card Type and Timing: (Required) Magic item
Card Text (Max 200 Characters and Spaces) (Required) Odlyic dust alloyed with metal enables this fine large shield to float 3 ft in the air when loosed, unless it is carrying 1 being or 12 cap of stuff, then it floats at 6 inches. May be towed.
Why should this card be in the game: (Required) On Grandilar, the Spartan mother’s parting words…”Return with your shield or on it”… is made easier by the same lost magical technology that powered the fabulous Floatstone Cart from lost beta mythology. Ask Xeder about it…in one of Cope’s games. If you dare. Use your imagination and roleplay its use. Gave it the same +cap as a riding horse. Useful for carrying fallen comrades when you are puny or hauling extra stuff…and maybe hoverboarding… ;-) Basically took a large shield and removed the speed penalty since it levitates and would feel quite light. Then added Odlyic dust…
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Floatstone Shield
Card Points: (Required) ??? gp
Card Stats: (Required) +3 DEF cap -3/+12
Card Type and Timing: (Required) Magic item
Card Text (Max 200 Characters and Spaces) (Required) Odlyic dust alloyed with metal enables this fine large shield to float 3 ft in the air when loosed, unless it is carrying 1 being or 12 cap of stuff, then it floats at 6 inches. May be towed.
Why should this card be in the game: (Required) On Grandilar, the Spartan mother’s parting words…”Return with your shield or on it”… is made easier by the same lost magical technology that powered the fabulous Floatstone Cart from lost beta mythology. Ask Xeder about it…in one of Cope’s games. If you dare. Use your imagination and roleplay its use. Gave it the same +cap as a riding horse. Useful for carrying fallen comrades when you are puny or hauling extra stuff…and maybe hoverboarding… ;-) Basically took a large shield and removed the speed penalty since it levitates and would feel quite light. Then added Odlyic dust…
I have read and accepted the Legal Stuff: (Required) yes
Astral Essence Diary
26/02/11 10:10
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Astral Essence Diary
Card Points: (Required) ??? gp
Card Stats: (Required) No stat changes
Card Type and Timing: (Required) (Magic?) Item ACT/V (AUK) +info
Card Text (Max 200 Characters and Spaces) (Required) Thought mythical by most scholars, this locked tome is reputed to contain memories of Rending victims. At the whim of the GM, useful information might be found in its pages. Might be haunted.
Why should this card be in the game: (Required) +info This could be a fraud, might not work at times, or might be a true magical item with crucial information in it. Owned by the player, it is controlled entirely by the GM. Chocolate is reputed to make it more useful… ;-)
Was re-reading about Rending and had an idea…imagine that. Thought it might be fun...could use as a scenario initiator or even as a plot recovery device if no one can make the roll for that bit of information that you were so proud of creating.... ;-) Another amibiguously magical item, but this time "I meant to do that..." The timing represents frantically turning the pages looking for something that will get you out of this mess...
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Astral Essence Diary
Card Points: (Required) ??? gp
Card Stats: (Required) No stat changes
Card Type and Timing: (Required) (Magic?) Item ACT/V (AUK) +info
Card Text (Max 200 Characters and Spaces) (Required) Thought mythical by most scholars, this locked tome is reputed to contain memories of Rending victims. At the whim of the GM, useful information might be found in its pages. Might be haunted.
Why should this card be in the game: (Required) +info This could be a fraud, might not work at times, or might be a true magical item with crucial information in it. Owned by the player, it is controlled entirely by the GM. Chocolate is reputed to make it more useful… ;-)
Was re-reading about Rending and had an idea…imagine that. Thought it might be fun...could use as a scenario initiator or even as a plot recovery device if no one can make the roll for that bit of information that you were so proud of creating.... ;-) Another amibiguously magical item, but this time "I meant to do that..." The timing represents frantically turning the pages looking for something that will get you out of this mess...
I have read and accepted the Legal Stuff: (Required) yes
Spirit Pipe
26/02/11 10:10
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Spirit Pipe
Card Points: (Required) 50 gp
Card Stats: (Required) No stat changes
Card Type and Timing: (Required) (Magic?) Item
Card Text (Max 200 Characters and Spaces) (Required) The smoke from these fine pipes often draws spirits. Hopefully the ones you wanted. May give a GM MOD to spirit interactions, depending on what was in the pipe. Best to check with your GM first.
Why should this card be in the game: (Required) A tongue in cheek Grandilarian version of a serious religious tool in many Native American cultures and pretty self-explanatory. One should always know the rating of the game one is in when one’s PC packs it…and whose kids are playing…Don’t be making assumptions. The GM MOD can go either way. ;-p It might be fun to leave it ambiguous as to whether it is magical or not but in actuality I simply wasn’t sure whether it needs to be and leave that to the Hyarch and Spirit Advisor. Might be magic in the herbs…or warp.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Spirit Pipe
Card Points: (Required) 50 gp
Card Stats: (Required) No stat changes
Card Type and Timing: (Required) (Magic?) Item
Card Text (Max 200 Characters and Spaces) (Required) The smoke from these fine pipes often draws spirits. Hopefully the ones you wanted. May give a GM MOD to spirit interactions, depending on what was in the pipe. Best to check with your GM first.
Why should this card be in the game: (Required) A tongue in cheek Grandilarian version of a serious religious tool in many Native American cultures and pretty self-explanatory. One should always know the rating of the game one is in when one’s PC packs it…and whose kids are playing…Don’t be making assumptions. The GM MOD can go either way. ;-p It might be fun to leave it ambiguous as to whether it is magical or not but in actuality I simply wasn’t sure whether it needs to be and leave that to the Hyarch and Spirit Advisor. Might be magic in the herbs…or warp.
I have read and accepted the Legal Stuff: (Required) yes
Elethay’s Cradling Hands
26/02/11 10:08
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Elethay’s Cradling Hands
Card Points: (Required) 2 cp
Card Stats: (Required) No stat changes
Card Type and Timing: (Required) Witchcraft spell ace, ACT/C * (L1P)
Card Text (Max 200 Characters and Spaces) (Required) Cast to enable live target to Fly up to treetop/housetop height per GM. May change targets. *May cast or drain to catch a falling being and lower to earth as IND/F.
Range: Self; Touch; *Line of Sight
Why should this card be in the game: (Required) My first witchcraft spell attempt…seeing as how I play no witches took me a while… ;-)
Witches deserve a flight spell too, IMHO, but I thought I would do something not-quite-completely different. Surprise, surprise, surprise… said Gomer. The idea is that this allows nape of the earth style low level flight only, but can be cast on another PC, can be switched from one PC to another while the spell is active, or could be used to save a falling comrade…could be mighty useful, wot? The cp cost may be low, but it is more limited insofar as the casters flying is concerned when compared to either Spirit Wings or Wizards Wings. It is more flexible by far than either, so bumping it might be indicated, but I wouldn’t think it should cost more than a Wizard’s Wings, should it? As always, ultimately up to the Hyarch and Spirit Advisor…come on guys, 4 cp tops? ;-)
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Elethay’s Cradling Hands
Card Points: (Required) 2 cp
Card Stats: (Required) No stat changes
Card Type and Timing: (Required) Witchcraft spell ace, ACT/C * (L1P)
Card Text (Max 200 Characters and Spaces) (Required) Cast to enable live target to Fly up to treetop/housetop height per GM. May change targets. *May cast or drain to catch a falling being and lower to earth as IND/F.
Range: Self; Touch; *Line of Sight
Why should this card be in the game: (Required) My first witchcraft spell attempt…seeing as how I play no witches took me a while… ;-)
Witches deserve a flight spell too, IMHO, but I thought I would do something not-quite-completely different. Surprise, surprise, surprise… said Gomer. The idea is that this allows nape of the earth style low level flight only, but can be cast on another PC, can be switched from one PC to another while the spell is active, or could be used to save a falling comrade…could be mighty useful, wot? The cp cost may be low, but it is more limited insofar as the casters flying is concerned when compared to either Spirit Wings or Wizards Wings. It is more flexible by far than either, so bumping it might be indicated, but I wouldn’t think it should cost more than a Wizard’s Wings, should it? As always, ultimately up to the Hyarch and Spirit Advisor…come on guys, 4 cp tops? ;-)
I have read and accepted the Legal Stuff: (Required) yes
Strength storing Shillelagh
26/02/11 10:06
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Strength storing Shillelagh
Card Points: (Required) ??? gp
Card Stats: (Required) +2* STR 2 cap
Card Type and Timing: (Required) Magic item/Enhance 0/F
Card Text (Max 200 Characters and Spaces) (Required) By sticking this cudgel into earth and watering it with 1 ration at dawn, PC may drain any STR enhance aces and store that much STR in it. Enhances one chosen attack, then drains. Also drains at dusk.
Why should this card be in the game: (Required) A powerful magic weapon in the hands of a high level PC that easily refreshes aces. Especially with all the new enhances coming out. Thus the daily draining at dusk. My original wording would have allowed endless storage…nope, never get that one published. Completely broken. Needed limits. This one could still easily get awesome, but won’t help with those frequent nighttime camp incursions at all and does require some planning and the ability to refresh aces to come out ahead in the ace exchange it is based on. A magic weapon that scales up with the PC, in a sense. While I couldn’t work in that it would be attachable to the new belt, I did describe it as a cudgel, so I guess 3.4 rules once again, as always.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Strength storing Shillelagh
Card Points: (Required) ??? gp
Card Stats: (Required) +2* STR 2 cap
Card Type and Timing: (Required) Magic item/Enhance 0/F
Card Text (Max 200 Characters and Spaces) (Required) By sticking this cudgel into earth and watering it with 1 ration at dawn, PC may drain any STR enhance aces and store that much STR in it. Enhances one chosen attack, then drains. Also drains at dusk.
Why should this card be in the game: (Required) A powerful magic weapon in the hands of a high level PC that easily refreshes aces. Especially with all the new enhances coming out. Thus the daily draining at dusk. My original wording would have allowed endless storage…nope, never get that one published. Completely broken. Needed limits. This one could still easily get awesome, but won’t help with those frequent nighttime camp incursions at all and does require some planning and the ability to refresh aces to come out ahead in the ace exchange it is based on. A magic weapon that scales up with the PC, in a sense. While I couldn’t work in that it would be attachable to the new belt, I did describe it as a cudgel, so I guess 3.4 rules once again, as always.
I have read and accepted the Legal Stuff: (Required) yes
Tonfa
26/02/11 10:05
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Tonfa
Card Points: (Required) 20 gp
Card Stats: (Required) +2 STR +1 DEF 2.5 cap
Card Type and Timing: (Required) Item ACT(IND)/F
Card Text (Max 200 Characters and Spaces) (Required) This simple wooden farming tool may be used as a club or shield, and may Shield Block.
Why should this card be in the game: (Required) Was it Michelangelo or Donatello that used these? Can’t recall…These are the martial arts weapon that inspired adding the handle to police billy clubs, or so I read somewhere. A rounded length of wood with a hand grip that lays along your forearm for blocking attacks and swings out for a longer strike or simply punches with the short end. Figured it should be as strong as a cudgel but be a bit heavier and cost a bit more, but still be cheap as it is (supposedly) a simple tool for grain farmers. Commonly used in pairs in anime.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Tonfa
Card Points: (Required) 20 gp
Card Stats: (Required) +2 STR +1 DEF 2.5 cap
Card Type and Timing: (Required) Item ACT(IND)/F
Card Text (Max 200 Characters and Spaces) (Required) This simple wooden farming tool may be used as a club or shield, and may Shield Block.
Why should this card be in the game: (Required) Was it Michelangelo or Donatello that used these? Can’t recall…These are the martial arts weapon that inspired adding the handle to police billy clubs, or so I read somewhere. A rounded length of wood with a hand grip that lays along your forearm for blocking attacks and swings out for a longer strike or simply punches with the short end. Figured it should be as strong as a cudgel but be a bit heavier and cost a bit more, but still be cheap as it is (supposedly) a simple tool for grain farmers. Commonly used in pairs in anime.
I have read and accepted the Legal Stuff: (Required) yes
Blood Bond
15/02/11 14:57
Your Name: (Required) Doug Hildebrandt
Your Email: (Optional) stevefirestar@Hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Blood Bond
Card Points: (Required) 5 CP
Card Stats: (Required) n/a
Card Type and Timing: (Required) Orc Anchor 0/P
Card Text (Max 200 Characters and Spaces) (Required) This Orc has sworn a blood oath to protect a shape shifter, usually a dragon. The Orc gains +2 STR to melee attacks made within 20 Feet of that shifter. This card is permanently lost if the shifter dies.
Why should this card be in the game: (Required) 1. Add Orc Anchors to fill out a standard set.
2. To give some bonus to all those Orc players out there who have sworn to protect dragons...as most of them seem to do whether the dragon likes it or not!
3. Add to the fun of the game
4. Give Orc Players more cards
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) stevefirestar@Hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Blood Bond
Card Points: (Required) 5 CP
Card Stats: (Required) n/a
Card Type and Timing: (Required) Orc Anchor 0/P
Card Text (Max 200 Characters and Spaces) (Required) This Orc has sworn a blood oath to protect a shape shifter, usually a dragon. The Orc gains +2 STR to melee attacks made within 20 Feet of that shifter. This card is permanently lost if the shifter dies.
Why should this card be in the game: (Required) 1. Add Orc Anchors to fill out a standard set.
2. To give some bonus to all those Orc players out there who have sworn to protect dragons...as most of them seem to do whether the dragon likes it or not!
3. Add to the fun of the game
4. Give Orc Players more cards
I have read and accepted the Legal Stuff: (Required) yes
Waste Resistance
15/02/11 14:56
Your Name: (Required) Doug Hildebrandt
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Waste Resistance
Card Points: (Required) 4 CP
Card Stats: (Required) n/a
Card Type and Timing: (Required) Orc Anchor 0/P
Card Text (Max 200 Characters and Spaces) (Required) This Orc has spent long periods of time in Wasted Terrain giving them +4 Waste Taint DEF.
Why should this card be in the game: (Required) 1. Add more cards to fill out an Orc Anchor set
2. Give Orcs more stuff involving Waste (esp with the new terrain cards coming out)
3. Add to the fun of the game!
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Waste Resistance
Card Points: (Required) 4 CP
Card Stats: (Required) n/a
Card Type and Timing: (Required) Orc Anchor 0/P
Card Text (Max 200 Characters and Spaces) (Required) This Orc has spent long periods of time in Wasted Terrain giving them +4 Waste Taint DEF.
Why should this card be in the game: (Required) 1. Add more cards to fill out an Orc Anchor set
2. Give Orcs more stuff involving Waste (esp with the new terrain cards coming out)
3. Add to the fun of the game!
I have read and accepted the Legal Stuff: (Required) yes
Spirit Sage
15/02/11 14:56
Your Name: (Required) Doug Hildebrandt
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Spirit Sage
Card Points: (Required) 4 CP
Card Stats: (Required) n/a
Card Type and Timing: (Required) Orc Anchor Background 0/P
Card Text (Max 200 Characters and Spaces) (Required) Orc Spirit Sage's act as a connection to ancestor spirits and the spirit plane for an Orc tribe. This character has undergone the strange tribal rites allowing them to see all spirits within 50 feet from them. They may cast Shamanism Spells and purchase Spectral Tattoo Artist for 3 CP's. Most Spirit Sages become varying degrees of crazy.
Why should this card be in the game: (Required) 1. Fill out an Orc Anchor Set.
2. Add Orc Specific backgrounds like the Dwarves and Vermites have.
3. Add fun for all!! (should have put that on all of these!!)
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Spirit Sage
Card Points: (Required) 4 CP
Card Stats: (Required) n/a
Card Type and Timing: (Required) Orc Anchor Background 0/P
Card Text (Max 200 Characters and Spaces) (Required) Orc Spirit Sage's act as a connection to ancestor spirits and the spirit plane for an Orc tribe. This character has undergone the strange tribal rites allowing them to see all spirits within 50 feet from them. They may cast Shamanism Spells and purchase Spectral Tattoo Artist for 3 CP's. Most Spirit Sages become varying degrees of crazy.
Why should this card be in the game: (Required) 1. Fill out an Orc Anchor Set.
2. Add Orc Specific backgrounds like the Dwarves and Vermites have.
3. Add fun for all!! (should have put that on all of these!!)
I have read and accepted the Legal Stuff: (Required) yes
Orc Mercenary
15/02/11 14:55
Your Name: (Required) Doug Hildebrandt
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Orc Mercenary
Card Points: (Required) 6
Card Stats: (Required) STR +2
Card Type and Timing: (Required) Orc Anchor Background 0/P
Card Text (Max 200 Characters and Spaces) (Required) Many Orcs find themselves displaced from their tribe from warp storms, internal strife, or a desire for something more. These Orcs frequently become weapons for hire. This character may take Weapon Masteries at 2 CP's less.
Why should this card be in the game: (Required) 1. Fill out Orc Anchor Cards for a Standard Set.
2. Add Orc specific background like the Dwarves and Vermites have.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Orc Mercenary
Card Points: (Required) 6
Card Stats: (Required) STR +2
Card Type and Timing: (Required) Orc Anchor Background 0/P
Card Text (Max 200 Characters and Spaces) (Required) Many Orcs find themselves displaced from their tribe from warp storms, internal strife, or a desire for something more. These Orcs frequently become weapons for hire. This character may take Weapon Masteries at 2 CP's less.
Why should this card be in the game: (Required) 1. Fill out Orc Anchor Cards for a Standard Set.
2. Add Orc specific background like the Dwarves and Vermites have.
I have read and accepted the Legal Stuff: (Required) yes
Orc Frenzy
15/02/11 14:54
Your Name: (Required) Doug Hildebrandt
Your Email: (Optional) stevefirestar@Hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Orc Frenzy
Card Points: (Required) 10
Card Stats: (Required) n/a
Card Type and Timing: (Required) Bone Orc Ace Act/F
Card Text (Max 200 Characters and Spaces) (Required) May make 4 Melee attacks. Move may be used in between attacks. Limit One Per Combat. No other Dual or Split cards may be used this round. Counts as 4 Things.
Why should this card be in the game: (Required) 1. Fill out Orc Ace Cards for a Standard Set.
2. Give the Orcs more abilities
3. Make the Orcs worth playing with the new power of "The Great Change"
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) stevefirestar@Hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Orc Frenzy
Card Points: (Required) 10
Card Stats: (Required) n/a
Card Type and Timing: (Required) Bone Orc Ace Act/F
Card Text (Max 200 Characters and Spaces) (Required) May make 4 Melee attacks. Move may be used in between attacks. Limit One Per Combat. No other Dual or Split cards may be used this round. Counts as 4 Things.
Why should this card be in the game: (Required) 1. Fill out Orc Ace Cards for a Standard Set.
2. Give the Orcs more abilities
3. Make the Orcs worth playing with the new power of "The Great Change"
I have read and accepted the Legal Stuff: (Required) yes
Orc Regrowth
15/02/11 14:54
Your Name: (Required) Doug Hildebrandt
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Orc Regrowth
Card Points: (Required) 8 CP
Card Stats: (Required) N/A
Card Type and Timing: (Required) Bone Orc Ace */V
Card Text (Max 200 Characters and Spaces) (Required) Play when the Orc goes to sleep. Must sleep for at least 4 hours. Heals 2D6 + 40 HP OR regrows 1 lost limb. "Damn...and I just regrew that!" -Stalin The Black Orc
Why should this card be in the game: (Required) 1. Fill out Orc Ace Cards for a Standard Set.
2. Give the Orcs more abilities
3. Make the Orcs worth playing with the new power of "The Great Change"
*I'd be up for dropping the whole regrowing 1 limb thing...just thought it would add to the wackiness and fun of the Orc
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Orc Regrowth
Card Points: (Required) 8 CP
Card Stats: (Required) N/A
Card Type and Timing: (Required) Bone Orc Ace */V
Card Text (Max 200 Characters and Spaces) (Required) Play when the Orc goes to sleep. Must sleep for at least 4 hours. Heals 2D6 + 40 HP OR regrows 1 lost limb. "Damn...and I just regrew that!" -Stalin The Black Orc
Why should this card be in the game: (Required) 1. Fill out Orc Ace Cards for a Standard Set.
2. Give the Orcs more abilities
3. Make the Orcs worth playing with the new power of "The Great Change"
*I'd be up for dropping the whole regrowing 1 limb thing...just thought it would add to the wackiness and fun of the Orc
I have read and accepted the Legal Stuff: (Required) yes
Orc Bash
15/02/11 14:52
Your Name: (Required) Doug Hildebrandt
Your Email: (Optional) stevefirestar@Hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Orc Bash
Card Points: (Required) 25
Card Stats: (Required) STR +25
Card Type and Timing: (Required) Bone Orc Ace IND/F
Card Text (Max 200 Characters and Spaces) (Required) Play to add +50 STR to one melee attack.
Why should this card be in the game: (Required) 1. Fill out Orc Ace Cards for a Standard Set.
2. Give the Orcs more abilities
3. Make the Orcs worth playing with the new power of "The Great Change"
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) stevefirestar@Hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Orc Bash
Card Points: (Required) 25
Card Stats: (Required) STR +25
Card Type and Timing: (Required) Bone Orc Ace IND/F
Card Text (Max 200 Characters and Spaces) (Required) Play to add +50 STR to one melee attack.
Why should this card be in the game: (Required) 1. Fill out Orc Ace Cards for a Standard Set.
2. Give the Orcs more abilities
3. Make the Orcs worth playing with the new power of "The Great Change"
I have read and accepted the Legal Stuff: (Required) yes
Primal Scream
15/02/11 14:52
Your Name: (Required) Doug Hildebrandt
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Primal Scream
Card Points: (Required) 3
Card Stats: (Required) n/a
Card Type and Timing: (Required) Bone Orc Ace IND/F
Card Text (Max 200 Characters and Spaces) (Required) The Orc lets out a piercing yell at one target within 15 feet. That target may not actively defend or dodge the next melee attack directed to them this round.
Why should this card be in the game: (Required) 1. Fill out Orc Ace Cards for a Standard Set.
2. Give the Orcs more abilities
3. Make the Orcs worth playing with the new power of "The Great Change"
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Primal Scream
Card Points: (Required) 3
Card Stats: (Required) n/a
Card Type and Timing: (Required) Bone Orc Ace IND/F
Card Text (Max 200 Characters and Spaces) (Required) The Orc lets out a piercing yell at one target within 15 feet. That target may not actively defend or dodge the next melee attack directed to them this round.
Why should this card be in the game: (Required) 1. Fill out Orc Ace Cards for a Standard Set.
2. Give the Orcs more abilities
3. Make the Orcs worth playing with the new power of "The Great Change"
I have read and accepted the Legal Stuff: (Required) yes
Collapsing Nunchuks
15/02/11 14:50
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional) yes
Card Title: (Required) Collapsing Nunchuks
Card Points: (Required) ??? gp
Card Stats: (Required) +3 STR +*DEF 0.5 cap
Card Type and Timing: (Required) Universal item ACT/F (I guess)
Card Text (Max 200 Characters and Spaces) (Required) Crafted from metal tubes and chain, item can be hidden on PC’s person or in hand when collapsed. +6 to avoid it being noticed. On use, it opens into nunchuks. Used 2handed gain*+1 DEF for each 2 COR.
Why should this card be in the game: (Required) Oops, forgot the cap...again. I actually have one of these…picked it up at one of those Con booths selling blades and ninja stuff. Each end of the nunchuks is made of three metal tubes that are fitted within the larger and linked by 4.5 inches of chain. Collapsed, each end is also around 4.5”. I can nearly cover the bundle with my fairly small hands. Easily fits in my pocket. When swung, the force pulls the sections out, and they are designed to get stuck and stay open unless you force them back in. Open, the weapon is 26” long…short sword length at least. Can pack a wallop. The variable DEF is based on Martial Arts movies and my own playing around with these. Not at all hard to go from folded in hand to swinging and hitting something with it…not even all that hard to do the collapsed to open maneuver straight out rather than in a swing. Quite hard to do those defensive moves you see in the movies…and it
hurts to try to learn. Rather have Mihailis do it… oh, and you can use it in one hand like a flail…takes 2 hands to get fancy.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional) yes
Card Title: (Required) Collapsing Nunchuks
Card Points: (Required) ??? gp
Card Stats: (Required) +3 STR +*DEF 0.5 cap
Card Type and Timing: (Required) Universal item ACT/F (I guess)
Card Text (Max 200 Characters and Spaces) (Required) Crafted from metal tubes and chain, item can be hidden on PC’s person or in hand when collapsed. +6 to avoid it being noticed. On use, it opens into nunchuks. Used 2handed gain*+1 DEF for each 2 COR.
Why should this card be in the game: (Required) Oops, forgot the cap...again. I actually have one of these…picked it up at one of those Con booths selling blades and ninja stuff. Each end of the nunchuks is made of three metal tubes that are fitted within the larger and linked by 4.5 inches of chain. Collapsed, each end is also around 4.5”. I can nearly cover the bundle with my fairly small hands. Easily fits in my pocket. When swung, the force pulls the sections out, and they are designed to get stuck and stay open unless you force them back in. Open, the weapon is 26” long…short sword length at least. Can pack a wallop. The variable DEF is based on Martial Arts movies and my own playing around with these. Not at all hard to go from folded in hand to swinging and hitting something with it…not even all that hard to do the collapsed to open maneuver straight out rather than in a swing. Quite hard to do those defensive moves you see in the movies…and it
hurts to try to learn. Rather have Mihailis do it… oh, and you can use it in one hand like a flail…takes 2 hands to get fancy.
I have read and accepted the Legal Stuff: (Required) yes
Wererat Swarm
12/02/11 11:05
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Wererat Swarm
Card Points: (Required) Boon
Card Stats: (Required) +5 DEF -3 SPD
Card Type and Timing: (Required) Wererat Ace ACT/V L1 RST
Card Text (Max 200 Characters and Spaces) (Required) Activate to shift into a swarm of rats, 1 for each PC hp. Swarm moves, melee attacks, and takes damage as PC would. Ignores DEF. Success does 1 damage per rat. Swarms may combine. Use roleplay and 3.4
Why should this card be in the game: (Required) Fresh out of the hinterlands of my mind, edited only for character count, and no playtesting whatsoever, so feel free to play with it…or anything else I post for that matter. Love collaboration.
How in the world do you simplify a concept like this into something that fits onto one DS card? This is my attempt. Inspired by high level warlocks in D&D and the rat swarm Tim created for the adventure that made Pygar what he/she is today and nearly sent hir to the Spirit World. Idea is one rat for each hit point. Keeping the swarm basically behaving like one PC was the only way I could even attempt to keep it simple, but might actually work. Obviously a swarm can’t do ranged attacks, unless one could roleplay throwing rats, but that would have to be self destructive, wouldn’t it? I figure one attack roll beats however many hit points you have…ignoring DEF comes from the idea of being swarmed and may not be realistic but is the best fit for DS I could come up with to give some combat advantage to this. Outside of combat, the idea is to use your imagination on how to play being a swarm of tiny rats…
Combining swarms is radical. But the idea seems somehow rat-ish to me. The players would have to decide how to control that, but it actually seems like it would follow the DS rules well enough. Rather than even attempt to spell that out, I would just leave that to imagination, roleplay, and 3.4.
Yeah, it is rather bizarre, but I like bizarre…I do play Pygar, after all... ;-)
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Wererat Swarm
Card Points: (Required) Boon
Card Stats: (Required) +5 DEF -3 SPD
Card Type and Timing: (Required) Wererat Ace ACT/V L1 RST
Card Text (Max 200 Characters and Spaces) (Required) Activate to shift into a swarm of rats, 1 for each PC hp. Swarm moves, melee attacks, and takes damage as PC would. Ignores DEF. Success does 1 damage per rat. Swarms may combine. Use roleplay and 3.4
Why should this card be in the game: (Required) Fresh out of the hinterlands of my mind, edited only for character count, and no playtesting whatsoever, so feel free to play with it…or anything else I post for that matter. Love collaboration.
How in the world do you simplify a concept like this into something that fits onto one DS card? This is my attempt. Inspired by high level warlocks in D&D and the rat swarm Tim created for the adventure that made Pygar what he/she is today and nearly sent hir to the Spirit World. Idea is one rat for each hit point. Keeping the swarm basically behaving like one PC was the only way I could even attempt to keep it simple, but might actually work. Obviously a swarm can’t do ranged attacks, unless one could roleplay throwing rats, but that would have to be self destructive, wouldn’t it? I figure one attack roll beats however many hit points you have…ignoring DEF comes from the idea of being swarmed and may not be realistic but is the best fit for DS I could come up with to give some combat advantage to this. Outside of combat, the idea is to use your imagination on how to play being a swarm of tiny rats…
Combining swarms is radical. But the idea seems somehow rat-ish to me. The players would have to decide how to control that, but it actually seems like it would follow the DS rules well enough. Rather than even attempt to spell that out, I would just leave that to imagination, roleplay, and 3.4.
Yeah, it is rather bizarre, but I like bizarre…I do play Pygar, after all... ;-)
I have read and accepted the Legal Stuff: (Required) yes
Odstone Lantern
12/02/11 11:04
Your Name: (Required) Ian Brown
Your Email: (Optional) arashiinwindragon@gmail.com
Guild Number: (Optional) Arashiin #191
Is this a Revised Card? (Optional)
Card Title: (Required) Odstone Lantern
Card Points: (Required) Item: 500GP
Card Stats: (Required) Magic Item
Card Type and Timing: (Required) 0/V
Card Text (Max 200 Characters and Spaces) (Required) Magic item. Upon activating, spend 2 pts WIZ, SHA, and/or WIT per hour to keep lantern activated. Light emitted is 2 pts Od magic across 20 feet. Spend an additional 5 pts OF WIZ, SHA, and/or WIT to increase range by 20 feet, and Od magic by 2. Max 100 feet and 10 pts. If lantern is extinguished, all Od magic dissipates. Character takes Od damage from lantern, but at +3 resistance.
Why should this card be in the game: (Required) I recently came across an interesting item in the real world.
http://twitpic.com/3x61un
This is a tritium sphere. It's a glass ball filled with a radioactive gas called tritium (Hydrogen-3), and coated on the inside with a phosphor. Upon the tritium emitting a beta particle, it strikes the phosphor and causes it to glow. Tritium has a half-life of ~12 years, and in this sphere, emits 340,000,000,000 particles per second.
In effect, this sphere will continue glowing with a luminance that will light up a room in pitch-dark once the eyes are adjusted. Personally I see this as kind of a mystic, magical item in physical form, and thought the above item would make sense in Grandilar somehow. Perhaps in the event a character comes across an area full of warp, warpspawn, or warped creatures trying to attack, the sphere would repel them for a time, and cause damage to the creatures in range.
Like the "Star of Allyndria", given to Frodo by Galadriel, used to ward off the large Spider in the first movie, so a character would be able to protect him/herself in a pinch.
"In times of trouble, the light of Elethay will protect and defend you. Remember this, and brave the darkness without fear." -Arashiin Stormdragon
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) arashiinwindragon@gmail.com
Guild Number: (Optional) Arashiin #191
Is this a Revised Card? (Optional)
Card Title: (Required) Odstone Lantern
Card Points: (Required) Item: 500GP
Card Stats: (Required) Magic Item
Card Type and Timing: (Required) 0/V
Card Text (Max 200 Characters and Spaces) (Required) Magic item. Upon activating, spend 2 pts WIZ, SHA, and/or WIT per hour to keep lantern activated. Light emitted is 2 pts Od magic across 20 feet. Spend an additional 5 pts OF WIZ, SHA, and/or WIT to increase range by 20 feet, and Od magic by 2. Max 100 feet and 10 pts. If lantern is extinguished, all Od magic dissipates. Character takes Od damage from lantern, but at +3 resistance.
Why should this card be in the game: (Required) I recently came across an interesting item in the real world.
http://twitpic.com/3x61un
This is a tritium sphere. It's a glass ball filled with a radioactive gas called tritium (Hydrogen-3), and coated on the inside with a phosphor. Upon the tritium emitting a beta particle, it strikes the phosphor and causes it to glow. Tritium has a half-life of ~12 years, and in this sphere, emits 340,000,000,000 particles per second.
In effect, this sphere will continue glowing with a luminance that will light up a room in pitch-dark once the eyes are adjusted. Personally I see this as kind of a mystic, magical item in physical form, and thought the above item would make sense in Grandilar somehow. Perhaps in the event a character comes across an area full of warp, warpspawn, or warped creatures trying to attack, the sphere would repel them for a time, and cause damage to the creatures in range.
Like the "Star of Allyndria", given to Frodo by Galadriel, used to ward off the large Spider in the first movie, so a character would be able to protect him/herself in a pinch.
"In times of trouble, the light of Elethay will protect and defend you. Remember this, and brave the darkness without fear." -Arashiin Stormdragon
I have read and accepted the Legal Stuff: (Required) yes
Magical Fool's Cap
12/02/11 11:04
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Magical Fool's Cap
Card Points: (Required) ??? gp
Card Stats: (Required) +4 WIS*
Card Type and Timing: (Required) Magic Item ACT/C L1P (DND)
Card Text (Max 200 Characters and Spaces) (Required) This belled cap appears to fall over the eyes and blind the wearer but is cunningly woven to allow normal sight. Holds 2 Mystic Ears. *Does not enhance spellcasting or sight. -6 Stealth.
Why should this card be in the game: (Required) Something that might prove fun for Bards and other jesters. Didn’t want it to be a combat device, and I figured since it appeared to inhibit sight it shouldn’t enhance it, but wanted to enhance verbal abilities and other senses and enhance eavesdropping. Not the best way to do it if you are trying to sneak around quietly, but “there are always possibilities…” as Spock once said. ;-)
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Magical Fool's Cap
Card Points: (Required) ??? gp
Card Stats: (Required) +4 WIS*
Card Type and Timing: (Required) Magic Item ACT/C L1P (DND)
Card Text (Max 200 Characters and Spaces) (Required) This belled cap appears to fall over the eyes and blind the wearer but is cunningly woven to allow normal sight. Holds 2 Mystic Ears. *Does not enhance spellcasting or sight. -6 Stealth.
Why should this card be in the game: (Required) Something that might prove fun for Bards and other jesters. Didn’t want it to be a combat device, and I figured since it appeared to inhibit sight it shouldn’t enhance it, but wanted to enhance verbal abilities and other senses and enhance eavesdropping. Not the best way to do it if you are trying to sneak around quietly, but “there are always possibilities…” as Spock once said. ;-)
I have read and accepted the Legal Stuff: (Required) yes
Tricky Tail
12/02/11 11:03
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional) yes
Card Title: (Required) Tricky Tail
Card Points: (Required) Boon
Card Stats: (Required) No stat changes
Card Type and Timing: (Required) Vermite Enhance IND/F
Card Text (Max 200 Characters and Spaces) (Required) Adds +2 to any action the GM agrees the intelligent controlled use of a tail would help. Creative roleplay is encouraged. Only drains on GM annoyance, then refreshes as usual.
Why should this card be in the game: (Required) This represents the vermite’s tail being used to distract, aid balance, trip someone, knock something over, brush someone’s foot to get their attention, or whatever else you can think of and roleplay to your GMs satisfaction (and hopefully amusement.) I added the bit about the GM draining it to control overuse to annoyance or game slowing, but it made me unsure just what kind of card it should be. I basically want it to function as an anchor but wanted to give the GM the power to drain it after I mentally roleplayed being the GM running a game with me playing a vermite… ;) So changes in nomenclature are solicited if indicated…I originally thought about limiting what form a vermite could use this in but decided the phrase “if GM agrees” covers this well enough, and is more in keeping with the philosophy of “embrace the chaos.” I do see this as a vermite thing since (as far as I know) vermites have had tails
as long as they could think, not something others could do in vermite form, which making it a Vermite Boon should cover. Although Dragons would also fit that, they gots enough advantages of their own. A little advantage for the little guys. Elethay knows they need a few.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional) yes
Card Title: (Required) Tricky Tail
Card Points: (Required) Boon
Card Stats: (Required) No stat changes
Card Type and Timing: (Required) Vermite Enhance IND/F
Card Text (Max 200 Characters and Spaces) (Required) Adds +2 to any action the GM agrees the intelligent controlled use of a tail would help. Creative roleplay is encouraged. Only drains on GM annoyance, then refreshes as usual.
Why should this card be in the game: (Required) This represents the vermite’s tail being used to distract, aid balance, trip someone, knock something over, brush someone’s foot to get their attention, or whatever else you can think of and roleplay to your GMs satisfaction (and hopefully amusement.) I added the bit about the GM draining it to control overuse to annoyance or game slowing, but it made me unsure just what kind of card it should be. I basically want it to function as an anchor but wanted to give the GM the power to drain it after I mentally roleplayed being the GM running a game with me playing a vermite… ;) So changes in nomenclature are solicited if indicated…I originally thought about limiting what form a vermite could use this in but decided the phrase “if GM agrees” covers this well enough, and is more in keeping with the philosophy of “embrace the chaos.” I do see this as a vermite thing since (as far as I know) vermites have had tails
as long as they could think, not something others could do in vermite form, which making it a Vermite Boon should cover. Although Dragons would also fit that, they gots enough advantages of their own. A little advantage for the little guys. Elethay knows they need a few.
I have read and accepted the Legal Stuff: (Required) yes
Scribestone
12/02/11 11:02
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Scribestone
Card Points: (Required) ??? gp
Card Stats: (Required) No stat changes
Card Type and Timing: (Required) Magic Item ACT/V DWN
Card Text (Max 200 Characters and Spaces) (Required) Holds 1 Mystic Scribe. On use it writes on nearest Writing Kit in range or does graffiti. May use ACT to link or unlink 2 Scribestones. Each activates and writes for the other over any distance.
Why should this card be in the game: (Required) Possibly an odlyc gemstone, but however Sue envisions it the idea is another magic item approach to long distance communication. With cleverness it can also be used as a bugging device. Beware, it will work both ways if it is found…and since anyone can activate one…more roleplay possibilities than my prior efforts in this area of magical technology.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Scribestone
Card Points: (Required) ??? gp
Card Stats: (Required) No stat changes
Card Type and Timing: (Required) Magic Item ACT/V DWN
Card Text (Max 200 Characters and Spaces) (Required) Holds 1 Mystic Scribe. On use it writes on nearest Writing Kit in range or does graffiti. May use ACT to link or unlink 2 Scribestones. Each activates and writes for the other over any distance.
Why should this card be in the game: (Required) Possibly an odlyc gemstone, but however Sue envisions it the idea is another magic item approach to long distance communication. With cleverness it can also be used as a bugging device. Beware, it will work both ways if it is found…and since anyone can activate one…more roleplay possibilities than my prior efforts in this area of magical technology.
I have read and accepted the Legal Stuff: (Required) yes
Dreamwalking
12/02/11 11:00
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Dreamwalking
Card Points: (Required) 6 cp
Card Stats: (Required) No stat changes
Card Type and Timing: (Required) Spirit Walker spell ace ACT/V (L1P) (IUK)
Card Text (Max 200 Characters and Spaces) (Required) Cast during Spirit Travel. Spirit may enter dreams and may bind to an item touching dreamer. Bound spirit may manifest near item and haunt dreams near it. Item must touch spirit’s body for re-entry.
Why should this card be in the game: (Required) Translating from cardspeak, the idea is that a Spirit Walker casts Spirit Travel, her Spirit then casts this ace and enters the dreams of someone and if she wants to she can bind herself to an item touching the dreamer. However, once bound, the item must come in contact with her body to allow her spirit to return to her body. Now, why would someone do such a risky thing? To be able to manifest near the dreamer. Since spirits usually only manifest close to where they died, at least by my interpretation of canon, I figured it would take a new card to allow Spirit Travelers to. ;-) And I figure that such ability should not be without risk and should not be done without planning and support. Thus, the requirement that the item touch the spirit’s body to allow the bound spirit to unbind and return to its body. Makes a nice plot device…
The vague wording forced by 200 characters could allow this to be cast upon some other nearby spirit if your GM permits. A side effect, but I’m leavin’ it be as it might prove interesting…especially if the bound spirit’s body is not easily available…or not available at all. It also leaves vague whose dreams may be entered. I figure this is up to the GM, but I would rule that since a Spirit Messenger can find anyone named then any spirit can. Spirits also get weird with time and space so who knows? Perhaps they could even find dreams of particular themes…
The original idea was to allow a Spirit Traveling Spirit Walker to enter and haunt the dreams of a PC or NPC, something Mark once told me he would allow my hypothetical Spirit Walker PC to do with the Spirit Travel card anyway, during a con conversation on the idea years back. I also wanted a way to haunt an item belonging to someone, inspired way back when by the DS classic item Rockwilde’s Blade, which my PC Iggy came into once upon a DS time. Been thinkin’ on such recently and came up with this. Kinda does what some of my Dreamwalker items were building towards.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Dreamwalking
Card Points: (Required) 6 cp
Card Stats: (Required) No stat changes
Card Type and Timing: (Required) Spirit Walker spell ace ACT/V (L1P) (IUK)
Card Text (Max 200 Characters and Spaces) (Required) Cast during Spirit Travel. Spirit may enter dreams and may bind to an item touching dreamer. Bound spirit may manifest near item and haunt dreams near it. Item must touch spirit’s body for re-entry.
Why should this card be in the game: (Required) Translating from cardspeak, the idea is that a Spirit Walker casts Spirit Travel, her Spirit then casts this ace and enters the dreams of someone and if she wants to she can bind herself to an item touching the dreamer. However, once bound, the item must come in contact with her body to allow her spirit to return to her body. Now, why would someone do such a risky thing? To be able to manifest near the dreamer. Since spirits usually only manifest close to where they died, at least by my interpretation of canon, I figured it would take a new card to allow Spirit Travelers to. ;-) And I figure that such ability should not be without risk and should not be done without planning and support. Thus, the requirement that the item touch the spirit’s body to allow the bound spirit to unbind and return to its body. Makes a nice plot device…
The vague wording forced by 200 characters could allow this to be cast upon some other nearby spirit if your GM permits. A side effect, but I’m leavin’ it be as it might prove interesting…especially if the bound spirit’s body is not easily available…or not available at all. It also leaves vague whose dreams may be entered. I figure this is up to the GM, but I would rule that since a Spirit Messenger can find anyone named then any spirit can. Spirits also get weird with time and space so who knows? Perhaps they could even find dreams of particular themes…
The original idea was to allow a Spirit Traveling Spirit Walker to enter and haunt the dreams of a PC or NPC, something Mark once told me he would allow my hypothetical Spirit Walker PC to do with the Spirit Travel card anyway, during a con conversation on the idea years back. I also wanted a way to haunt an item belonging to someone, inspired way back when by the DS classic item Rockwilde’s Blade, which my PC Iggy came into once upon a DS time. Been thinkin’ on such recently and came up with this. Kinda does what some of my Dreamwalker items were building towards.
I have read and accepted the Legal Stuff: (Required) yes
Fangs Bite Harder
02/01/11 14:08
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Fangs Bite Harder
Card Points: (Required) 2cp
Card Stats: (Required) +4 STR*
Card Type and Timing: (Required) Universal* Enhance IND/V L1P
Card Text (Max 200 Characters and Spaces) (Required) Play when shifting into a * form with fangs, or if base form has them. May always stay in play if * base form has fangs, otherwise drains with form. Enhances bite attacks.
Why should this card be in the game: (Required) If anyone can bite, anyone with fangs can bite harder and do more damage. I think I have this so a Tigrean or Clanborn Dragon and probably Foxwings can keep this up indefinitely, which would make sense since they always have fangs. I guess other iffy teeth would be up to rule 3.4 and Sue's illustrations.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Fangs Bite Harder
Card Points: (Required) 2cp
Card Stats: (Required) +4 STR*
Card Type and Timing: (Required) Universal* Enhance IND/V L1P
Card Text (Max 200 Characters and Spaces) (Required) Play when shifting into a * form with fangs, or if base form has them. May always stay in play if * base form has fangs, otherwise drains with form. Enhances bite attacks.
Why should this card be in the game: (Required) If anyone can bite, anyone with fangs can bite harder and do more damage. I think I have this so a Tigrean or Clanborn Dragon and probably Foxwings can keep this up indefinitely, which would make sense since they always have fangs. I guess other iffy teeth would be up to rule 3.4 and Sue's illustrations.
I have read and accepted the Legal Stuff: (Required) yes
Bite
02/01/11 14:07
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Bite
Card Points: (Required) 2cp
Card Stats: (Required) -2 STR
Card Type and Timing: (Required) Universal Ace IND/F L1R
Card Text (Max 200 Characters and Spaces) (Required) Independent bite attack. Whether you are close enough to bite depends on the length of your neck and rule 3.4.
Why should this card be in the game: (Required) Anyone can bite a foe if they are close enough. Remember Mike Tyson? One could also bite as the primary ACT attack but this card is about a single extra bite per round. (At most.) Most mouths ain’t all that good at it, thus the penalty on the basic bite. But some are, and it can be enhanced…see following and other enhances in upcoming sets...
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Bite
Card Points: (Required) 2cp
Card Stats: (Required) -2 STR
Card Type and Timing: (Required) Universal Ace IND/F L1R
Card Text (Max 200 Characters and Spaces) (Required) Independent bite attack. Whether you are close enough to bite depends on the length of your neck and rule 3.4.
Why should this card be in the game: (Required) Anyone can bite a foe if they are close enough. Remember Mike Tyson? One could also bite as the primary ACT attack but this card is about a single extra bite per round. (At most.) Most mouths ain’t all that good at it, thus the penalty on the basic bite. But some are, and it can be enhanced…see following and other enhances in upcoming sets...
I have read and accepted the Legal Stuff: (Required) yes
Coin Purse
02/01/11 14:05
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional) yes
Card Title: (Required) Coin Purse
Card Points: (Required) 25 gp
Card Stats: (Required) No stat changes
Card Type and Timing: (Required) Item ACT or MOV/F
Card Text (Max 200 Characters and Spaces) (Required) Holds 3 cap of coins, gems, rings, and other small items under ¼ CAP. Can be stored full in other containers. Use ACT to insert or remove up to a handful of items. Use MOV to dump contents.
Why should this card be in the game: (Required) Just the thing to stash some cash. Nothing magical about it. Based on the idea of the small item sack in that essay on capacity from the old website. I always rather liked that essay for the most part and use a slightly modified version in my home campaign. It will pretty much allow folks to keep their treasures with them. Also makes a rich target for pickpockets.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional) yes
Card Title: (Required) Coin Purse
Card Points: (Required) 25 gp
Card Stats: (Required) No stat changes
Card Type and Timing: (Required) Item ACT or MOV/F
Card Text (Max 200 Characters and Spaces) (Required) Holds 3 cap of coins, gems, rings, and other small items under ¼ CAP. Can be stored full in other containers. Use ACT to insert or remove up to a handful of items. Use MOV to dump contents.
Why should this card be in the game: (Required) Just the thing to stash some cash. Nothing magical about it. Based on the idea of the small item sack in that essay on capacity from the old website. I always rather liked that essay for the most part and use a slightly modified version in my home campaign. It will pretty much allow folks to keep their treasures with them. Also makes a rich target for pickpockets.
I have read and accepted the Legal Stuff: (Required) yes
DreamWalkers' Drum
19/11/10 11:08
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) DreamWalkers' Drum
Card Points: (Required) NFS/1cp
Card Stats: (Required) 3 cap
Card Type and Timing: (Required) Magic Item ACT/IND*(AUK) (DND) +info
Card Text (Max 200 Characters and Spaces) (Required) Must see its Mentor spirit to use its magic.* Holds 5 Shaman/Walker aces drummer may use with IND while drumming, which heals Linkmates 1hp/R to 60hp. On AUK spirit Walker Strikes others in range.
Why should this card be in the game: (Required) 200 characters and proper grammar simply don’t peacefully co-exist, but I think the intent is all there. The NFS & 1cp cost represents a Spirit Donation to “bind” with the Drum’s Spirit Walker Mentor spirit and said spirit needs an annual donation to stick around. I was trying to add swapping the aces in game for a Spirit Donation (1cp) to the Spirit Walker Mentor spirit that calls the drum its favorite gig, but there’s only so much one can do with 200 characters, and it is a pretty powerful item already. One can 3.4 that thru the +info code if one wishes. I figure a 30 minute drum solo is a small price for healing 60 hp and I figure everyone can figure out what a Linkmate would be. Wording was to allow non-shamans to use this if they got that tattoo that I’m too lazy to dig out right now. One could use this in combat if one is brave enough to both risk the sight penalties of seeing into the spirit world and tyi
ng up one’s action in the middle of battle. It does have a defender…
The range of a Walker Strike is 5 ft. and it does 2d6+16 internal magical damage not stopped by items. Not the best of ideas to rush the drummer… when the drummer is jammin’ with a Spirit Walker Mentor Spirit that likes the music, not interruptions. That includes friends, so don’t be within 5 ft. of the drummer when that happens. I have one image of folks choreographing running up to touch the drummer for a Healing Touch then jumping back…very African feel to the image.
There ain’t no such thing as a free lunch. At least not this time.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) DreamWalkers' Drum
Card Points: (Required) NFS/1cp
Card Stats: (Required) 3 cap
Card Type and Timing: (Required) Magic Item ACT/IND*(AUK) (DND) +info
Card Text (Max 200 Characters and Spaces) (Required) Must see its Mentor spirit to use its magic.* Holds 5 Shaman/Walker aces drummer may use with IND while drumming, which heals Linkmates 1hp/R to 60hp. On AUK spirit Walker Strikes others in range.
Why should this card be in the game: (Required) 200 characters and proper grammar simply don’t peacefully co-exist, but I think the intent is all there. The NFS & 1cp cost represents a Spirit Donation to “bind” with the Drum’s Spirit Walker Mentor spirit and said spirit needs an annual donation to stick around. I was trying to add swapping the aces in game for a Spirit Donation (1cp) to the Spirit Walker Mentor spirit that calls the drum its favorite gig, but there’s only so much one can do with 200 characters, and it is a pretty powerful item already. One can 3.4 that thru the +info code if one wishes. I figure a 30 minute drum solo is a small price for healing 60 hp and I figure everyone can figure out what a Linkmate would be. Wording was to allow non-shamans to use this if they got that tattoo that I’m too lazy to dig out right now. One could use this in combat if one is brave enough to both risk the sight penalties of seeing into the spirit world and tyi
ng up one’s action in the middle of battle. It does have a defender…
The range of a Walker Strike is 5 ft. and it does 2d6+16 internal magical damage not stopped by items. Not the best of ideas to rush the drummer… when the drummer is jammin’ with a Spirit Walker Mentor Spirit that likes the music, not interruptions. That includes friends, so don’t be within 5 ft. of the drummer when that happens. I have one image of folks choreographing running up to touch the drummer for a Healing Touch then jumping back…very African feel to the image.
There ain’t no such thing as a free lunch. At least not this time.
I have read and accepted the Legal Stuff: (Required) yes
Alternate Form
19/11/10 11:05
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional) yes
Card Title: (Required) Alternate Form
Card Points: (Required) Boon
Card Stats: (Required) No stat changes
Card Type and Timing: (Required) BLD Enhance 0/P (L1)
Card Text (Max 200 Characters and Spaces) (Required) Requires Form Affinity. Attach to 1 form not able to Clan Blood Surge to make it cost 0cp and refresh when drained. 50% chance PC will take this form unenhanced if unconscious or slain.
Why should this card be in the game: (Required) This is for those who use certain smaller forms a lot and is not meant to gain a free major fighting form, thus the restriction. Covers most bigger fighting forms I bet…feel free to point out the ones I missed, got characters left. I’m okay with Enhancements and Universal Blood Surges on the Alternate Form, just not Surging Greaters or Primes…you get the idea. The idea is that one adopted form has become as much you as the one you were born into. Functions like the base Clanborn form. Since it is a form you identify with and live in a lot, I figure if you’re knocked out or slain you’d have a tendency to revert to it. There ain’t no such thing as a free lunch.
I’m calling this an Enhance because it modifies a form, which is an ace, albeit permenently. I’ll gladly call it something else if I don’t get this thing right yet.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional) yes
Card Title: (Required) Alternate Form
Card Points: (Required) Boon
Card Stats: (Required) No stat changes
Card Type and Timing: (Required) BLD Enhance 0/P (L1)
Card Text (Max 200 Characters and Spaces) (Required) Requires Form Affinity. Attach to 1 form not able to Clan Blood Surge to make it cost 0cp and refresh when drained. 50% chance PC will take this form unenhanced if unconscious or slain.
Why should this card be in the game: (Required) This is for those who use certain smaller forms a lot and is not meant to gain a free major fighting form, thus the restriction. Covers most bigger fighting forms I bet…feel free to point out the ones I missed, got characters left. I’m okay with Enhancements and Universal Blood Surges on the Alternate Form, just not Surging Greaters or Primes…you get the idea. The idea is that one adopted form has become as much you as the one you were born into. Functions like the base Clanborn form. Since it is a form you identify with and live in a lot, I figure if you’re knocked out or slain you’d have a tendency to revert to it. There ain’t no such thing as a free lunch.
I’m calling this an Enhance because it modifies a form, which is an ace, albeit permenently. I’ll gladly call it something else if I don’t get this thing right yet.
I have read and accepted the Legal Stuff: (Required) yes
Swap ‘em if ya got ‘em!
19/11/10 11:04
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Swap ‘em if ya got ‘em!
Card Points: (Required) 0cp
Card Stats: (Required) No stat changes
Card Type and Timing: (Required) Universal ace ACT/V (AUK)* (L1)
Card Text (Max 200 Characters and Spaces) (Required) May swap aces as if between games. The game continues. If any drained ace is swapped all new aces are drained. Does not refresh in game. Making new proxies during and for this swap is up to GM.
Why should this card be in the game: (Required) How many times has the prior Guild’s Swap card enabled you to use that neat high point card that has no combat use but would beat the scenario if ya was roleplayer enough to carry it? ;-p
One of the very few designed things about DS that can interfere with my enjoyment of the game is that “if only I had brought that card…”feeling, and I’ve seen enough other folks express some degree of it to suspect it’s common if not universal. Can’t always second guess the GM, particularly at Cons. And it’s often true that if you prepare for everything you manage nothing very well. I’m inclined to treat side effects if the treatment ain’t worse than the problem and most players seem to like/ look relieved and GMs rarely frown when the swap shows up…so why not make the swap a permanent part of the game by making it an Ability that takes ACT as the game goes on…the side effect of the old swap was game stoppage. This card encourages contingency planning and makes us more adaptable…nice side effect of the Great Change in my eyes. New rules, new guild, new card, simpler and less restrictive approach, same basic idea…which in roleplay could be an un
intended Great Change induced Ability since after the Great Change some folks seemed to be able to briefly turn inward and adapt somehow to the situation at hand…”I didn’t know you could do that!” “Never thought I’d use that when they made me learn it…” This way, the game doesn’t stop…PC is using action to do this. Pay attention and you can use movement and independents while swapping. Otherwise you were distracted…miss initiative and its 0 if you wake up.
Yeah, I played or gave away all my swap cards at Pentacon…;-)
And there ain’t no tellin’ when Russ will print more… reality trumps, after all.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Swap ‘em if ya got ‘em!
Card Points: (Required) 0cp
Card Stats: (Required) No stat changes
Card Type and Timing: (Required) Universal ace ACT/V (AUK)* (L1)
Card Text (Max 200 Characters and Spaces) (Required) May swap aces as if between games. The game continues. If any drained ace is swapped all new aces are drained. Does not refresh in game. Making new proxies during and for this swap is up to GM.
Why should this card be in the game: (Required) How many times has the prior Guild’s Swap card enabled you to use that neat high point card that has no combat use but would beat the scenario if ya was roleplayer enough to carry it? ;-p
One of the very few designed things about DS that can interfere with my enjoyment of the game is that “if only I had brought that card…”feeling, and I’ve seen enough other folks express some degree of it to suspect it’s common if not universal. Can’t always second guess the GM, particularly at Cons. And it’s often true that if you prepare for everything you manage nothing very well. I’m inclined to treat side effects if the treatment ain’t worse than the problem and most players seem to like/ look relieved and GMs rarely frown when the swap shows up…so why not make the swap a permanent part of the game by making it an Ability that takes ACT as the game goes on…the side effect of the old swap was game stoppage. This card encourages contingency planning and makes us more adaptable…nice side effect of the Great Change in my eyes. New rules, new guild, new card, simpler and less restrictive approach, same basic idea…which in roleplay could be an un
intended Great Change induced Ability since after the Great Change some folks seemed to be able to briefly turn inward and adapt somehow to the situation at hand…”I didn’t know you could do that!” “Never thought I’d use that when they made me learn it…” This way, the game doesn’t stop…PC is using action to do this. Pay attention and you can use movement and independents while swapping. Otherwise you were distracted…miss initiative and its 0 if you wake up.
Yeah, I played or gave away all my swap cards at Pentacon…;-)
And there ain’t no tellin’ when Russ will print more… reality trumps, after all.
I have read and accepted the Legal Stuff: (Required) yes
Dreamflower Pollen
19/11/10 11:03
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional) yes
Card Title: (Required) Dreamflower Pollen
Card Points: (Required) ??gp (should be expensive enough to discourage casual use but affordable to a Seasoned PC)
Card Stats: (Required) -4 STR -4 COR -4SPD -4WIS 1/10 cap/pinch
Card Type and Timing: (Required) Herbal Item V/2d6R
Card Text (Max 200 Characters and Spaces) (Required) A pinch of this fine dust causes euphoric apathetic lethargy and stat penalties above however it gets into its victim, who feels no pain, fear, or anger. Use by roleplay and 3.4. May be habit forming.
Why should this card be in the game: (Required) The prior poison version of this idea was more structured and had a duration based on damage, but I had 240 characters then. However, this 1.1 freewheeling version could be even more TV-M fun. Harvested from Dreamflowers, and might be found on bees in their vicinity. You can tell these by their slow, erratic, meandering flight. They rarely sting if you don't slap them. It does need a container of some sort. A sack of dust by itself could be considered a small item sack if you use those old CAP guidelines. Mix it into food or drink, smear a paste of it onto weapons or ammo, throw it in the fire for fumes, blow from blowpipes and be sure not to inhale…oh, hell…”ooooo, butterflies...”
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional) yes
Card Title: (Required) Dreamflower Pollen
Card Points: (Required) ??gp (should be expensive enough to discourage casual use but affordable to a Seasoned PC)
Card Stats: (Required) -4 STR -4 COR -4SPD -4WIS 1/10 cap/pinch
Card Type and Timing: (Required) Herbal Item V/2d6R
Card Text (Max 200 Characters and Spaces) (Required) A pinch of this fine dust causes euphoric apathetic lethargy and stat penalties above however it gets into its victim, who feels no pain, fear, or anger. Use by roleplay and 3.4. May be habit forming.
Why should this card be in the game: (Required) The prior poison version of this idea was more structured and had a duration based on damage, but I had 240 characters then. However, this 1.1 freewheeling version could be even more TV-M fun. Harvested from Dreamflowers, and might be found on bees in their vicinity. You can tell these by their slow, erratic, meandering flight. They rarely sting if you don't slap them. It does need a container of some sort. A sack of dust by itself could be considered a small item sack if you use those old CAP guidelines. Mix it into food or drink, smear a paste of it onto weapons or ammo, throw it in the fire for fumes, blow from blowpipes and be sure not to inhale…oh, hell…”ooooo, butterflies...”
I have read and accepted the Legal Stuff: (Required) yes
Lee’s Magic Tablet 1.1
19/11/10 11:02
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional) yes
Card Title: (Required) New and Improved! Lee’s Magic Tablet 1.1
Card Points: (Required) NFS? ???? gp
Card Stats: (Required) 1 cap No stat changes.
Card Type and Timing: (Required) Magic Item ACT/V (DWN)
Card Text (Max 200 Characters and Spaces) (Required) Holds 10 sheets of erasable paper, 2 Mystic Scribes, 2 Mystic Transcriptions, and a spirit that will take a 25 word message to anyone named and bring back a 10 word reply for a Spirit Donation of 1cp.
Why should this card be in the game: (Required) This was inspired by the Magic Tablet Lee Grey created and gave to my Tigrean Wizard Aligatta at StormCon3. It is a more powerful elaboration of his idea and indebted to it. Just the thing for the illiterate…I threw in the spirit to allow non-Shamans to access Russ’s old Guild Spirit Messenger card, which is a subtlety powerful card and most useful. But it costs you more than gold…I wanted to add the ability to load Knowledge aces and have a sort of Grandilarian Laptop, but the above is exactly 200 characters, so guess what’s next…
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional) yes
Card Title: (Required) New and Improved! Lee’s Magic Tablet 1.1
Card Points: (Required) NFS? ???? gp
Card Stats: (Required) 1 cap No stat changes.
Card Type and Timing: (Required) Magic Item ACT/V (DWN)
Card Text (Max 200 Characters and Spaces) (Required) Holds 10 sheets of erasable paper, 2 Mystic Scribes, 2 Mystic Transcriptions, and a spirit that will take a 25 word message to anyone named and bring back a 10 word reply for a Spirit Donation of 1cp.
Why should this card be in the game: (Required) This was inspired by the Magic Tablet Lee Grey created and gave to my Tigrean Wizard Aligatta at StormCon3. It is a more powerful elaboration of his idea and indebted to it. Just the thing for the illiterate…I threw in the spirit to allow non-Shamans to access Russ’s old Guild Spirit Messenger card, which is a subtlety powerful card and most useful. But it costs you more than gold…I wanted to add the ability to load Knowledge aces and have a sort of Grandilarian Laptop, but the above is exactly 200 characters, so guess what’s next…
I have read and accepted the Legal Stuff: (Required) yes
Encyclopedia Grandilaria
19/11/10 11:01
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Encyclopedia Grandilaria
Card Points: (Required) NFS? ???? gp
Card Stats: (Required) 1 cap No stat changes.
Card Type and Timing: (Required) Magic Item ACT/C (DWN)
Card Text (Max 200 Characters and Spaces) (Required) Starts with any 2 Knowlege aces. Holds 2 Mystic Readers and a scholar’s spirit who for a Spirit Donation of 5rp will add any Knowledge ace. No limit.
Why should this card be in the game: (Required) This is a magical elaboration of the old Guild’s Book of Lore card, and something like what that illiterate fool Mihailis thought he was getting when he bought one of those. Needs to sell that thing. Introducing the idea of powering magical effects thru small spirit donations, so if that idea doesn’t fly need to come up with a cost of loading Knowledge aces that makes sense on Grandilar.
"Don't Panic! I can find that out!" Douglas, Bard and Jester. R.I.P.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Encyclopedia Grandilaria
Card Points: (Required) NFS? ???? gp
Card Stats: (Required) 1 cap No stat changes.
Card Type and Timing: (Required) Magic Item ACT/C (DWN)
Card Text (Max 200 Characters and Spaces) (Required) Starts with any 2 Knowlege aces. Holds 2 Mystic Readers and a scholar’s spirit who for a Spirit Donation of 5rp will add any Knowledge ace. No limit.
Why should this card be in the game: (Required) This is a magical elaboration of the old Guild’s Book of Lore card, and something like what that illiterate fool Mihailis thought he was getting when he bought one of those. Needs to sell that thing. Introducing the idea of powering magical effects thru small spirit donations, so if that idea doesn’t fly need to come up with a cost of loading Knowledge aces that makes sense on Grandilar.
"Don't Panic! I can find that out!" Douglas, Bard and Jester. R.I.P.
I have read and accepted the Legal Stuff: (Required) yes
Quicksilver Dispatch Capsule
19/11/10 11:01
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Quicksilver Dispatch Capsule
Card Points: (Required) NFS? ???? gp
Card Stats: (Required) SPD 4
Card Type and Timing: (Required) Semi-automatous Magic Item ACT*/V (DND)
Card Text (Max 200 Characters and Spaces) (Required) Holds 2 Wizard Wings& 1 Teleport it uses to go anywhere the owner has been and return. Holds 1 each Mystic Scribe, Reader &Transcription; 1 Privacy & acts like paper. +9 stealth. * Password activated.
Why should this card be in the game: (Required) Seems like it would be useful at times to be able to send more detailed reports without using a courier...spies, scouts, and sentinels quickly come to mind. This ain’t near as fast or as personal as Spirit Messengers but carries a 5 minute dictation which can be transcribed to and from paper, whatever combinations you can think of. And it even provides Privacy for information security. This model recharges twice a day, so it can teleport 2 terrains daily and fly 4 hours daily for a third, I believe. Nothing says there aren’t other models out there somewhere. This one fits in blowgun belts…I wonder why…;) I envision this as behaving rather robotically, plodding its way methodically back to someplace the owner has been, or along the trail of the owner as it returns, somehow homing on its owner. Those rare folks familiar with these know the teleports can only go to where the caster has been and while this thingie ca
n use the sender’s memories for its teleporting and direction, it is not a spirit and can only retrace its sender’s route to a “drop box” waypoint or home in on its owner. It also has no way of announcing its presence other than by Reading its message, and it is hard to see. I envision this thing as “programmable” as to its waypoints, its password, and circumstances triggering Mystic Reader for its dispatch. With 200 characters 3.4 rules, so take what’s there and have fun with it.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Quicksilver Dispatch Capsule
Card Points: (Required) NFS? ???? gp
Card Stats: (Required) SPD 4
Card Type and Timing: (Required) Semi-automatous Magic Item ACT*/V (DND)
Card Text (Max 200 Characters and Spaces) (Required) Holds 2 Wizard Wings& 1 Teleport it uses to go anywhere the owner has been and return. Holds 1 each Mystic Scribe, Reader &Transcription; 1 Privacy & acts like paper. +9 stealth. * Password activated.
Why should this card be in the game: (Required) Seems like it would be useful at times to be able to send more detailed reports without using a courier...spies, scouts, and sentinels quickly come to mind. This ain’t near as fast or as personal as Spirit Messengers but carries a 5 minute dictation which can be transcribed to and from paper, whatever combinations you can think of. And it even provides Privacy for information security. This model recharges twice a day, so it can teleport 2 terrains daily and fly 4 hours daily for a third, I believe. Nothing says there aren’t other models out there somewhere. This one fits in blowgun belts…I wonder why…;) I envision this as behaving rather robotically, plodding its way methodically back to someplace the owner has been, or along the trail of the owner as it returns, somehow homing on its owner. Those rare folks familiar with these know the teleports can only go to where the caster has been and while this thingie ca
n use the sender’s memories for its teleporting and direction, it is not a spirit and can only retrace its sender’s route to a “drop box” waypoint or home in on its owner. It also has no way of announcing its presence other than by Reading its message, and it is hard to see. I envision this thing as “programmable” as to its waypoints, its password, and circumstances triggering Mystic Reader for its dispatch. With 200 characters 3.4 rules, so take what’s there and have fun with it.
I have read and accepted the Legal Stuff: (Required) yes
Fancy High Heeled Shoes
19/11/10 11:00
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Fancy High Heeled Shoes
Card Points: (Required) 25 gp
Card Stats: (Required) +1/+4 STR* -2SPD* 1/2 cap
Card Type and Timing: (Required) Item ACT*/V (L1P)
Card Text (Max 200 Characters and Spaces) (Required) Quite stylish. May not charge. *Penalty only to movement.
*Kick attacks only. Combines with Unarmed Master, who can use movement and action to Side Kick for +4 STR*.
Why should this card be in the game: (Required) This may cause some conflict for inhibited male Unarmed Masters…;) Pygar wants a pair…
From an incident Mark had Pygar and his friends run into at PentaCon...
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Fancy High Heeled Shoes
Card Points: (Required) 25 gp
Card Stats: (Required) +1/+4 STR* -2SPD* 1/2 cap
Card Type and Timing: (Required) Item ACT*/V (L1P)
Card Text (Max 200 Characters and Spaces) (Required) Quite stylish. May not charge. *Penalty only to movement.
*Kick attacks only. Combines with Unarmed Master, who can use movement and action to Side Kick for +4 STR*.
Why should this card be in the game: (Required) This may cause some conflict for inhibited male Unarmed Masters…;) Pygar wants a pair…
From an incident Mark had Pygar and his friends run into at PentaCon...
I have read and accepted the Legal Stuff: (Required) yes
Mortaimae's Dress Shoes
19/11/10 10:59
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Mortaimae's Dress Shoes
Card Points: (Required) NFS? ???? gp
Card Stats: (Required) +1/+4 STR* -2SPD* 1/2 cap
Card Type and Timing: (Required) Magic Item IND/V (L1) (DSK)
Card Text (Max 200 Characters and Spaces) (Required) Hold 2 Orc Strides, 1 Spirit Wings, 1 Teleport. *Kick attacks only. *Penalty only to movement. Combines with Unarmed Master, who can use movement and action to Side Kick for +4 STR*. May not charge.
Why should this card be in the game: (Required) This may cause some conflict for inhibited male Unarmed Masters…;) Pygar wants a pair…
From an incident Mark had Pygar and his friends run into…
I wanted to make the Teleport activate on movement by clicking the heels together 3 times, but 200 characters doesn’t allow much. Copyright problems might also arise…”I was just trying to be being funny in honoring The Wizard of OZ, your honor…”
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Mortaimae's Dress Shoes
Card Points: (Required) NFS? ???? gp
Card Stats: (Required) +1/+4 STR* -2SPD* 1/2 cap
Card Type and Timing: (Required) Magic Item IND/V (L1) (DSK)
Card Text (Max 200 Characters and Spaces) (Required) Hold 2 Orc Strides, 1 Spirit Wings, 1 Teleport. *Kick attacks only. *Penalty only to movement. Combines with Unarmed Master, who can use movement and action to Side Kick for +4 STR*. May not charge.
Why should this card be in the game: (Required) This may cause some conflict for inhibited male Unarmed Masters…;) Pygar wants a pair…
From an incident Mark had Pygar and his friends run into…
I wanted to make the Teleport activate on movement by clicking the heels together 3 times, but 200 characters doesn’t allow much. Copyright problems might also arise…”I was just trying to be being funny in honoring The Wizard of OZ, your honor…”
I have read and accepted the Legal Stuff: (Required) yes
Walker Ring, Weapon
19/11/10 10:59
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional) yes
Card Title: (Required) Walker Ring, Weapon
Card Points: (Required) NFS? ???? gp
Card Stats: (Required) no stat changes
Card Type and Timing: (Required) Magic Item V/V (L1) (DSK) +info
Card Text (Max 200 Characters and Spaces) (Required) Holds 2 Spirit Weapons. Allows Spirit Walker to use Magic Rings. A set draws spirits; gives Spirit Sight and Spirit Walker Spell Limits to non-Walkers and holds 7 Spirit walker aces.
Why should this card be in the game: (Required) + info: You need to know the Spirit Walker card set to understand these, so if you don’t please surf over to the market and check it out. The V/V timing is my best guess as how to code that the spells take what they would take if cast by a Walker carrying them…they are not IND like Magic Rings are, but the Rings don’t crumble and recharge daily at DSK…3.4 exists and they may not recharge in Wasted Terrain, who knows what can happen when Magic itself seems based on chaos…and some GMs may want to limit these…;)
If Mihailis found one of these he would become a Spirit Walker, since it would let one use Teleport Rings. Mihailis doesn’t leave home without at least 3. He likes living. A major drawback to considering Spirit Walker are those limitations, but they are the cost of being one. Giving up Magic Rings is the only thing stopping Mihailis from jumping at the chance if a Mentor offered… The set is designed to allow non-Spirit Walkers a taste of their powers and also their limitations. Non-Spirit Walkers don’t get the Magic Ring use bonus…that is the boon for the Spirit Walker and takes only one. And a drawback to dabbling in the Spirit world untrained that might become a blessing, as a GM could use this to introduce a Mentor spirit…all sorts of possibilities. Signally, they can be a bonus to anyone by providing weapon variety without cap cost, but are not all that powerful to non-Walkers except as a set. 7 extra Walker aces a day is quite powerful, but it takes bo
th. Allows GMs to limit and create quests.
Sue and Mark: supersedes priors…cleaner, simpler, more versatile. The number of aces is important for my storyline. Also wanted to make these a greater prize individually for those folks like me who are intimidated by the idea of playing without access to the lifesaving Teleport Ring but fascinated by the Spirit Walker concept.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional) yes
Card Title: (Required) Walker Ring, Weapon
Card Points: (Required) NFS? ???? gp
Card Stats: (Required) no stat changes
Card Type and Timing: (Required) Magic Item V/V (L1) (DSK) +info
Card Text (Max 200 Characters and Spaces) (Required) Holds 2 Spirit Weapons. Allows Spirit Walker to use Magic Rings. A set draws spirits; gives Spirit Sight and Spirit Walker Spell Limits to non-Walkers and holds 7 Spirit walker aces.
Why should this card be in the game: (Required) + info: You need to know the Spirit Walker card set to understand these, so if you don’t please surf over to the market and check it out. The V/V timing is my best guess as how to code that the spells take what they would take if cast by a Walker carrying them…they are not IND like Magic Rings are, but the Rings don’t crumble and recharge daily at DSK…3.4 exists and they may not recharge in Wasted Terrain, who knows what can happen when Magic itself seems based on chaos…and some GMs may want to limit these…;)
If Mihailis found one of these he would become a Spirit Walker, since it would let one use Teleport Rings. Mihailis doesn’t leave home without at least 3. He likes living. A major drawback to considering Spirit Walker are those limitations, but they are the cost of being one. Giving up Magic Rings is the only thing stopping Mihailis from jumping at the chance if a Mentor offered… The set is designed to allow non-Spirit Walkers a taste of their powers and also their limitations. Non-Spirit Walkers don’t get the Magic Ring use bonus…that is the boon for the Spirit Walker and takes only one. And a drawback to dabbling in the Spirit world untrained that might become a blessing, as a GM could use this to introduce a Mentor spirit…all sorts of possibilities. Signally, they can be a bonus to anyone by providing weapon variety without cap cost, but are not all that powerful to non-Walkers except as a set. 7 extra Walker aces a day is quite powerful, but it takes bo
th. Allows GMs to limit and create quests.
Sue and Mark: supersedes priors…cleaner, simpler, more versatile. The number of aces is important for my storyline. Also wanted to make these a greater prize individually for those folks like me who are intimidated by the idea of playing without access to the lifesaving Teleport Ring but fascinated by the Spirit Walker concept.
I have read and accepted the Legal Stuff: (Required) yes
Walker Ring, Shield
19/11/10 10:58
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Walker Ring, Shield
Card Points: (Required) NFS? ???? gp
Card Stats: (Required) No stat changes
Card Type and Timing: (Required) Magic Item IND/V (L1) (DSK)
Card Text (Max 200 Characters and Spaces) (Required) Holds 2 Spirit Shields. As a set Walker Rings draw spirits; gain 2 Walker Strikes; Spirit Sight; 1 Sooth Spirit; Spirit Walker Spell limits& let Spirit Walkers cast any spells from items.
Why should this card be in the game: (Required) You need to know the Spirit Walker cards to understand these, so if you don’t please surf over to the market and check it out. If Mihailis found both of these he would become a Spirit Walker, since it would let one use Teleport Rings. Mihailis doesn’t leave home without at least 3. He likes living. A major drawback to considering Spirit Walker are those limitations, but they are the cost of being one. Giving up Magic Rings is the only thing stopping Mihailis from jumping at the chance if a Mentor offered… The set is designed to give a major advantage to Spirit Walkers and give a taste of their powers but also their limitations to others. And a drawback to dabbling in the Spirit world untrained. The GM's spirits WILL notice the wearer in all probability. "I meant to do that." Signally, they can be a bonus to anyone by providing weapon variety without cap cost, but are not all that powerful except as a set, which all
ows GMs to limit and create quests.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Walker Ring, Shield
Card Points: (Required) NFS? ???? gp
Card Stats: (Required) No stat changes
Card Type and Timing: (Required) Magic Item IND/V (L1) (DSK)
Card Text (Max 200 Characters and Spaces) (Required) Holds 2 Spirit Shields. As a set Walker Rings draw spirits; gain 2 Walker Strikes; Spirit Sight; 1 Sooth Spirit; Spirit Walker Spell limits& let Spirit Walkers cast any spells from items.
Why should this card be in the game: (Required) You need to know the Spirit Walker cards to understand these, so if you don’t please surf over to the market and check it out. If Mihailis found both of these he would become a Spirit Walker, since it would let one use Teleport Rings. Mihailis doesn’t leave home without at least 3. He likes living. A major drawback to considering Spirit Walker are those limitations, but they are the cost of being one. Giving up Magic Rings is the only thing stopping Mihailis from jumping at the chance if a Mentor offered… The set is designed to give a major advantage to Spirit Walkers and give a taste of their powers but also their limitations to others. And a drawback to dabbling in the Spirit world untrained. The GM's spirits WILL notice the wearer in all probability. "I meant to do that." Signally, they can be a bonus to anyone by providing weapon variety without cap cost, but are not all that powerful except as a set, which all
ows GMs to limit and create quests.
I have read and accepted the Legal Stuff: (Required) yes
Mortaimae’s Monocle
19/11/10 10:57
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Mortaimae’s Monocle
Card Points: (Required) NFS? ???? gp
Card Stats: (Required) 1/4cap/0 when worn.
Card Type and Timing: (Required) Magic Item IND/V (DnD)
Card Text (Max 200 Characters and Spaces) (Required) Gain Arcane Sight when wearing. Holds 2 Appraise Items and 4 See the Hiddens. Each Arcane Sight cast adds its range. May fall out on impact damage;3.4 rules. Its string loops the neck to secure it.
Why should this card be in the game: (Required) The idea is continuous Arcane sight and aces that a visual enhancer would likely contain. Continuous Arcane Sight would be a big advantage to spellcasters, especially for Dispelling. And the ability to extend the range by 50 ft with each Arcane Sight the wearer casts could be quite useful. And give the wearer a reason to carry several even when it is always on. With only 200 characters, I must leave impact damage to the GM and 3.4 but the idea is simple…it’s a monocle. Takes an action to get it held in the eye socket and it would pop out if you were hit hard enough, slammed into a wall, etc…takes too much print to spell it out, so 3.4 allows creativity in 9 characters.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Mortaimae’s Monocle
Card Points: (Required) NFS? ???? gp
Card Stats: (Required) 1/4cap/0 when worn.
Card Type and Timing: (Required) Magic Item IND/V (DnD)
Card Text (Max 200 Characters and Spaces) (Required) Gain Arcane Sight when wearing. Holds 2 Appraise Items and 4 See the Hiddens. Each Arcane Sight cast adds its range. May fall out on impact damage;3.4 rules. Its string loops the neck to secure it.
Why should this card be in the game: (Required) The idea is continuous Arcane sight and aces that a visual enhancer would likely contain. Continuous Arcane Sight would be a big advantage to spellcasters, especially for Dispelling. And the ability to extend the range by 50 ft with each Arcane Sight the wearer casts could be quite useful. And give the wearer a reason to carry several even when it is always on. With only 200 characters, I must leave impact damage to the GM and 3.4 but the idea is simple…it’s a monocle. Takes an action to get it held in the eye socket and it would pop out if you were hit hard enough, slammed into a wall, etc…takes too much print to spell it out, so 3.4 allows creativity in 9 characters.
I have read and accepted the Legal Stuff: (Required) yes
Mortaimae’s Blowgun Bandolier
19/11/10 10:56
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Mortaimae’s Blowgun Bandolier.
Card Points: (Required) NFS? ???? gp
Card Stats: (Required) 1 cap No stat changes.
Card Type and Timing: (Required) Magic Item IND/V ) (DSK)
Card Text (Max 200 Characters and Spaces) (Required) Magic blowgun belt that holds 6 Levitates that only move items to and from the belt’s pockets. Holds any size blowgun. Otherwise like Blowgun Belt.
Why should this card be in the game: (Required) If the Blowgun is resizing and conforming to the user, we need a Blowgun belt that shifts with the wearer, as all magic items do. While the intent of the Levitates is primarily to shift with the wearer and to load and recover darts effortlessly, it is deliberately left generalized to allow creativity by PCs and 3.4. While literally it only holds blowguns of any size and darts, 3.4 rules.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Mortaimae’s Blowgun Bandolier.
Card Points: (Required) NFS? ???? gp
Card Stats: (Required) 1 cap No stat changes.
Card Type and Timing: (Required) Magic Item IND/V ) (DSK)
Card Text (Max 200 Characters and Spaces) (Required) Magic blowgun belt that holds 6 Levitates that only move items to and from the belt’s pockets. Holds any size blowgun. Otherwise like Blowgun Belt.
Why should this card be in the game: (Required) If the Blowgun is resizing and conforming to the user, we need a Blowgun belt that shifts with the wearer, as all magic items do. While the intent of the Levitates is primarily to shift with the wearer and to load and recover darts effortlessly, it is deliberately left generalized to allow creativity by PCs and 3.4. While literally it only holds blowguns of any size and darts, 3.4 rules.
I have read and accepted the Legal Stuff: (Required) yes
Mortaimai's Blowgun
19/11/10 10:56
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Mortaimai's Blowgun
Card Points: (Required) NFS? ???? gp
Card Stats: (Required) +4COR 1/10 cap
Card Type and Timing: (Required) Magic Item ACT/V
Card Text (Max 200 Characters and Spaces) (Required) Needs no dart, and may stun if none used. Looked thru +6 sight. Listened thru +6 listen. Always provides fresh air when breathed thru. Resizes and becomes specially designed. Loads as Blowguns.
Why should this card be in the game: (Required) The concept behind this is that the magic changes the breath into a concussive blast that can stun or kill on its own or increase the power of a dart from it. That same magic provides fresh air underwater, in toxic fumes, whatever. It can also be a telescope, magnifier, and listening enhancer. Great tool for ninjas and thieves. And wererats…who also need:
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Mortaimai's Blowgun
Card Points: (Required) NFS? ???? gp
Card Stats: (Required) +4COR 1/10 cap
Card Type and Timing: (Required) Magic Item ACT/V
Card Text (Max 200 Characters and Spaces) (Required) Needs no dart, and may stun if none used. Looked thru +6 sight. Listened thru +6 listen. Always provides fresh air when breathed thru. Resizes and becomes specially designed. Loads as Blowguns.
Why should this card be in the game: (Required) The concept behind this is that the magic changes the breath into a concussive blast that can stun or kill on its own or increase the power of a dart from it. That same magic provides fresh air underwater, in toxic fumes, whatever. It can also be a telescope, magnifier, and listening enhancer. Great tool for ninjas and thieves. And wererats…who also need:
I have read and accepted the Legal Stuff: (Required) yes
Leopard Gloves
19/11/10 10:55
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Leopard Gloves
Card Points: (Required) NFS? ???? gp
Card Stats: (Required) +3 STR -2 COR* 1/2 cap
Card Type and Timing: (Required) Magic Item ACT (IND)* /V (DSK)
Card Text (Max 200 Characters and Spaces) (Required) Clawed climbing gloves. Gain Climb anchor when both worn and may Shield Block. Combines with Unarmed. Penalty to ranged attacks only. Pair holds 1 Tigrean Savagery,2 Werecat Rips,and 4 Shield Blocks.
Why should this card be in the game: (Required) Had to leave out spaces to get it all in, sorry. A powerful magic item in the right hands. The claws make Tigrean Savagery “work” altho’ since they are magic they just do…These are the magic version of the ninja climbing gloves that were the supposed basis of the myth that a ninja could stop a sword with his bare hands…they weren’t bare. The clawed gloves could catch and stop a sword in skilled hands, thus I mimic that with the Shield Block. Expert climbers don’t need such to climb, and should get a bonus if they use these. Alas, not enough characters, so 3.4 rules.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Leopard Gloves
Card Points: (Required) NFS? ???? gp
Card Stats: (Required) +3 STR -2 COR* 1/2 cap
Card Type and Timing: (Required) Magic Item ACT (IND)* /V (DSK)
Card Text (Max 200 Characters and Spaces) (Required) Clawed climbing gloves. Gain Climb anchor when both worn and may Shield Block. Combines with Unarmed. Penalty to ranged attacks only. Pair holds 1 Tigrean Savagery,2 Werecat Rips,and 4 Shield Blocks.
Why should this card be in the game: (Required) Had to leave out spaces to get it all in, sorry. A powerful magic item in the right hands. The claws make Tigrean Savagery “work” altho’ since they are magic they just do…These are the magic version of the ninja climbing gloves that were the supposed basis of the myth that a ninja could stop a sword with his bare hands…they weren’t bare. The clawed gloves could catch and stop a sword in skilled hands, thus I mimic that with the Shield Block. Expert climbers don’t need such to climb, and should get a bonus if they use these. Alas, not enough characters, so 3.4 rules.
I have read and accepted the Legal Stuff: (Required) yes
Nekode gloves
19/11/10 10:54
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 1
Is this a Revised Card? (Optional)
Card Title: (Required) Nekode gloves
Card Points: (Required) 35gp
Card Stats: (Required) +1 STR -2 COR* 1/2cap
Card Type and Timing: (Required) Item ACT/V
Card Text (Max 200 Characters and Spaces) (Required) Clawed climbing gloves. Gain Climb anchor when both worn and may Shield Block. Combines with Unarmed. Penalty to ranged attacks only.
Why should this card be in the game: (Required) These are the ninja climbing gloves that were the supposed basis of the myth that a ninja could stop a sword with his bare hands…they weren’t bare. The clawed gloves could catch and stop a sword in skilled hands, thus I mimic that somewhat with the Shield Block. Expert climbers don’t need such to climb, and should get a bonus if they use these. Alas, not enough characters, so 3.4 rules.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 1
Is this a Revised Card? (Optional)
Card Title: (Required) Nekode gloves
Card Points: (Required) 35gp
Card Stats: (Required) +1 STR -2 COR* 1/2cap
Card Type and Timing: (Required) Item ACT/V
Card Text (Max 200 Characters and Spaces) (Required) Clawed climbing gloves. Gain Climb anchor when both worn and may Shield Block. Combines with Unarmed. Penalty to ranged attacks only.
Why should this card be in the game: (Required) These are the ninja climbing gloves that were the supposed basis of the myth that a ninja could stop a sword with his bare hands…they weren’t bare. The clawed gloves could catch and stop a sword in skilled hands, thus I mimic that somewhat with the Shield Block. Expert climbers don’t need such to climb, and should get a bonus if they use these. Alas, not enough characters, so 3.4 rules.
I have read and accepted the Legal Stuff: (Required) yes
Kusari-gama
19/11/10 10:54
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Kusari-gama
Card Points: (Required) 100gp
Card Stats: (Required) +2 STR +1DEF +2cap
Card Type and Timing: (Required) Item ACT(IND)/F +info
Card Text (Max 200 Characters and Spaces) (Required) 2-handed Dual Weapon. Blade melee. Chain ranged to 12 ft. and may trade damage to wrap and trip on STR vs STR or disarm on COR vs COR. Gains IND chain attack for each 2 COR.
Why should this card be in the game: (Required) The infamous chain and sickle weapon of samurai movies galore, this complex weapon is designed for those with great dexterity, the COR characters. The basic move is the single attack with either end using ACT, therefore Dual weapons gets attacks with each end, Dual Action gets to mix by choice, and Dual Strikes depends on the GM, some would say 2 strikes with one end, some would say mix it. High COR characters gain an independent attack with the chain end for each 2 COR they have. The weapon doesn’t have any COR adds because it takes it all to manage it; instead it gets extra attacks. It is far simpler to call it melee on one end and ranged on the other (the Bullwhip confuses the two and me as well) to simulate how the weapon is used in Samurai movies, but this runs into trouble with the 1.0 rules about ranged under 10 ft and doing ranged and melee in the same round. If this remains in 1.1, my attitude is that card trum
ps basic rules if there is a conflict and the card was printed anyway. The IND attacks raise the possibility of “attacks of opportunity” on foes rushing the wielder, although’ Mark would probably make you have Combat Perception up to do that, and if I ever GM this card I will too. . The +DEF would be the function of the swirling chain.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Kusari-gama
Card Points: (Required) 100gp
Card Stats: (Required) +2 STR +1DEF +2cap
Card Type and Timing: (Required) Item ACT(IND)/F +info
Card Text (Max 200 Characters and Spaces) (Required) 2-handed Dual Weapon. Blade melee. Chain ranged to 12 ft. and may trade damage to wrap and trip on STR vs STR or disarm on COR vs COR. Gains IND chain attack for each 2 COR.
Why should this card be in the game: (Required) The infamous chain and sickle weapon of samurai movies galore, this complex weapon is designed for those with great dexterity, the COR characters. The basic move is the single attack with either end using ACT, therefore Dual weapons gets attacks with each end, Dual Action gets to mix by choice, and Dual Strikes depends on the GM, some would say 2 strikes with one end, some would say mix it. High COR characters gain an independent attack with the chain end for each 2 COR they have. The weapon doesn’t have any COR adds because it takes it all to manage it; instead it gets extra attacks. It is far simpler to call it melee on one end and ranged on the other (the Bullwhip confuses the two and me as well) to simulate how the weapon is used in Samurai movies, but this runs into trouble with the 1.0 rules about ranged under 10 ft and doing ranged and melee in the same round. If this remains in 1.1, my attitude is that card trum
ps basic rules if there is a conflict and the card was printed anyway. The IND attacks raise the possibility of “attacks of opportunity” on foes rushing the wielder, although’ Mark would probably make you have Combat Perception up to do that, and if I ever GM this card I will too. . The +DEF would be the function of the swirling chain.
I have read and accepted the Legal Stuff: (Required) yes
Mortaimal's Protector
19/11/10 10:52
Your Name: (Required) mike h1ouk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Mortaimai's Protector
Card Points: (Required) NFS? ???? gp
Card Stats: (Required) +4 STR +2 DEF +2cap
Card Type and Timing: (Required) Magic Item ACT(IND)/F +info (DSK)
Card Text (Max 200 Characters and Spaces) (Required) 2-handed Dual Weapon. Blade melee. Chain ranged to 12 ft. and may trade damage to wrap and trip on STR vs STR or disarm on COR vs COR. Gains IND chain attack for each 2 COR. Holds 3 Dual Weapons.
Why should this card be in the game: (Required) A magical version of the infamous chain and sickle weapon of samurai movies galore, this complex weapon is designed for those with great dexterity, the COR characters. The basic move is the single attack with either end using ACT, therefore Dual weapons gets attacks with either end, Dual Action gets to mix by choice, and Dual Strikes depends on the GM, some would say 2 strikes with one end, some would say mix it. High COR characters gain an independent attack with the chain end only for each 2 COR they have. The weapon doesn’t have any COR adds because it takes it all to manage it; instead it gets extra attacks. It is far simpler to call it melee on one end and ranged on the other (the Bullwhip confuses the two and me as well) to simulate how the weapon is used in Samurai movies, but this runs into trouble with the 1.0 rules about ranged under 10 ft and doing ranged and melee in the same round. If this remains in 1.1, m
y attitude is that card trumps basic rules if there is a conflict and the card was printed anyway. The IND attacks raise the possibility of “attacks of opportunity” on foes rushing the wielder, although’ Mark would probably make you have Combat Perception up to do that, and if I ever GM this card I will too. The +DEF would be the function of the swirling chain.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Mortaimai's Protector
Card Points: (Required) NFS? ???? gp
Card Stats: (Required) +4 STR +2 DEF +2cap
Card Type and Timing: (Required) Magic Item ACT(IND)/F +info (DSK)
Card Text (Max 200 Characters and Spaces) (Required) 2-handed Dual Weapon. Blade melee. Chain ranged to 12 ft. and may trade damage to wrap and trip on STR vs STR or disarm on COR vs COR. Gains IND chain attack for each 2 COR. Holds 3 Dual Weapons.
Why should this card be in the game: (Required) A magical version of the infamous chain and sickle weapon of samurai movies galore, this complex weapon is designed for those with great dexterity, the COR characters. The basic move is the single attack with either end using ACT, therefore Dual weapons gets attacks with either end, Dual Action gets to mix by choice, and Dual Strikes depends on the GM, some would say 2 strikes with one end, some would say mix it. High COR characters gain an independent attack with the chain end only for each 2 COR they have. The weapon doesn’t have any COR adds because it takes it all to manage it; instead it gets extra attacks. It is far simpler to call it melee on one end and ranged on the other (the Bullwhip confuses the two and me as well) to simulate how the weapon is used in Samurai movies, but this runs into trouble with the 1.0 rules about ranged under 10 ft and doing ranged and melee in the same round. If this remains in 1.1, m
y attitude is that card trumps basic rules if there is a conflict and the card was printed anyway. The IND attacks raise the possibility of “attacks of opportunity” on foes rushing the wielder, although’ Mark would probably make you have Combat Perception up to do that, and if I ever GM this card I will too. The +DEF would be the function of the swirling chain.
I have read and accepted the Legal Stuff: (Required) yes
The Archer's Friend
19/11/10 10:50
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional) yes
Card Title: (Required) The Archer’s Friend
Card Points: (Required) NFS? ???? gp
Card Stats: (Required) +2 STR(staff) +4 COR(bow) +4 DEF(staff) +2/+3cap
Card Type and Timing: (Required) Item ACT (IND)* /F
Card Text (Max 200 Characters and Spaces) (Required) Shifts from Shepherd’s Crook to Greatbow with IND. Crook may Shield Block; may trade damage to hook and trip on STR vs STR or disarm on COR vs COR. Staff Masters gain 1 IND attack for each 2 COR.
Why should this card be in the game: (Required) Updated, left out that it switches to a Greatbow. A simple magic item that holds no aces and requires no recharge, yet is quite powerful in the hands of Staff Masters and a boon to the archer caught in melee.
"Even things be shiftin' dese days..." Aligatta
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional) yes
Card Title: (Required) The Archer’s Friend
Card Points: (Required) NFS? ???? gp
Card Stats: (Required) +2 STR(staff) +4 COR(bow) +4 DEF(staff) +2/+3cap
Card Type and Timing: (Required) Item ACT (IND)* /F
Card Text (Max 200 Characters and Spaces) (Required) Shifts from Shepherd’s Crook to Greatbow with IND. Crook may Shield Block; may trade damage to hook and trip on STR vs STR or disarm on COR vs COR. Staff Masters gain 1 IND attack for each 2 COR.
Why should this card be in the game: (Required) Updated, left out that it switches to a Greatbow. A simple magic item that holds no aces and requires no recharge, yet is quite powerful in the hands of Staff Masters and a boon to the archer caught in melee.
"Even things be shiftin' dese days..." Aligatta
I have read and accepted the Legal Stuff: (Required) yes
Porcupine Quills Adaption 1.1
19/11/10 10:49
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional) yes
Card Title: (Required) Porcupine Quills Adaptation 1.1
Card Points: (Required) 2cp
Card Stats: (Required) -2SPD +4DEF
Card Type and Timing: (Required) VERmite ace IND/V L1P
Card Text (Max 200 Characters and Spaces) (Required) Grows quills that impale unarmed attackers, who take half the damage dealt. This rips out quills & drains ace on 4 hits. Weapons aren’t impaled. Moves at half speed with quills. May use in Rat forms.
Why should this card be in the game: (Required) Okay, I admit I ripped it off from the X-Men movies. Defense for the vermites that works in Rat forms. Again, see supplementary text on Flying Squirrel Adaptation below. Ever seen porcupines move? In the documentary they tend to amble if not waddle. Note how it serves simply as armor against weapons, which don't deplete it. Unarmed attacks take damage themselves but can take the armor down.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional) yes
Card Title: (Required) Porcupine Quills Adaptation 1.1
Card Points: (Required) 2cp
Card Stats: (Required) -2SPD +4DEF
Card Type and Timing: (Required) VERmite ace IND/V L1P
Card Text (Max 200 Characters and Spaces) (Required) Grows quills that impale unarmed attackers, who take half the damage dealt. This rips out quills & drains ace on 4 hits. Weapons aren’t impaled. Moves at half speed with quills. May use in Rat forms.
Why should this card be in the game: (Required) Okay, I admit I ripped it off from the X-Men movies. Defense for the vermites that works in Rat forms. Again, see supplementary text on Flying Squirrel Adaptation below. Ever seen porcupines move? In the documentary they tend to amble if not waddle. Note how it serves simply as armor against weapons, which don't deplete it. Unarmed attacks take damage themselves but can take the armor down.
I have read and accepted the Legal Stuff: (Required) yes
Squirrel Claws Adaption 1.1
19/11/10 10:48
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional) yes
Card Title: (Required) Squirrel Claws Adaptation 1.1
Card Points: (Required) 1cp
Card Stats: (Required) +1 STR* -2 COR
Card Type and Timing: (Required) VERmite ace IND/V L1P
Card Text (Max 200 Characters and Spaces) (Required) Grows claws that add +4 Climb and allows climbing trees and wooden buildings at full speed without roll. Other surfaces per GM. *Only unarmed attacks. May use in Rat forms.
Why should this card be in the game: (Required) Complements the Flying Squirrel adaptation. See that text below, I got lazy. Same stuff. Also doubles as a switchblade. Trade off is being clumsy with COR rolls, like ranged attacks. Represents these claws as making fine fingerwork harder.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional) yes
Card Title: (Required) Squirrel Claws Adaptation 1.1
Card Points: (Required) 1cp
Card Stats: (Required) +1 STR* -2 COR
Card Type and Timing: (Required) VERmite ace IND/V L1P
Card Text (Max 200 Characters and Spaces) (Required) Grows claws that add +4 Climb and allows climbing trees and wooden buildings at full speed without roll. Other surfaces per GM. *Only unarmed attacks. May use in Rat forms.
Why should this card be in the game: (Required) Complements the Flying Squirrel adaptation. See that text below, I got lazy. Same stuff. Also doubles as a switchblade. Trade off is being clumsy with COR rolls, like ranged attacks. Represents these claws as making fine fingerwork harder.
I have read and accepted the Legal Stuff: (Required) yes
Flying Squirrel Adaption 1.1
19/11/10 10:46
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional) yes
Card Title: (Required) Flying Squirrel Adaptation 1.1
Card Points: (Required) 1cp
Card Stats: (Required) -1SPD
Card Type and Timing: (Required) VER ace IND/V L1P
Card Text (Max 200 Characters and Spaces) (Required) Skin folds morph from front legs to rear forming Flying Squirrel wings that allow gliding 60 feet while losing 6 feet of altitude each round. Updrafts and wind effects per GM. May use in Rat forms.
Why should this card be in the game: (Required) The great change had a weird effect on vermites, whether they were shifters or not. They gained limited abilities to suddenly modify their form resembling shape shifting. No one knows why, but one Scholar knowledgeable in Natural Philosophy hypothesizes that primal traits from the unknown animal ancestors of vermites had been activated by the Great Change in some sort of Od magic akin to Shifting. He based this on noting that the vermite wererats could do this in their original rat forms but not in their new forms from the Great Change. Why vermites without a drop of Dragon’s blood in them could do this the Scholar concedes is a mystery, but he muses it may be related to whatever it is that led to vermites being everywhere any non-Grandilarian race was, despite there being no lore of Storms or Gates or Portals bringing them.
As the notion that rational beings, using the term loosely to include vermites and Orcs, had animal ancestors is patently absurd to all, this Scholar is deemed quite mad…
Something offbeat for the vermites and possibly a slight edge in survivability with some rp fun. Saw a Mythbusters on concrete gliders and think I remember them thinking 5 to 1 distance to drop ratio was great for a concrete glider so I figure a Flying Squirrel could do a lot better. Anybody out there with real knowledge of gliders or flying squirrels feel free to email comments for a revised version. I think gliding should be slower than flying, but may have slowed it down too far to simplify the movement. I don’t think SPD would affect gliding very much, so I just did the basic 60 ft. to keep it simple.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional) yes
Card Title: (Required) Flying Squirrel Adaptation 1.1
Card Points: (Required) 1cp
Card Stats: (Required) -1SPD
Card Type and Timing: (Required) VER ace IND/V L1P
Card Text (Max 200 Characters and Spaces) (Required) Skin folds morph from front legs to rear forming Flying Squirrel wings that allow gliding 60 feet while losing 6 feet of altitude each round. Updrafts and wind effects per GM. May use in Rat forms.
Why should this card be in the game: (Required) The great change had a weird effect on vermites, whether they were shifters or not. They gained limited abilities to suddenly modify their form resembling shape shifting. No one knows why, but one Scholar knowledgeable in Natural Philosophy hypothesizes that primal traits from the unknown animal ancestors of vermites had been activated by the Great Change in some sort of Od magic akin to Shifting. He based this on noting that the vermite wererats could do this in their original rat forms but not in their new forms from the Great Change. Why vermites without a drop of Dragon’s blood in them could do this the Scholar concedes is a mystery, but he muses it may be related to whatever it is that led to vermites being everywhere any non-Grandilarian race was, despite there being no lore of Storms or Gates or Portals bringing them.
As the notion that rational beings, using the term loosely to include vermites and Orcs, had animal ancestors is patently absurd to all, this Scholar is deemed quite mad…
Something offbeat for the vermites and possibly a slight edge in survivability with some rp fun. Saw a Mythbusters on concrete gliders and think I remember them thinking 5 to 1 distance to drop ratio was great for a concrete glider so I figure a Flying Squirrel could do a lot better. Anybody out there with real knowledge of gliders or flying squirrels feel free to email comments for a revised version. I think gliding should be slower than flying, but may have slowed it down too far to simplify the movement. I don’t think SPD would affect gliding very much, so I just did the basic 60 ft. to keep it simple.
I have read and accepted the Legal Stuff: (Required) yes
Cornered Rat
19/11/10 10:45
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional) yes
Card Title: (Required) Cornered Rat
Card Points: (Required) 1cp
Card Stats: (Required) +2 SPD +2 STR
Card Type and Timing: (Required) WERerat ACE IND/R
Card Text (Max 200 Characters and Spaces) (Required) Play on failing Dodge. If Dodge still fails gain an extra melee attack.
Why should this card be in the game: (Required) Keep it simple! Revised for 1.1. True to its name, may only be used when the wererat can’t get away from an attacker. Adrenaline surge from fear. It is extra cheap because its use is limited to a certain situation, a dodge that is failing. May be too cheap, feel free to say so. So far as i know exists now, the only wererat combat race…again living up to stereotypes. I figure since this only plays on failing dodges it doesn’t need any other limits…if ya gots extra dodges and you’re a wererat then you can stack them in the same round if it comes to that. Makes vermite wererats, and heaven forbid, Tigrean wererats, harder to keep trapped in melee…
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional) yes
Card Title: (Required) Cornered Rat
Card Points: (Required) 1cp
Card Stats: (Required) +2 SPD +2 STR
Card Type and Timing: (Required) WERerat ACE IND/R
Card Text (Max 200 Characters and Spaces) (Required) Play on failing Dodge. If Dodge still fails gain an extra melee attack.
Why should this card be in the game: (Required) Keep it simple! Revised for 1.1. True to its name, may only be used when the wererat can’t get away from an attacker. Adrenaline surge from fear. It is extra cheap because its use is limited to a certain situation, a dodge that is failing. May be too cheap, feel free to say so. So far as i know exists now, the only wererat combat race…again living up to stereotypes. I figure since this only plays on failing dodges it doesn’t need any other limits…if ya gots extra dodges and you’re a wererat then you can stack them in the same round if it comes to that. Makes vermite wererats, and heaven forbid, Tigrean wererats, harder to keep trapped in melee…
I have read and accepted the Legal Stuff: (Required) yes
Tail Sweep
19/11/10 10:43
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional) yes
Card Title: (Required) Tail Sweep
Card Points: (Required) 2cp
Card Stats: (Required) +2 SPD
Card Type and Timing: (Required) VERmite ACE IND/F
Card Text (Max 200 Characters and Spaces) (Required) Play on Dodge. Must flee attacker. Adds +2 to Dodge which on success trips the target. Takes movement to get up. Does not work on flying foes. May use in forms with suitable tails if GM agrees.
Why should this card be in the game: (Required) Thought I’d resubmit this in 1.1. Vermites have had tails as long as they’ve had brains, I would guess. You’d think they’d have come up with a way to use them at least to escape combat, if not offensively. This is also inspired somewhat by Jerry tripping Tom in chase scenes, at least genericly. Might be fun rp.
Again, since it is limited to use when dodging I see no need for other limits and a cheap cp.
By the way, the phrase ‘if GM agrees’ is 12 characters and is the best I could do to minimize the count on the concept. Another cardspeak module.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional) yes
Card Title: (Required) Tail Sweep
Card Points: (Required) 2cp
Card Stats: (Required) +2 SPD
Card Type and Timing: (Required) VERmite ACE IND/F
Card Text (Max 200 Characters and Spaces) (Required) Play on Dodge. Must flee attacker. Adds +2 to Dodge which on success trips the target. Takes movement to get up. Does not work on flying foes. May use in forms with suitable tails if GM agrees.
Why should this card be in the game: (Required) Thought I’d resubmit this in 1.1. Vermites have had tails as long as they’ve had brains, I would guess. You’d think they’d have come up with a way to use them at least to escape combat, if not offensively. This is also inspired somewhat by Jerry tripping Tom in chase scenes, at least genericly. Might be fun rp.
Again, since it is limited to use when dodging I see no need for other limits and a cheap cp.
By the way, the phrase ‘if GM agrees’ is 12 characters and is the best I could do to minimize the count on the concept. Another cardspeak module.
I have read and accepted the Legal Stuff: (Required) yes
Skitter 1.1
19/11/10 10:41
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional) yes
Card Title: (Required) Skitter 1.1
Card Points: (Required) 2cp
Card Stats: (Required) No stat changes
Card Type and Timing: (Required) VERmite ACE IND/F L2R
Card Text (Max 200 Characters and Spaces) (Required) Gain extra dodge.
Must use to flee from all melee.
Use in any form.
Why should this card be in the game: (Required) Vermites need all the help they can get to survive, being the little ones. This helps them, though it is (deliberately) not as good as Tigrean reflexes it is cheaper. Requiring the vermite to flee with his racial extra dodge both makes a sort of albeit stereotypic rp sense and the fleeing ALL melee prevents vermite dragons getting extra crushing blows by running from one melee into another. Mark wanted to prevent Skittering vermite dragons with extra Crushing Blows way back when. 1.1 keeps it simple. So would errata-ing Crushing Blow to L1R in 1.1. By the way, the fact nothing is said about ranged attacks is deliberate. Running away with a parting shot seems a vermite fighting style...
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional) yes
Card Title: (Required) Skitter 1.1
Card Points: (Required) 2cp
Card Stats: (Required) No stat changes
Card Type and Timing: (Required) VERmite ACE IND/F L2R
Card Text (Max 200 Characters and Spaces) (Required) Gain extra dodge.
Must use to flee from all melee.
Use in any form.
Why should this card be in the game: (Required) Vermites need all the help they can get to survive, being the little ones. This helps them, though it is (deliberately) not as good as Tigrean reflexes it is cheaper. Requiring the vermite to flee with his racial extra dodge both makes a sort of albeit stereotypic rp sense and the fleeing ALL melee prevents vermite dragons getting extra crushing blows by running from one melee into another. Mark wanted to prevent Skittering vermite dragons with extra Crushing Blows way back when. 1.1 keeps it simple. So would errata-ing Crushing Blow to L1R in 1.1. By the way, the fact nothing is said about ranged attacks is deliberate. Running away with a parting shot seems a vermite fighting style...
I have read and accepted the Legal Stuff: (Required) yes
Alluring Melody
09/10/10 09:59
Your Name: (Required) Yoko
Your Email: (Optional)
Guild Number: (Optional)
Is this a Revised Card? (Optional)
Card Title: (Required) Alluring melody
Card Points: (Required) 5 CP
Card Stats: (Required) none
Card Type and Timing: (Required) Bard Ace 1/V
Card Text (Max 200 Characters and Spaces) (Required) Requires Bard background or entertainer anchor.
Allows character to entrance targets by making a persuasion contest roll against 2d6 + 2 + Wis (+ 2 for each additional target).
Entranced creatures follow the character, but do not otherwise act (nullified if attacked or touched) for each round it is maintained to a maximum of 2 + Wis rounds.
Costs 1 independant action to maintain.
Why should this card be in the game: (Required) While the Bard and entertainer cards excist they show little use other then a persuasion bonus. To add some extra variety to the use of bards, and some combat effectiveness, some cards for special Bard actions would be nice.
The DM may add an additional diffculty for creatures that are very strong willed, large, or otherwise less likely to be influences by music.
The performance is also possible without an instrument, but having one (like a harp or flute) will give a bonus to the persuasion roll made for such performances.
This particurlar card was inspired by the folk's tale, in which a flute player firest lured all the rats from the town, and later all the children when they would not repay him for the service.
Not playtested or properly given thought yet, it's an idea mostly just floating around and up in the air.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional)
Guild Number: (Optional)
Is this a Revised Card? (Optional)
Card Title: (Required) Alluring melody
Card Points: (Required) 5 CP
Card Stats: (Required) none
Card Type and Timing: (Required) Bard Ace 1/V
Card Text (Max 200 Characters and Spaces) (Required) Requires Bard background or entertainer anchor.
Allows character to entrance targets by making a persuasion contest roll against 2d6 + 2 + Wis (+ 2 for each additional target).
Entranced creatures follow the character, but do not otherwise act (nullified if attacked or touched) for each round it is maintained to a maximum of 2 + Wis rounds.
Costs 1 independant action to maintain.
Why should this card be in the game: (Required) While the Bard and entertainer cards excist they show little use other then a persuasion bonus. To add some extra variety to the use of bards, and some combat effectiveness, some cards for special Bard actions would be nice.
The DM may add an additional diffculty for creatures that are very strong willed, large, or otherwise less likely to be influences by music.
The performance is also possible without an instrument, but having one (like a harp or flute) will give a bonus to the persuasion roll made for such performances.
This particurlar card was inspired by the folk's tale, in which a flute player firest lured all the rats from the town, and later all the children when they would not repay him for the service.
Not playtested or properly given thought yet, it's an idea mostly just floating around and up in the air.
I have read and accepted the Legal Stuff: (Required) yes
Fireball
09/10/10 09:56
Your Name: (Required) Brian Cornelius
Your Email: (Optional) scornelius@columbus.rr.com
Guild Number: (Optional) 132
Is this a Revised Card? (Optional)
Card Title: (Required) Fireball
Card Points: (Required) 8 CP
Card Stats: (Required) None
Card Type and Timing: (Required) Wizardry Ace, Spell 1/F
Card Text (Max 200 Characters and Spaces) (Required) A fireball may be targeted at any point within line of sight, and does 3d6+3 magic fire damage to all targets within a 10 foot radius of that point. Each additional 3 points of wizard ace cards drained when casting this spell will increase the radius of effect by 10 feet.
Why should this card be in the game: (Required) How about a real live area effect spell. Dragonstorm really needs a fireball... a real fireball. spreading fireburst is nice, but gets way to expensive, wrapped in flames only works if none of your own party are standing nearby, and fire fingers... well it's fire fingers (eats all your independents and does low damage).
Notes: An alternate version of this spell eliminates the ability to increase the effect radius, but costs only 7 CP.
I have read and accepted the Legal Stuff: (Required) yes
ED NOTE: CP value is based vaguely on damage done. Without knowing the number of targets this would be difficult to value.
Your Email: (Optional) scornelius@columbus.rr.com
Guild Number: (Optional) 132
Is this a Revised Card? (Optional)
Card Title: (Required) Fireball
Card Points: (Required) 8 CP
Card Stats: (Required) None
Card Type and Timing: (Required) Wizardry Ace, Spell 1/F
Card Text (Max 200 Characters and Spaces) (Required) A fireball may be targeted at any point within line of sight, and does 3d6+3 magic fire damage to all targets within a 10 foot radius of that point. Each additional 3 points of wizard ace cards drained when casting this spell will increase the radius of effect by 10 feet.
Why should this card be in the game: (Required) How about a real live area effect spell. Dragonstorm really needs a fireball... a real fireball. spreading fireburst is nice, but gets way to expensive, wrapped in flames only works if none of your own party are standing nearby, and fire fingers... well it's fire fingers (eats all your independents and does low damage).
Notes: An alternate version of this spell eliminates the ability to increase the effect radius, but costs only 7 CP.
I have read and accepted the Legal Stuff: (Required) yes
ED NOTE: CP value is based vaguely on damage done. Without knowing the number of targets this would be difficult to value.
Immolation
09/10/10 09:55
Your Name: (Required) Brian Cornelius
Your Email: (Optional) scornelius@columbus.rr.com
Guild Number: (Optional) 132
Is this a Revised Card? (Optional)
Card Title: (Required) Immolation
Card Points: (Required) 4 CP
Card Stats: (Required) None
Card Type and Timing: (Required) Wizardry Ace, Spell 0/V
Card Text (Max 200 Characters and Spaces) (Required) Independent card. Target bursts into flames taking 1D6 fire damage. Requires an independent action each round to maintain.
Why should this card be in the game: (Required) More fun with fire for wizards.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) scornelius@columbus.rr.com
Guild Number: (Optional) 132
Is this a Revised Card? (Optional)
Card Title: (Required) Immolation
Card Points: (Required) 4 CP
Card Stats: (Required) None
Card Type and Timing: (Required) Wizardry Ace, Spell 0/V
Card Text (Max 200 Characters and Spaces) (Required) Independent card. Target bursts into flames taking 1D6 fire damage. Requires an independent action each round to maintain.
Why should this card be in the game: (Required) More fun with fire for wizards.
I have read and accepted the Legal Stuff: (Required) yes
Lock Form
09/10/10 09:54
Your Name: (Required) Brian Cornelius
Your Email: (Optional) scornelius@columbus.rr.com
Guild Number: (Optional) 132
Is this a Revised Card? (Optional)
Card Title: (Required) Lock Form
Card Points: (Required) 9 CP
Card Stats: (Required) None
Card Type and Timing: (Required) Feature Necromancy spell Ace 0/V
Card Text (Max 200 Characters and Spaces) (Required) Independent card. Success at +WIS locks the targeted shape shifter into her current form. This effect lasts until the spell is dispelled or a drain form is used on the target.
Why should this card be in the game: (Required) Oh no... it's NECROMANCY STUFF!!!
This spell may seem odd at first, but it is actually an interesting tactic for a necro to use. Imagine how much easier it is to track that shape shifter is if he is stuck in prime dragon form.
Game Notes: This spell is difficult to dispel (which is what makes it worth the necromancers card points) It will also provide a roleplaying challenge to anyone effected. Limited card text may leave this card open to some interpretation, so here is what I had intended in words of one letter or less:
When this spell is successful the target character is locked into his current form (whatever that is)...
* If the character has a form card in play he may not drain that card.
* If the character is in his base form (chartacter card) no form cards may be played.
The necromancy spell "Drain Form" will negate this spell if it is used on a character with a form card in play. A successful dispel magic will negate this spell regardless of the characters form.
This spell prevents shape shifters from draining active form cards, from using available form cards, and from using any shape shifting ability that is not a form card (such as gender switch).
It works on morovians too!
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) scornelius@columbus.rr.com
Guild Number: (Optional) 132
Is this a Revised Card? (Optional)
Card Title: (Required) Lock Form
Card Points: (Required) 9 CP
Card Stats: (Required) None
Card Type and Timing: (Required) Feature Necromancy spell Ace 0/V
Card Text (Max 200 Characters and Spaces) (Required) Independent card. Success at +WIS locks the targeted shape shifter into her current form. This effect lasts until the spell is dispelled or a drain form is used on the target.
Why should this card be in the game: (Required) Oh no... it's NECROMANCY STUFF!!!
This spell may seem odd at first, but it is actually an interesting tactic for a necro to use. Imagine how much easier it is to track that shape shifter is if he is stuck in prime dragon form.
Game Notes: This spell is difficult to dispel (which is what makes it worth the necromancers card points) It will also provide a roleplaying challenge to anyone effected. Limited card text may leave this card open to some interpretation, so here is what I had intended in words of one letter or less:
When this spell is successful the target character is locked into his current form (whatever that is)...
* If the character has a form card in play he may not drain that card.
* If the character is in his base form (chartacter card) no form cards may be played.
The necromancy spell "Drain Form" will negate this spell if it is used on a character with a form card in play. A successful dispel magic will negate this spell regardless of the characters form.
This spell prevents shape shifters from draining active form cards, from using available form cards, and from using any shape shifting ability that is not a form card (such as gender switch).
It works on morovians too!
I have read and accepted the Legal Stuff: (Required) yes
Bi-Annual Glass
30/09/10 12:34
Your Name: (Required) Robert Thomas
Your Email: (Optional) outlandbob@yahoo.com
Guild Number: (Optional) 130
Is this a Revised Card? (Optional)
Card Title: (Required) Bi-annual Glass
Card Points: (Required) 750 gp
Card Stats: (Required) -1 CAP
Card Type and Timing: (Required) Item, Magic
Card Text (Max 200 Characters and Spaces) (Required) This large time piece is used like an hourglass, but keep time up to 6 months. Once turned over, it cannot be turned over until 6 months has passed. Movement does not affect the rate of sand flow.
Why should this card be in the game: (Required) This is needed to keep track of preserving barrels to know how long they have been sealed. It was created in the Age of the Mortal Kingdoms and was an uncommon item. Depending upon the use and wealth of the merchant, only enough glasses were bought for this preserving work. They are Rare in costal port towns and Mortal Kingdoms. If found outside these areas, they are very rare and will sell for 3 to 6 times the cost listed.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) outlandbob@yahoo.com
Guild Number: (Optional) 130
Is this a Revised Card? (Optional)
Card Title: (Required) Bi-annual Glass
Card Points: (Required) 750 gp
Card Stats: (Required) -1 CAP
Card Type and Timing: (Required) Item, Magic
Card Text (Max 200 Characters and Spaces) (Required) This large time piece is used like an hourglass, but keep time up to 6 months. Once turned over, it cannot be turned over until 6 months has passed. Movement does not affect the rate of sand flow.
Why should this card be in the game: (Required) This is needed to keep track of preserving barrels to know how long they have been sealed. It was created in the Age of the Mortal Kingdoms and was an uncommon item. Depending upon the use and wealth of the merchant, only enough glasses were bought for this preserving work. They are Rare in costal port towns and Mortal Kingdoms. If found outside these areas, they are very rare and will sell for 3 to 6 times the cost listed.
I have read and accepted the Legal Stuff: (Required) yes
Preserving Barrel, Small
30/09/10 12:33
Your Name: (Required) Robert Thomas
Your Email: (Optional) outlandbob@yahoo.com
Guild Number: (Optional) 130
Is this a Revised Card? (Optional)
Card Title: (Required) Preserving Barrel, Small
Card Points: (Required) 70 gp
Card Stats: (Required) -2 CAP
Card Type and Timing: (Required) Item, Magic +3/-5 CAP (Full)
Card Text (Max 200 Characters and Spaces) (Required) This item can carry food or water. Once sealed with the lid, items remain in the same fresh state up to 6 months. Upon opening the barrel, items will begin to age, spoiling at normal rate.
Why should this card be in the game: (Required) This is a smaller barrel to carry supplies up to 6 months to keep it fresh.
Both preserving barrels could carry a body of appropriate size, but the spirit could not be attached to the body when taken out of the barrel in 6 months. This would be useful for adventures who travel with pack animals and carts.
This was a common item during the Age of the Mortal Kingdoms. It is now uncommon and found this way in coastal port towns or Mortal kingdoms. Otherwise it is a rare item and worth 3 to 5 times the amount shown.
Both preserving barrels use a magic word to seal them, determined by the wizard or merchant paying for it.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) outlandbob@yahoo.com
Guild Number: (Optional) 130
Is this a Revised Card? (Optional)
Card Title: (Required) Preserving Barrel, Small
Card Points: (Required) 70 gp
Card Stats: (Required) -2 CAP
Card Type and Timing: (Required) Item, Magic +3/-5 CAP (Full)
Card Text (Max 200 Characters and Spaces) (Required) This item can carry food or water. Once sealed with the lid, items remain in the same fresh state up to 6 months. Upon opening the barrel, items will begin to age, spoiling at normal rate.
Why should this card be in the game: (Required) This is a smaller barrel to carry supplies up to 6 months to keep it fresh.
Both preserving barrels could carry a body of appropriate size, but the spirit could not be attached to the body when taken out of the barrel in 6 months. This would be useful for adventures who travel with pack animals and carts.
This was a common item during the Age of the Mortal Kingdoms. It is now uncommon and found this way in coastal port towns or Mortal kingdoms. Otherwise it is a rare item and worth 3 to 5 times the amount shown.
Both preserving barrels use a magic word to seal them, determined by the wizard or merchant paying for it.
I have read and accepted the Legal Stuff: (Required) yes
Barrel, Small
30/09/10 12:33
Your Name: (Required) Robert Thomas
Your Email: (Optional) outlandbob@yahoo.com
Guild Number: (Optional) 130
Is this a Revised Card? (Optional)
Card Title: (Required) Barrel, Small
Card Points: (Required) 12 gp
Card Stats: (Required) -2 CAP
Card Type and Timing: (Required) Item +3/-5 (Full)
Card Text (Max 200 Characters and Spaces) (Required) This barrel is about a third of the size of the regular barrel. It can hold items inside it no more than 20 inches by 10 inch diameter. Can hold 3 CAP of water or food.
Why should this card be in the game: (Required) A smaller barrel is needed to carry extra items for a carts, boats, and pack animals. This small barrel is easier to haul than the barrel. It can carry up to 3 CAP inside the barrel smaller than the dimention listed on the card. This could be carried by a character, but leaves little left for other items. It will not fit into anything smaller than sack or backpack, but it's ungiving shape adds +3 to the CAP weight/size. This should keep characters from trying to stuff it into just anything with no regards to true diamensions.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) outlandbob@yahoo.com
Guild Number: (Optional) 130
Is this a Revised Card? (Optional)
Card Title: (Required) Barrel, Small
Card Points: (Required) 12 gp
Card Stats: (Required) -2 CAP
Card Type and Timing: (Required) Item +3/-5 (Full)
Card Text (Max 200 Characters and Spaces) (Required) This barrel is about a third of the size of the regular barrel. It can hold items inside it no more than 20 inches by 10 inch diameter. Can hold 3 CAP of water or food.
Why should this card be in the game: (Required) A smaller barrel is needed to carry extra items for a carts, boats, and pack animals. This small barrel is easier to haul than the barrel. It can carry up to 3 CAP inside the barrel smaller than the dimention listed on the card. This could be carried by a character, but leaves little left for other items. It will not fit into anything smaller than sack or backpack, but it's ungiving shape adds +3 to the CAP weight/size. This should keep characters from trying to stuff it into just anything with no regards to true diamensions.
I have read and accepted the Legal Stuff: (Required) yes
Preserving Barrel
30/09/10 12:32
Your Name: (Required) Robert Thomas
Your Email: (Optional) outlandbob@yahoo.com
Guild Number: (Optional) 130
Is this a Revised Card? (Optional)
Card Title: (Required) Preserving Barrel, Large
Card Points: (Required) 200 gp
Card Stats: (Required) -6 CAP
Card Type and Timing: (Required) Item, Magic 10/16 CAP (Full)
Card Text (Max 200 Characters and Spaces) (Required) Food or drink is kept in the barrel. Once sealed with the lid, items remain in the same fresh state up to 6 months. Upon opening the barrel, the item will begin to age; spoiling at normal rate.
Why should this card be in the game: (Required) Seafaring ships and merchants need to carry goods to market without it spoiling. This item uses magic to seal the barrel to preserve it's cargo until it ready to arrive. This is a very expensive way to keep things fresh, but it can produce good money for the merchant willing to hold on to items when they are out of season or hard to find. Extremely useful for ships to keep food fresh while on long voyages. This magic was started back in the Age of the Great Mortal Kingdoms. They were becoming common items during that time. Now they are uncommon and sometimes rare. Outside the seaports and remaining Mortal Kingdoms, these will sell for 3 to 5 times the going rate listed.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) outlandbob@yahoo.com
Guild Number: (Optional) 130
Is this a Revised Card? (Optional)
Card Title: (Required) Preserving Barrel, Large
Card Points: (Required) 200 gp
Card Stats: (Required) -6 CAP
Card Type and Timing: (Required) Item, Magic 10/16 CAP (Full)
Card Text (Max 200 Characters and Spaces) (Required) Food or drink is kept in the barrel. Once sealed with the lid, items remain in the same fresh state up to 6 months. Upon opening the barrel, the item will begin to age; spoiling at normal rate.
Why should this card be in the game: (Required) Seafaring ships and merchants need to carry goods to market without it spoiling. This item uses magic to seal the barrel to preserve it's cargo until it ready to arrive. This is a very expensive way to keep things fresh, but it can produce good money for the merchant willing to hold on to items when they are out of season or hard to find. Extremely useful for ships to keep food fresh while on long voyages. This magic was started back in the Age of the Great Mortal Kingdoms. They were becoming common items during that time. Now they are uncommon and sometimes rare. Outside the seaports and remaining Mortal Kingdoms, these will sell for 3 to 5 times the going rate listed.
I have read and accepted the Legal Stuff: (Required) yes
Storm Flagon
30/09/10 12:31
Your Name: (Required) Robert Thomas
Your Email: (Optional) outlandbob@yahoo.com
Guild Number: (Optional) 130
Is this a Revised Card? (Optional)
Card Title: (Required) Storm Flagon
Card Points: (Required) 75 gp
Card Stats: (Required) N/A
Card Type and Timing: (Required) Item, Magic 1/2 CAP
Card Text (Max 200 Characters and Spaces) (Required) Storm Flagon is a popular item among drinkers of Stormhammer Ale. Any water or alcohol poured into the flagon is changed into Stormhammer Ale. "My best drink is always availible" - unknown Dwarf
Why should this card be in the game: (Required) Characters that carry drinking mugs may not be satisfied with other drinks. This flagon changes the water or alcohol into the famous Stormhammer Ale. Those drinking this will suffer the effects of stormhammer ale. Those who prefer a clean drinking container will enjoy this flagon. It will be a nice addition to items for use in role playing.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) outlandbob@yahoo.com
Guild Number: (Optional) 130
Is this a Revised Card? (Optional)
Card Title: (Required) Storm Flagon
Card Points: (Required) 75 gp
Card Stats: (Required) N/A
Card Type and Timing: (Required) Item, Magic 1/2 CAP
Card Text (Max 200 Characters and Spaces) (Required) Storm Flagon is a popular item among drinkers of Stormhammer Ale. Any water or alcohol poured into the flagon is changed into Stormhammer Ale. "My best drink is always availible" - unknown Dwarf
Why should this card be in the game: (Required) Characters that carry drinking mugs may not be satisfied with other drinks. This flagon changes the water or alcohol into the famous Stormhammer Ale. Those drinking this will suffer the effects of stormhammer ale. Those who prefer a clean drinking container will enjoy this flagon. It will be a nice addition to items for use in role playing.
I have read and accepted the Legal Stuff: (Required) yes
Ladle of Life
30/09/10 12:30
Your Name: (Required) Robert Thomas
Your Email: (Optional) outlandbob@yahoo.com
Guild Number: (Optional) 130
Is this a Revised Card? (Optional)
Card Title: (Required) Ladle of Life
Card Points: (Required) 625 gp
Card Stats: (Required) N/A
Card Type and Timing: (Required) Item, Magic 1/5 CAP
Card Text (Max 200 Characters and Spaces) (Required) Sailors call this item the Giver of Life. When salt water is scooped up with the ladle, it is changed into fresh water. The salt water container becomes saltier until there is nothing but salt left.
Why should this card be in the game: (Required) This popular item can be found easily in most sea ports along the coast. The biggest problem for seafaring ships is suppling it with enough fresh water for the voyage.
This item only removes the salt from the water, but not other impurities found in the water. If the water is poisoned or polluted, it still will be except the removal of salt in the water.
If this salt water is contained in a barrel, the barrel will get saltier and saltier until all that is left is salt. The sea salt could be dumped or sold by enterprising ship captains.
Inland from the coast, this item is rare to find and cost twice as much if it can be found. This will become more important as ships get added to the game sometime in the future.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) outlandbob@yahoo.com
Guild Number: (Optional) 130
Is this a Revised Card? (Optional)
Card Title: (Required) Ladle of Life
Card Points: (Required) 625 gp
Card Stats: (Required) N/A
Card Type and Timing: (Required) Item, Magic 1/5 CAP
Card Text (Max 200 Characters and Spaces) (Required) Sailors call this item the Giver of Life. When salt water is scooped up with the ladle, it is changed into fresh water. The salt water container becomes saltier until there is nothing but salt left.
Why should this card be in the game: (Required) This popular item can be found easily in most sea ports along the coast. The biggest problem for seafaring ships is suppling it with enough fresh water for the voyage.
This item only removes the salt from the water, but not other impurities found in the water. If the water is poisoned or polluted, it still will be except the removal of salt in the water.
If this salt water is contained in a barrel, the barrel will get saltier and saltier until all that is left is salt. The sea salt could be dumped or sold by enterprising ship captains.
Inland from the coast, this item is rare to find and cost twice as much if it can be found. This will become more important as ships get added to the game sometime in the future.
I have read and accepted the Legal Stuff: (Required) yes
Drinking Ladle
30/09/10 12:29
Your Name: (Required) Robert Thomas
Your Email: (Optional) outlandbob@yahoo.com
Guild Number: (Optional) 130
Is this a Revised Card? (Optional)
Card Title: (Required) Drinking Ladle
Card Points: (Required) 6 gp
Card Stats: (Required) N/A
Card Type and Timing: (Required) Item 1/5 CAP
Card Text (Max 200 Characters and Spaces) (Required) This is common item found aboard ships, in blacksmith shops, kitchens, at water barrels and wells. The utensil is usually availible for the public to get a drink of water.
Why should this card be in the game: (Required) An item used by the peasents and travellers. This common item could be found among gear of fastideous characters. After all who would want to drink from a ladle used by sickly or dirty scum. The ladle is made from wood or metal or both. Wardens and players could have a little fun with those flawed characters adding more role-playing into the game. Also useful if you do not want someone to drink from your water skin/wine skin. Typical length is appoximately 12 to 18 inch handle with an 8 ounce cup attached. Players could come up with many other uses in game play.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) outlandbob@yahoo.com
Guild Number: (Optional) 130
Is this a Revised Card? (Optional)
Card Title: (Required) Drinking Ladle
Card Points: (Required) 6 gp
Card Stats: (Required) N/A
Card Type and Timing: (Required) Item 1/5 CAP
Card Text (Max 200 Characters and Spaces) (Required) This is common item found aboard ships, in blacksmith shops, kitchens, at water barrels and wells. The utensil is usually availible for the public to get a drink of water.
Why should this card be in the game: (Required) An item used by the peasents and travellers. This common item could be found among gear of fastideous characters. After all who would want to drink from a ladle used by sickly or dirty scum. The ladle is made from wood or metal or both. Wardens and players could have a little fun with those flawed characters adding more role-playing into the game. Also useful if you do not want someone to drink from your water skin/wine skin. Typical length is appoximately 12 to 18 inch handle with an 8 ounce cup attached. Players could come up with many other uses in game play.
I have read and accepted the Legal Stuff: (Required) yes
Mystic Bolt
30/09/10 12:28
Your Name: (Required) Brian Cornelius
Your Email: (Optional) scornelius@columbus.rr.com
Guild Number: (Optional) 132
Is this a Revised Card? (Optional)
Card Title: (Required) Mystic Bolt
Card Points: (Required) 4 CP
Card Stats: (Required) None
Card Type and Timing: (Required) Mastery Ace, Spell 0/F
Card Text (Max 200 Characters and Spaces) (Required) Cast to inflict 1d6 magic damage to a target.
This spell ignores magic DEF provided by spells or items.
Why should this card be in the game: (Required) A little love for the severe lack of mastery cards.
Notes: Not an independent, but an unlimited number of these can be thrown on the casters
initative (timing of 0/f). Low damage, but a handful of these babies will chew up an
opponent with a high magical defense. High point characters may acheive a "machinegun"
effect when using this spell.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) scornelius@columbus.rr.com
Guild Number: (Optional) 132
Is this a Revised Card? (Optional)
Card Title: (Required) Mystic Bolt
Card Points: (Required) 4 CP
Card Stats: (Required) None
Card Type and Timing: (Required) Mastery Ace, Spell 0/F
Card Text (Max 200 Characters and Spaces) (Required) Cast to inflict 1d6 magic damage to a target.
This spell ignores magic DEF provided by spells or items.
Why should this card be in the game: (Required) A little love for the severe lack of mastery cards.
Notes: Not an independent, but an unlimited number of these can be thrown on the casters
initative (timing of 0/f). Low damage, but a handful of these babies will chew up an
opponent with a high magical defense. High point characters may acheive a "machinegun"
effect when using this spell.
I have read and accepted the Legal Stuff: (Required) yes
Alter Appearance
30/09/10 12:27
Your Name: (Required) Brian Cornelius
Your Email: (Optional) scornelius@columbus.rr.com
Guild Number: (Optional) 132
Is this a Revised Card? (Optional)
Card Title: (Required) Alter Appearance
Card Points: (Required) 3 CP
Card Stats: (Required) None
Card Type and Timing: (Required) Bloodkin Ace 1/*
Card Text (Max 200 Characters and Spaces) (Required) Play to alter the physical appearance of a bloodkin character to any desired form of the same gender
and species. Changes are permanent until this ability is used again.
Why should this card be in the game: (Required) It just seems logical.
Notes: There is really too much text required to properly define this card, but in case you are
interested here is the original card text that I wrote (back when bloodkin cards were new):
Play to change the physical appearance of a bloodkin character. This card does not alter stats,
form, or gender. The appearance change is permanent until this ability is used again. Specificaly the
character can alter skin, hair, and eye color as well as other body features (birthmarks, fur patterns,
moles, hair length). He or she may alter apparent age by up to 50% in either direction, height by
10% up or down, and apparent build from skinny to obese. The character may become more
handsome/beautiful or unattractive/ugly. Such changes give a +1 (beauty) or -1 (ugly) modifyer to
persuasion, haggle, and charm rolls.
Other effects (from newer cards) should also apply such as losing the bad reputation flaw
when in altered form (or mabye gaining it).
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) scornelius@columbus.rr.com
Guild Number: (Optional) 132
Is this a Revised Card? (Optional)
Card Title: (Required) Alter Appearance
Card Points: (Required) 3 CP
Card Stats: (Required) None
Card Type and Timing: (Required) Bloodkin Ace 1/*
Card Text (Max 200 Characters and Spaces) (Required) Play to alter the physical appearance of a bloodkin character to any desired form of the same gender
and species. Changes are permanent until this ability is used again.
Why should this card be in the game: (Required) It just seems logical.
Notes: There is really too much text required to properly define this card, but in case you are
interested here is the original card text that I wrote (back when bloodkin cards were new):
Play to change the physical appearance of a bloodkin character. This card does not alter stats,
form, or gender. The appearance change is permanent until this ability is used again. Specificaly the
character can alter skin, hair, and eye color as well as other body features (birthmarks, fur patterns,
moles, hair length). He or she may alter apparent age by up to 50% in either direction, height by
10% up or down, and apparent build from skinny to obese. The character may become more
handsome/beautiful or unattractive/ugly. Such changes give a +1 (beauty) or -1 (ugly) modifyer to
persuasion, haggle, and charm rolls.
Other effects (from newer cards) should also apply such as losing the bad reputation flaw
when in altered form (or mabye gaining it).
I have read and accepted the Legal Stuff: (Required) yes
Wrath
30/09/10 12:26
Your Name: (Required) Brian Cornelius
Your Email: (Optional) scornelius@columbus.rr.com
Guild Number: (Optional) 132
Is this a Revised Card? (Optional)
Card Title: (Required) Wrath
Card Points: (Required) 7 CP
Card Stats: (Required) None
Card Type and Timing: (Required) Shamanism Ace, Spell 1/F
Card Text (Max 200 Characters and Spaces) (Required) Cast to inflict (WIS)d6+WIS magic damage. Only one wrath may be cast
in a combat round.
Why should this card be in the game: (Required) Provides another combat spell for the shaman.
Notes: The concept here is that the shaman summons up "negative spiritual energy" from the spirit
plane and hurls this "wrath" at a target in the form of a ball of energy. The effectiveness
of this spell (damage done) is related to the shamans capacity to tap into and direct this
"spiritual anger" as well as withstand the emotional stress of doing so, thus the whole mess
is based on the casters WIS.
This spell can be very powerful when used by a high WIS shaman.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) scornelius@columbus.rr.com
Guild Number: (Optional) 132
Is this a Revised Card? (Optional)
Card Title: (Required) Wrath
Card Points: (Required) 7 CP
Card Stats: (Required) None
Card Type and Timing: (Required) Shamanism Ace, Spell 1/F
Card Text (Max 200 Characters and Spaces) (Required) Cast to inflict (WIS)d6+WIS magic damage. Only one wrath may be cast
in a combat round.
Why should this card be in the game: (Required) Provides another combat spell for the shaman.
Notes: The concept here is that the shaman summons up "negative spiritual energy" from the spirit
plane and hurls this "wrath" at a target in the form of a ball of energy. The effectiveness
of this spell (damage done) is related to the shamans capacity to tap into and direct this
"spiritual anger" as well as withstand the emotional stress of doing so, thus the whole mess
is based on the casters WIS.
This spell can be very powerful when used by a high WIS shaman.
I have read and accepted the Legal Stuff: (Required) yes
Roots
30/09/10 12:26
Your Name: (Required) Brian Cornelius
Your Email: (Optional) scornelius@columbus.rr.com
Guild Number: (Optional) 132
Is this a Revised Card? (Optional)
Card Title: (Required) Roots
Card Points: (Required) 9 CP
Card Stats: (Required) STR 0 COR 0 DEF 9 SPD 0 WIS 0 HP 36 CAP 0
Card Type and Timing: (Required) Witchcraft Ace, Spell 1/V
Card Text (Max 200 Characters and Spaces) (Required) Thorny roots sprout from the ground and entangle the tatget. The target is immobilized and may
not move or dodge. Target and roots take 1d6 damage per round ignoring DEF. Roots have the
listed stats.
Target is freed when the roots die or are destroyed.
Why should this card be in the game: (Required) An interesting witchcraft spell to add some combat ability.
Notes: The idea behind this spell was to prevent the target from moving for a short but variable
period of time. The roots lose 1d6 HP per round, when their HP reach 0 the spell ends.
Note that the spell only prevents movement, a rooted character may still take an action
as normal (although he may not use this action to move). Attacking the roots might be
a good idea...
The roots deliver 1d6 damage to the target past DEF each round. This represents the
squeezing effect that the roots have and eliminates the need for the roots to have a STR
value. A fixed STR number could not be set at a value where the spell would be effective
at all point levels and against any creature, person, or animal.
As a result a strength contest cannot be used to get free from the roots, however they
may be damaged and "killed", and creatures with high strength will be more effective at this.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) scornelius@columbus.rr.com
Guild Number: (Optional) 132
Is this a Revised Card? (Optional)
Card Title: (Required) Roots
Card Points: (Required) 9 CP
Card Stats: (Required) STR 0 COR 0 DEF 9 SPD 0 WIS 0 HP 36 CAP 0
Card Type and Timing: (Required) Witchcraft Ace, Spell 1/V
Card Text (Max 200 Characters and Spaces) (Required) Thorny roots sprout from the ground and entangle the tatget. The target is immobilized and may
not move or dodge. Target and roots take 1d6 damage per round ignoring DEF. Roots have the
listed stats.
Target is freed when the roots die or are destroyed.
Why should this card be in the game: (Required) An interesting witchcraft spell to add some combat ability.
Notes: The idea behind this spell was to prevent the target from moving for a short but variable
period of time. The roots lose 1d6 HP per round, when their HP reach 0 the spell ends.
Note that the spell only prevents movement, a rooted character may still take an action
as normal (although he may not use this action to move). Attacking the roots might be
a good idea...
The roots deliver 1d6 damage to the target past DEF each round. This represents the
squeezing effect that the roots have and eliminates the need for the roots to have a STR
value. A fixed STR number could not be set at a value where the spell would be effective
at all point levels and against any creature, person, or animal.
As a result a strength contest cannot be used to get free from the roots, however they
may be damaged and "killed", and creatures with high strength will be more effective at this.
I have read and accepted the Legal Stuff: (Required) yes
Regeneration
30/09/10 12:24
Your Name: (Required) Brian Cornelius
Your Email: (Optional) scornelius@columbus.rr.com
Guild Number: (Optional) 132
Is this a Revised Card? (Optional)
Card Title: (Required) Regeneration
Card Points: (Required) 7 CP
Card Stats: (Required) None
Card Type and Timing: (Required) Witchcraft Ace, Spell 1/C
Card Text (Max 200 Characters and Spaces) (Required) Target recovers 1 Health point at the end of each round.
Also recovers 1 health point for each independent action expended to "regenerate" during a round.
This spell is effective vs. poison and disease damage.
Why should this card be in the game: (Required) Another healing spell... you can never have enough healing.
Notes: Heals disease damage, but does not cure diseases.
May regrow lost limbs, fingers, ears, eyes, etc... at the GM's option.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) scornelius@columbus.rr.com
Guild Number: (Optional) 132
Is this a Revised Card? (Optional)
Card Title: (Required) Regeneration
Card Points: (Required) 7 CP
Card Stats: (Required) None
Card Type and Timing: (Required) Witchcraft Ace, Spell 1/C
Card Text (Max 200 Characters and Spaces) (Required) Target recovers 1 Health point at the end of each round.
Also recovers 1 health point for each independent action expended to "regenerate" during a round.
This spell is effective vs. poison and disease damage.
Why should this card be in the game: (Required) Another healing spell... you can never have enough healing.
Notes: Heals disease damage, but does not cure diseases.
May regrow lost limbs, fingers, ears, eyes, etc... at the GM's option.
I have read and accepted the Legal Stuff: (Required) yes
Paralyze
30/09/10 12:23
Your Name: (Required) Brian Cornelius
Your Email: (Optional) scornelius@columbus.rr.com
Guild Number: (Optional) 132
Is this a Revised Card? (Optional)
Card Title: (Required) Paralyze
Card Points: (Required) 7 CP
Card Stats: (Required) STR -3 COR -3 DEF -1 SPD -3 WIS 0 HP 0 CAP 0
Card Type and Timing: (Required) Wizardry Ace, Spell 0/R(WIS)
Card Text (Max 200 Characters and Spaces) (Required) Independent card. Success at +WIS vs. +WIS gives the target the penalties shown. Target must
roll 7 or less each round or be unable to speak, move, or take an action. Effects last for casters WIS
in rounds.
Why should this card be in the game: (Required) This gives the ability to hold or slow down a target without killing it or knocking it out. It also has
obvious uses in combat.
Notes: This spell does not do any direct damage to the target, thus physical and magical DEF has
no effect. Difficult to dispel. The spell timing prevents the use of most runes.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) scornelius@columbus.rr.com
Guild Number: (Optional) 132
Is this a Revised Card? (Optional)
Card Title: (Required) Paralyze
Card Points: (Required) 7 CP
Card Stats: (Required) STR -3 COR -3 DEF -1 SPD -3 WIS 0 HP 0 CAP 0
Card Type and Timing: (Required) Wizardry Ace, Spell 0/R(WIS)
Card Text (Max 200 Characters and Spaces) (Required) Independent card. Success at +WIS vs. +WIS gives the target the penalties shown. Target must
roll 7 or less each round or be unable to speak, move, or take an action. Effects last for casters WIS
in rounds.
Why should this card be in the game: (Required) This gives the ability to hold or slow down a target without killing it or knocking it out. It also has
obvious uses in combat.
Notes: This spell does not do any direct damage to the target, thus physical and magical DEF has
no effect. Difficult to dispel. The spell timing prevents the use of most runes.
I have read and accepted the Legal Stuff: (Required) yes
Disintegrate
30/09/10 12:23
Your Name: (Required) Brian Cornelius
Your Email: (Optional) scornelius@columbus.rr.com
Guild Number: (Optional) 132
Is this a Revised Card? (Optional)
Card Title: (Required) Disintegrate
Card Points: (Required) 9 CP
Card Stats: (Required) None
Card Type and Timing: (Required) Wizardry Ace, Spell 1/F
Card Text (Max 200 Characters and Spaces) (Required) Target takes 3d6+WIS magic poison/acid damage. Each additional 6 points of wizardry aces drained
to support this spell adds 1d6+WIS to damage.
"There was this flash of light and the drakkel was gone. No, not dead, just... gone."
Why should this card be in the game: (Required) There is a lack of powerful attack spells in the game. This is obviously intentional for game balance
purposes, but magic simply cannot compete with physical attacks at higher point levels. This spell is
intended to make the wizard a serious threat to the really big nasties.
Notes: Magic protection (mystic shield, shimmering aura) applies.
Can only be healed by time or magic spells/items that heal poison damage.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) scornelius@columbus.rr.com
Guild Number: (Optional) 132
Is this a Revised Card? (Optional)
Card Title: (Required) Disintegrate
Card Points: (Required) 9 CP
Card Stats: (Required) None
Card Type and Timing: (Required) Wizardry Ace, Spell 1/F
Card Text (Max 200 Characters and Spaces) (Required) Target takes 3d6+WIS magic poison/acid damage. Each additional 6 points of wizardry aces drained
to support this spell adds 1d6+WIS to damage.
"There was this flash of light and the drakkel was gone. No, not dead, just... gone."
Why should this card be in the game: (Required) There is a lack of powerful attack spells in the game. This is obviously intentional for game balance
purposes, but magic simply cannot compete with physical attacks at higher point levels. This spell is
intended to make the wizard a serious threat to the really big nasties.
Notes: Magic protection (mystic shield, shimmering aura) applies.
Can only be healed by time or magic spells/items that heal poison damage.
I have read and accepted the Legal Stuff: (Required) yes
Invisibility
28/09/10 13:32
Your Name: (Required) Brian Cornelius
Your Email: (Optional) scornelius@columbus.rr.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Invisibility
Card Points: (Required) 4 CP
Card Stats: (Required) None
Card Type and Timing: (Required) Wizardry Ace, Spell 1/V
Card Text (Max 200 Characters and Spaces) (Required) Target and his gear become invisible. Visual perception rolls vs. an invisible character automaticly
fail and he has a +6+WIS bonus to stealth. Requires an independent action each round to maintain.
Why should this card be in the game: (Required) It's invisibility! Everybody loves invisibility!
Notes: The card point cost of this spell may seem low, but is in line with other "stealth" types of
spells, and has the side effect of making invisibility easier to dispel.
Some other thoughts...
Invisibility applies only to the target and his carried gear at the time of casting. Any objects
picked up afterward remain visible (reductions to stealth bonuses at GM discression).
Any gear/object carried at the time of casting that the target drops, throws, or gives to
someone else becomes visible. It becomes invisible again if/when reclaimed by the target.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) scornelius@columbus.rr.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Invisibility
Card Points: (Required) 4 CP
Card Stats: (Required) None
Card Type and Timing: (Required) Wizardry Ace, Spell 1/V
Card Text (Max 200 Characters and Spaces) (Required) Target and his gear become invisible. Visual perception rolls vs. an invisible character automaticly
fail and he has a +6+WIS bonus to stealth. Requires an independent action each round to maintain.
Why should this card be in the game: (Required) It's invisibility! Everybody loves invisibility!
Notes: The card point cost of this spell may seem low, but is in line with other "stealth" types of
spells, and has the side effect of making invisibility easier to dispel.
Some other thoughts...
Invisibility applies only to the target and his carried gear at the time of casting. Any objects
picked up afterward remain visible (reductions to stealth bonuses at GM discression).
Any gear/object carried at the time of casting that the target drops, throws, or gives to
someone else becomes visible. It becomes invisible again if/when reclaimed by the target.
I have read and accepted the Legal Stuff: (Required) yes
Magelight
28/09/10 13:31
Your Name: (Required) Brian Cornelius
Your Email: (Optional) scornelius@columbus.rr.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Magelight
Card Points: (Required) 2 CP
Card Stats: (Required) None
Card Type and Timing: (Required) Wizardry Ace, Spell 1/V
Card Text (Max 200 Characters and Spaces) (Required) Creates a glowing orb that floats in the air and illuminates up to a 150 foot circle. The orb may be
moved, and brightness adjusted at will by the caster. A magelight lasts 8 hours.
Why should this card be in the game: (Required) This spell is intended to be of use to a group who require a light source. It is similar in idea to the
moonglow spell (see other card proposed), however as a wizardry spell it reflects the differing
methodology and philosophy of schololarly magic.
Notes: This spell came about due to my obsession with light globes (my character has dozens!).
I noticed that for most magic items in the game there are spells that have a similar effect or
do the same thing at least to some degree. However there are no "light" spells. If this were
the case how could light globes be created or even thought of? I also note that in every
other RPG that I know of where magic-using characters exist they have some sort of spell to
create light. This is also true for most "wizards" in fantasy literature. So this is an attempt
to correct this oversight. This spell comes in the flavor of wizardry.
* The basic idea here is a remote-controlled flying lightbulb with a dimmer switch.
* The "brightness" of the magelight may be adjusted up or down and illuminates a 10 foot (dimmest)
to 150 foot (brightest) circle.
* The magelight may be moved to anywhere in line of sight. Note that as this actually creates
light any observers may see this light at a great distance.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) scornelius@columbus.rr.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Magelight
Card Points: (Required) 2 CP
Card Stats: (Required) None
Card Type and Timing: (Required) Wizardry Ace, Spell 1/V
Card Text (Max 200 Characters and Spaces) (Required) Creates a glowing orb that floats in the air and illuminates up to a 150 foot circle. The orb may be
moved, and brightness adjusted at will by the caster. A magelight lasts 8 hours.
Why should this card be in the game: (Required) This spell is intended to be of use to a group who require a light source. It is similar in idea to the
moonglow spell (see other card proposed), however as a wizardry spell it reflects the differing
methodology and philosophy of schololarly magic.
Notes: This spell came about due to my obsession with light globes (my character has dozens!).
I noticed that for most magic items in the game there are spells that have a similar effect or
do the same thing at least to some degree. However there are no "light" spells. If this were
the case how could light globes be created or even thought of? I also note that in every
other RPG that I know of where magic-using characters exist they have some sort of spell to
create light. This is also true for most "wizards" in fantasy literature. So this is an attempt
to correct this oversight. This spell comes in the flavor of wizardry.
* The basic idea here is a remote-controlled flying lightbulb with a dimmer switch.
* The "brightness" of the magelight may be adjusted up or down and illuminates a 10 foot (dimmest)
to 150 foot (brightest) circle.
* The magelight may be moved to anywhere in line of sight. Note that as this actually creates
light any observers may see this light at a great distance.
I have read and accepted the Legal Stuff: (Required) yes
Moonglow
28/09/10 13:29
Your Name: (Required) Brian Cornelius
Your Email: (Optional) scornelius@columbus.rr.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Moonglow
Card Points: (Required) 2 CP
Card Stats: (Required) None
Card Type and Timing: (Required) Witchcraft Ace, Spell 1/V
Card Text (Max 200 Characters and Spaces) (Required) Illuminates a 100 foot diameter sphere with a pale greenish-white glow that negates darkness
penalties within range. The sphere is immobile and can't be moved after it is cast.
Moonglow lasts 10 hours.
Why should this card be in the game: (Required) Although there are a number of existing cards that allow characters to "see in the dark" they all apply
only to a single individual when cast (senses of elethay, night eyes). Moonglow is intended to
provide "area lighting". In this case the spell comes in the flavor of witchcraft.
Notes: This idea came up due to the fact that My character does not have nightvision, and I am
tired of seeing nothing but dark when on watch. The actual effects of the spell have some
interesting results...
* The spell affects an area, not individuals, thus the effect applies to all beings, creatures, and
animals as long as they are within range. The effect is immobile so it is possible to enter or leave
the area of effect (respectivly gaining or losing the benefits of the spell).
* The "greenish-white glow" is only noticable to those within the range of the spell. This is based
on the game mechanic of "negates darkness penalties" as opposed to "creates bright light".
This means that beyond the range of the spell effect no "light" will be seen. This is a nice
stealth feature that I can see being used by night witches (even though they have nightvision),
and by anyone using a cold camp who still needs to see. This effect only applies to the spell,
if you are using moonglow and have a campfire, the fire may be spotted at a good distance, but
the "light" from the spell will not be seen.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) scornelius@columbus.rr.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Moonglow
Card Points: (Required) 2 CP
Card Stats: (Required) None
Card Type and Timing: (Required) Witchcraft Ace, Spell 1/V
Card Text (Max 200 Characters and Spaces) (Required) Illuminates a 100 foot diameter sphere with a pale greenish-white glow that negates darkness
penalties within range. The sphere is immobile and can't be moved after it is cast.
Moonglow lasts 10 hours.
Why should this card be in the game: (Required) Although there are a number of existing cards that allow characters to "see in the dark" they all apply
only to a single individual when cast (senses of elethay, night eyes). Moonglow is intended to
provide "area lighting". In this case the spell comes in the flavor of witchcraft.
Notes: This idea came up due to the fact that My character does not have nightvision, and I am
tired of seeing nothing but dark when on watch. The actual effects of the spell have some
interesting results...
* The spell affects an area, not individuals, thus the effect applies to all beings, creatures, and
animals as long as they are within range. The effect is immobile so it is possible to enter or leave
the area of effect (respectivly gaining or losing the benefits of the spell).
* The "greenish-white glow" is only noticable to those within the range of the spell. This is based
on the game mechanic of "negates darkness penalties" as opposed to "creates bright light".
This means that beyond the range of the spell effect no "light" will be seen. This is a nice
stealth feature that I can see being used by night witches (even though they have nightvision),
and by anyone using a cold camp who still needs to see. This effect only applies to the spell,
if you are using moonglow and have a campfire, the fire may be spotted at a good distance, but
the "light" from the spell will not be seen.
I have read and accepted the Legal Stuff: (Required) yes
Spirit Power: Dragon
28/09/10 13:28
Your Name: (Required) Robert Thomas
Your Email: (Optional) outlandbob@yahoo.com
Guild Number: (Optional) 130
Is this a Revised Card? (Optional)
Card Title: (Required) Spirit Power: Dragon
Card Points: (Required) 2
Card Stats: (Required) N/A
Card Type and Timing: (Required) Shaman ACE 1/C
Card Text (Max 200 Characters and Spaces) (Required)
Success +WIS allow the shaman to receive the Spirit Power of the Dragon. Dragon grants the ability to speak and understand language spoken. Only 1 Spirit Power in play at a time. Shaman may end spell.
Why should this card be in the game: (Required)
The shaman is lacking in spell cards unless tatoo magic or spirit walker. More spell cards are needed in the game. This is the nineth Animal Spirit Power card. This old spell was popular for shaman to work out treaties for different tribes. Grandilar has many languages spoken before common was adopted by many of the cultures. Many suspected that the Dragons had been the prime motivator because of their mind speak abilities. This unnerved some races and made information harder to obtain. Since this allows the user to speak and understand everything spoke to them they make the shaman a sought after individual. As with other Animal spirit power cards, only 1 can be on the character at a time. Also the shaman may end the spell when he/she wants.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) outlandbob@yahoo.com
Guild Number: (Optional) 130
Is this a Revised Card? (Optional)
Card Title: (Required) Spirit Power: Dragon
Card Points: (Required) 2
Card Stats: (Required) N/A
Card Type and Timing: (Required) Shaman ACE 1/C
Card Text (Max 200 Characters and Spaces) (Required)
Success +WIS allow the shaman to receive the Spirit Power of the Dragon. Dragon grants the ability to speak and understand language spoken. Only 1 Spirit Power in play at a time. Shaman may end spell.
Why should this card be in the game: (Required)
The shaman is lacking in spell cards unless tatoo magic or spirit walker. More spell cards are needed in the game. This is the nineth Animal Spirit Power card. This old spell was popular for shaman to work out treaties for different tribes. Grandilar has many languages spoken before common was adopted by many of the cultures. Many suspected that the Dragons had been the prime motivator because of their mind speak abilities. This unnerved some races and made information harder to obtain. Since this allows the user to speak and understand everything spoke to them they make the shaman a sought after individual. As with other Animal spirit power cards, only 1 can be on the character at a time. Also the shaman may end the spell when he/she wants.
I have read and accepted the Legal Stuff: (Required) yes
Spirit Power: Griffon
28/09/10 13:27
Your Name: (Required) Robert Thomas
Your Email: (Optional) outlandbob@yahoo.com
Guild Number: (Optional) 130
Is this a Revised Card? (Optional)
Card Title: (Required) Spirit Power: Griffon
Card Points: (Required) 1
Card Stats: (Required) N/A
Card Type and Timing: (Required) Shaman ACE 1/*
Card Text (Max 200 Characters and Spaces) (Required)
Success +WIS allow the shaman to receive the Spirit Power of the Griffon. Griffon grants a +2 bonus to taint DEF for 24 hours. Only 1 Spirit Power in play at a time. Shaman may end spell.
Why should this card be in the game: (Required)
The shaman needs more spell cards for there are not enough spell cards, unless they go with tatoo magic or spirit walker. This is the eighth Animal Spirit Power card. Shamans access the power of the animal when successful. The Griffon gives the bonus ability to resist taint. Lasting for 24 hours, this helps survival in those problem areas in Grandilier. Like the rest of these cards, only one may be on a character at a time. Also the shaman may end the spell he/she cast at any time.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) outlandbob@yahoo.com
Guild Number: (Optional) 130
Is this a Revised Card? (Optional)
Card Title: (Required) Spirit Power: Griffon
Card Points: (Required) 1
Card Stats: (Required) N/A
Card Type and Timing: (Required) Shaman ACE 1/*
Card Text (Max 200 Characters and Spaces) (Required)
Success +WIS allow the shaman to receive the Spirit Power of the Griffon. Griffon grants a +2 bonus to taint DEF for 24 hours. Only 1 Spirit Power in play at a time. Shaman may end spell.
Why should this card be in the game: (Required)
The shaman needs more spell cards for there are not enough spell cards, unless they go with tatoo magic or spirit walker. This is the eighth Animal Spirit Power card. Shamans access the power of the animal when successful. The Griffon gives the bonus ability to resist taint. Lasting for 24 hours, this helps survival in those problem areas in Grandilier. Like the rest of these cards, only one may be on a character at a time. Also the shaman may end the spell he/she cast at any time.
I have read and accepted the Legal Stuff: (Required) yes
Spirit Power: Drakkel
28/09/10 13:26
Your Name: (Required) Robert Thomas
Your Email: (Optional) outlandbob@yahoo.com
Guild Number: (Optional) 130
Is this a Revised Card? (Optional)
Card Title: (Required) Spirit Power: Drakkel
Card Points: (Required) 3
Card Stats: (Required) +3 STR
Card Type and Timing: (Required) Shaman ACE 1/6R
Card Text (Max 200 Characters and Spaces) (Required)
Success +WIS allows the shaman to receive the Spirit Power of the Drakkel. Drakkel grants a +3 STR. Only 1 Spirit Power in play at a time. Shaman may end spell.
Why should this card be in the game: (Required)
Shamans are lacking on spell cards unless they take tatoo magic or spirit walker. This is the Seventh Animal Spirit Power card. The shaman is using the oldest magic when casting the power from animals. The Drakkel gives the power of STR to the target. At this time the spell is to be used for the Shaman only, but it could be reworded in the first line by changing shaman to target. If so, a +5 is added to the target if they are not a shaman. As before only 1 spirit power may be on a character at a time. Shaman that cast the spell can end the spell at their will.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) outlandbob@yahoo.com
Guild Number: (Optional) 130
Is this a Revised Card? (Optional)
Card Title: (Required) Spirit Power: Drakkel
Card Points: (Required) 3
Card Stats: (Required) +3 STR
Card Type and Timing: (Required) Shaman ACE 1/6R
Card Text (Max 200 Characters and Spaces) (Required)
Success +WIS allows the shaman to receive the Spirit Power of the Drakkel. Drakkel grants a +3 STR. Only 1 Spirit Power in play at a time. Shaman may end spell.
Why should this card be in the game: (Required)
Shamans are lacking on spell cards unless they take tatoo magic or spirit walker. This is the Seventh Animal Spirit Power card. The shaman is using the oldest magic when casting the power from animals. The Drakkel gives the power of STR to the target. At this time the spell is to be used for the Shaman only, but it could be reworded in the first line by changing shaman to target. If so, a +5 is added to the target if they are not a shaman. As before only 1 spirit power may be on a character at a time. Shaman that cast the spell can end the spell at their will.
I have read and accepted the Legal Stuff: (Required) yes
Spirit Power: Horse
28/09/10 13:25
Your Name: (Required) Robert Thomas
Your Email: (Optional) outlandbob@yahoo.com
Guild Number: (Optional) 130
Is this a Revised Card? (Optional)
Card Title: (Required) Spirit Power: Horse
Card Points: (Required) 7
Card Stats: (Required) +8 HP, +1 CAP
Card Type and Timing: (Required) Shaman ACE 1/*
Card Text (Max 200 Characters and Spaces) (Required)
Success +WIS allow the shaman to receive the Spirit Power of the Horse. Horse grants +1 CAP and +8 HP for a 24 hour period. Only 1 Spirit Power in play at a time. Shaman may end spell.
Why should this card be in the game: (Required)
The shaman spells are small in number unless they take the tatoo magic or spirit walker. This is the sixth in a group of Animal Spirit Power cards. The Horse adds the ability to carry more and better hit points for a 24 hour period or until it is ended or dispelled. At the end of the spell the target transfers any damage from those 8 points as bruising damage to the character. The warden can deem any additional penalties that apply from either when the spell is over.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) outlandbob@yahoo.com
Guild Number: (Optional) 130
Is this a Revised Card? (Optional)
Card Title: (Required) Spirit Power: Horse
Card Points: (Required) 7
Card Stats: (Required) +8 HP, +1 CAP
Card Type and Timing: (Required) Shaman ACE 1/*
Card Text (Max 200 Characters and Spaces) (Required)
Success +WIS allow the shaman to receive the Spirit Power of the Horse. Horse grants +1 CAP and +8 HP for a 24 hour period. Only 1 Spirit Power in play at a time. Shaman may end spell.
Why should this card be in the game: (Required)
The shaman spells are small in number unless they take the tatoo magic or spirit walker. This is the sixth in a group of Animal Spirit Power cards. The Horse adds the ability to carry more and better hit points for a 24 hour period or until it is ended or dispelled. At the end of the spell the target transfers any damage from those 8 points as bruising damage to the character. The warden can deem any additional penalties that apply from either when the spell is over.
I have read and accepted the Legal Stuff: (Required) yes
Spirit Power: Dolphin
28/09/10 13:25
Your Name: (Required) Robert Thomas
Your Email: (Optional) outlandbob@yahoo.com
Guild Number: (Optional) 130
Is this a Revised Card? (Optional)
Card Title: (Required) Spirit Power: Dolphin
Card Points: (Required) 3
Card Stats: (Required) N/A
Card Type and Timing: (Required) Shaman ACE 1/C
Card Text (Max 200 Characters and Spaces) (Required)
Success +WIS allow the shaman to receive the Spirit Power of the Dolphin. Dolphin grants swim and breathing underwater. Only 1 Spirit Power may be in play at a time. Shaman may end spell.
Why should this card be in the game: (Required)
This is the fifth card in the Animal Spirit Power cards. Shamans have been lacking in spell cards unless they cast tatoo magic and spirit walker. This is some of the oldest form of magic availible. The dolphin helps the shaman to survive in water terrian. Useful on the shamans that travel the seas of Grandilar. A difficulty can be given if the character is trying to swim with armor. Of course they will not drown for the first 5 minutes, but if they cannot leave the water, they will drown after the spell ends. As before listed, the character can only have one spirit armor at a time. The shaman has the ability to end the spell at his/her choosing, otherwise a dispel is needed.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) outlandbob@yahoo.com
Guild Number: (Optional) 130
Is this a Revised Card? (Optional)
Card Title: (Required) Spirit Power: Dolphin
Card Points: (Required) 3
Card Stats: (Required) N/A
Card Type and Timing: (Required) Shaman ACE 1/C
Card Text (Max 200 Characters and Spaces) (Required)
Success +WIS allow the shaman to receive the Spirit Power of the Dolphin. Dolphin grants swim and breathing underwater. Only 1 Spirit Power may be in play at a time. Shaman may end spell.
Why should this card be in the game: (Required)
This is the fifth card in the Animal Spirit Power cards. Shamans have been lacking in spell cards unless they cast tatoo magic and spirit walker. This is some of the oldest form of magic availible. The dolphin helps the shaman to survive in water terrian. Useful on the shamans that travel the seas of Grandilar. A difficulty can be given if the character is trying to swim with armor. Of course they will not drown for the first 5 minutes, but if they cannot leave the water, they will drown after the spell ends. As before listed, the character can only have one spirit armor at a time. The shaman has the ability to end the spell at his/her choosing, otherwise a dispel is needed.
I have read and accepted the Legal Stuff: (Required) yes
Spirit Power: Wolf
28/09/10 13:24
Your Name: (Required) Robert Thomas
Your Email: (Optional) outlandbob@yahoo.com
Guild Number: (Optional) 130
Is this a Revised Card? (Optional)
Card Title: (Required) Spirit Power: Wolf
Card Points: (Required) 2
Card Stats: (Required) Not needed
Card Type and Timing: (Required) Shaman ACE 1/C
Card Text (Max 200 Characters and Spaces) (Required) Success +WIS allow the shaman to receive the Spirit Power of the Wolf. Wolf grants a +2 to scent tracking and perception. Only 1 Spirit Power in play at a time. Shaman may end spell.
Why should this card be in the game: (Required) The fourth in the shaman spirit power spells. The shaman is lacking in spells compared to the other magics, unless the tatoo magic or spirit walker. Animal spirits have always worked with shamans from the beginning of the magic sphere. The Wolf spirit gives the ability to perception and scent tracking targets. Scent tracking makes the shaman seem a little strange unless it is a Das Karr, Tigrean, werewolf or wererat. The shaman must get the scent in order to gain this bonus, dispite how silly they may look. This can give an intresting discription from the warden or player. Finally, only one spirit power can be in use on a character/NPC at a time. Only the casting shaman can end the spell. Otherwise a dispel is needed to end the spent. As mentioned in the other Spirit Powers, a +5 is added to the target character if they are not a shaman spell user.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) outlandbob@yahoo.com
Guild Number: (Optional) 130
Is this a Revised Card? (Optional)
Card Title: (Required) Spirit Power: Wolf
Card Points: (Required) 2
Card Stats: (Required) Not needed
Card Type and Timing: (Required) Shaman ACE 1/C
Card Text (Max 200 Characters and Spaces) (Required) Success +WIS allow the shaman to receive the Spirit Power of the Wolf. Wolf grants a +2 to scent tracking and perception. Only 1 Spirit Power in play at a time. Shaman may end spell.
Why should this card be in the game: (Required) The fourth in the shaman spirit power spells. The shaman is lacking in spells compared to the other magics, unless the tatoo magic or spirit walker. Animal spirits have always worked with shamans from the beginning of the magic sphere. The Wolf spirit gives the ability to perception and scent tracking targets. Scent tracking makes the shaman seem a little strange unless it is a Das Karr, Tigrean, werewolf or wererat. The shaman must get the scent in order to gain this bonus, dispite how silly they may look. This can give an intresting discription from the warden or player. Finally, only one spirit power can be in use on a character/NPC at a time. Only the casting shaman can end the spell. Otherwise a dispel is needed to end the spent. As mentioned in the other Spirit Powers, a +5 is added to the target character if they are not a shaman spell user.
I have read and accepted the Legal Stuff: (Required) yes
Spirit Power: Cheetah
28/09/10 13:23
Your Name: (Required) Robert Thomas
Your Email: (Optional) outlandbob@yahoo.com
Guild Number: (Optional) 130
Is this a Revised Card? (Optional)
Card Title: (Required) Spirit Power: Cheetah
Card Points: (Required) 6
Card Stats: (Required) +6 SPD
Card Type and Timing: (Required) Shaman ACE 1+IND*/R*
Card Text (Max 200 Characters and Spaces) (Required)
Success +WIS allow the shaman to receive the Spirit Power of the Cheetah. Cheetah grants +6 SPD. Every 3 IND spent at casting gives +1 Round. Only 1 Spirit Power in play at a time. Shaman may end spell.
Why should this card be in the game: (Required)
This is the third card in the Animal Spirit spell cards. The shaman needs more spell cards to use. Especially if they do not take the Tatoo magic or Spirit Walker side of the shaman. This an old magic in the shaman spell field. Animal Spirits lend some of their abilities to help who it is cast upon. The cheetah is a very fast animal in a short amount of time. By paying additional independants the character can extend the spell by one additional round. The independant costs of 3 to gain an additional round sounds steep,but the power is difficult to increase the amount of time with this spirit.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) outlandbob@yahoo.com
Guild Number: (Optional) 130
Is this a Revised Card? (Optional)
Card Title: (Required) Spirit Power: Cheetah
Card Points: (Required) 6
Card Stats: (Required) +6 SPD
Card Type and Timing: (Required) Shaman ACE 1+IND*/R*
Card Text (Max 200 Characters and Spaces) (Required)
Success +WIS allow the shaman to receive the Spirit Power of the Cheetah. Cheetah grants +6 SPD. Every 3 IND spent at casting gives +1 Round. Only 1 Spirit Power in play at a time. Shaman may end spell.
Why should this card be in the game: (Required)
This is the third card in the Animal Spirit spell cards. The shaman needs more spell cards to use. Especially if they do not take the Tatoo magic or Spirit Walker side of the shaman. This an old magic in the shaman spell field. Animal Spirits lend some of their abilities to help who it is cast upon. The cheetah is a very fast animal in a short amount of time. By paying additional independants the character can extend the spell by one additional round. The independant costs of 3 to gain an additional round sounds steep,but the power is difficult to increase the amount of time with this spirit.
I have read and accepted the Legal Stuff: (Required) yes
Spirit Power: Turtle
28/09/10 13:22
Your Name: (Required) Robert Thomas
Your Email: (Optional) outlandbob@yahoo.com
Guild Number: (Optional) 130
Is this a Revised Card? (Optional)
Card Title: (Required) Spirit Power: Turtle
Card Points: (Required) 3
Card Stats: (Required) +4 DEF, -1 SPD
Card Type and Timing: (Required) Shaman ACE 1/3R
Card Text (Max 200 Characters and Spaces) (Required)
Success +WIS allow the shaman to receive the Spirit Power of the Turtle. Turtle grants a +4 DEF and -1 SPD against physical attacks. Only 1 Spirit Power in play at a time. Shaman may end spell.
Why should this card be in the game: (Required)
This is the second card in the Animal Spirit Power cards. As stated with the first, the shaman is lacking in spells to use. Animal spirits are an essential piece to the shaman. Shaman connected with the animals in the beginning. Animal Spirits each give different powers for the shaman to use. The turtle gives the ability to increase the DEF by harding the skin like his shell, but this also reduces the SPD. Shaman has need of a way to help protect himself from physical attacks only. This mimics the Spirit Armor card except it is no defense to magic attacks and a lower defense. The two spells may be on the same character. As listed, the shaman can end the spell at anytime. Cancelling of the spell can only be ended by the shaman that cast the spell. Thus only spirit power can be played on a target, self or others. A +5 is added to a non-shaman character for their contest roll.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) outlandbob@yahoo.com
Guild Number: (Optional) 130
Is this a Revised Card? (Optional)
Card Title: (Required) Spirit Power: Turtle
Card Points: (Required) 3
Card Stats: (Required) +4 DEF, -1 SPD
Card Type and Timing: (Required) Shaman ACE 1/3R
Card Text (Max 200 Characters and Spaces) (Required)
Success +WIS allow the shaman to receive the Spirit Power of the Turtle. Turtle grants a +4 DEF and -1 SPD against physical attacks. Only 1 Spirit Power in play at a time. Shaman may end spell.
Why should this card be in the game: (Required)
This is the second card in the Animal Spirit Power cards. As stated with the first, the shaman is lacking in spells to use. Animal spirits are an essential piece to the shaman. Shaman connected with the animals in the beginning. Animal Spirits each give different powers for the shaman to use. The turtle gives the ability to increase the DEF by harding the skin like his shell, but this also reduces the SPD. Shaman has need of a way to help protect himself from physical attacks only. This mimics the Spirit Armor card except it is no defense to magic attacks and a lower defense. The two spells may be on the same character. As listed, the shaman can end the spell at anytime. Cancelling of the spell can only be ended by the shaman that cast the spell. Thus only spirit power can be played on a target, self or others. A +5 is added to a non-shaman character for their contest roll.
I have read and accepted the Legal Stuff: (Required) yes
Spirit Power: Raccoon
28/09/10 13:20
Your Name: (Required) Robert Thomas
Your Email: (Optional) outlandbob@yahoo.com
Guild Number: (Optional) 130
Is this a Revised Card? (Optional)
Card Title: (Required) Spirit Power: Raccoon
Card Points: (Required) 5
Card Stats: (Required) +2 COR
Card Type and Timing: (Required) Shaman ACE 1/6R
Card Text (Max 200 Characters and Spaces) (Required)
Success +WIS allow the shaman to receive the Spirit Power of the Raccoon. Raccoon grants a +2 COR. Only 1 Spirit Power in play at a time. Shaman may end spell.
Why should this card be in the game: (Required)
The normal shaman is lacking on spells. They are in need of more spells to use in game play. I came up with the Animal Spirit Power cards. The shaman is known for working with animal spirits. Many shamans were known to gain power from the animals they bind with themselves. The animals each have different abilities that the shaman can gain to help themselves.This first one is based upon the Raccoon. The raccoon's ability is the use of his hands. His hands are very nimble and quick. Thus the shaman will gain a brief increase in COR. The shaman can cast this spell on non-shaman characters, but with difficulty. The non-shaman character would have a +5 added to the roll against the shaman. A contest roll is needed to see if the spirit is willing to give his power to a non-shaman. Shaman also has the ability to end the spell as needed. This would allow him to change to another spirit when another is needed. The shaman can also end a
spirit power cast upon a character if they deserve it.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) outlandbob@yahoo.com
Guild Number: (Optional) 130
Is this a Revised Card? (Optional)
Card Title: (Required) Spirit Power: Raccoon
Card Points: (Required) 5
Card Stats: (Required) +2 COR
Card Type and Timing: (Required) Shaman ACE 1/6R
Card Text (Max 200 Characters and Spaces) (Required)
Success +WIS allow the shaman to receive the Spirit Power of the Raccoon. Raccoon grants a +2 COR. Only 1 Spirit Power in play at a time. Shaman may end spell.
Why should this card be in the game: (Required)
The normal shaman is lacking on spells. They are in need of more spells to use in game play. I came up with the Animal Spirit Power cards. The shaman is known for working with animal spirits. Many shamans were known to gain power from the animals they bind with themselves. The animals each have different abilities that the shaman can gain to help themselves.This first one is based upon the Raccoon. The raccoon's ability is the use of his hands. His hands are very nimble and quick. Thus the shaman will gain a brief increase in COR. The shaman can cast this spell on non-shaman characters, but with difficulty. The non-shaman character would have a +5 added to the roll against the shaman. A contest roll is needed to see if the spirit is willing to give his power to a non-shaman. Shaman also has the ability to end the spell as needed. This would allow him to change to another spirit when another is needed. The shaman can also end a
spirit power cast upon a character if they deserve it.
I have read and accepted the Legal Stuff: (Required) yes
Scamper
27/09/10 11:21
Your Name: (Required) Troy Davis
Your Email: (Optional) Mstrkhan2001@yahoo.com
Guild Number: (Optional) 176
Is this a Revised Card? (Optional)
Card Title: (Required) Scamper
Card Points: (Required) 2
Card Stats: (Required) see text
Card Type and Timing: (Required) werereat ace 0/f
Card Text (Max 200 Characters and Spaces) (Required) A previously hidden vermite may attack, move, or cast and remain hidden with a +2 +cor stealth check. The prerequisites are that the vermite must have been hidden prior to the action (either by stealth, rear, or other unseen action) and the surrounding scene has adequate places to hide/move. Ie jumping into a well lit circular room would nullify this ability.
(ED NOTE: Text too long.)
Why should this card be in the game: (Required) There is a lack of stealthy activity cards in game. Plenty of chances to hide but few chances to use it. Given vermite tendencies to hide I feel its a good fit. This card could be a universal at same cost? Or vermite only? Or cheaper for vermites? (or more expensive for non?). Still pondering this aspect.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) Mstrkhan2001@yahoo.com
Guild Number: (Optional) 176
Is this a Revised Card? (Optional)
Card Title: (Required) Scamper
Card Points: (Required) 2
Card Stats: (Required) see text
Card Type and Timing: (Required) werereat ace 0/f
Card Text (Max 200 Characters and Spaces) (Required) A previously hidden vermite may attack, move, or cast and remain hidden with a +2 +cor stealth check. The prerequisites are that the vermite must have been hidden prior to the action (either by stealth, rear, or other unseen action) and the surrounding scene has adequate places to hide/move. Ie jumping into a well lit circular room would nullify this ability.
(ED NOTE: Text too long.)
Why should this card be in the game: (Required) There is a lack of stealthy activity cards in game. Plenty of chances to hide but few chances to use it. Given vermite tendencies to hide I feel its a good fit. This card could be a universal at same cost? Or vermite only? Or cheaper for vermites? (or more expensive for non?). Still pondering this aspect.
I have read and accepted the Legal Stuff: (Required) yes
Rabid Bite
27/09/10 11:20
Your Name: (Required) Troy Davis
Your Email: (Optional) Mstrkhan2001@yahoo.com
Guild Number: (Optional) 176
Is this a Revised Card? (Optional)
Card Title: (Required) Rabid Bite
Card Points: (Required) 3
Card Stats: (Required) +3 str
Card Type and Timing: (Required) ace 0/f
Card Text (Max 200 Characters and Spaces) (Required) Use when in any wererat form. Play to add +4 to str melee attack. The str bonus cannot be added to the bonus of weapons.
Why should this card be in the game: (Required) Wererats don't have any specific attack cards and are rather weak. This card is a scaled down fangs of the wolf to give a little boost to rat combat combos.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) Mstrkhan2001@yahoo.com
Guild Number: (Optional) 176
Is this a Revised Card? (Optional)
Card Title: (Required) Rabid Bite
Card Points: (Required) 3
Card Stats: (Required) +3 str
Card Type and Timing: (Required) ace 0/f
Card Text (Max 200 Characters and Spaces) (Required) Use when in any wererat form. Play to add +4 to str melee attack. The str bonus cannot be added to the bonus of weapons.
Why should this card be in the game: (Required) Wererats don't have any specific attack cards and are rather weak. This card is a scaled down fangs of the wolf to give a little boost to rat combat combos.
I have read and accepted the Legal Stuff: (Required) yes
Low Down Rat
27/09/10 11:19
Your Name: (Required) Troy Davis
Your Email: (Optional) Mstrkhan2001@yahoo.com
Guild Number: (Optional) 176
Is this a Revised Card? (Optional)
Card Title: (Required) Low Down Rat
Card Points: (Required) 1
Card Stats: (Required) +2 str
Card Type and Timing: (Required) Universal ace (or vermite only?)
Card Text (Max 200 Characters and Spaces) (Required) Play to add +2 Str to any attack from a concealed or rear position. Can only be played if the attacker is unseen.
Why should this card be in the game: (Required) There are few very few if any cards in game that utilize a characters hide ability in a combat situation. Given vermites propensity to hide I figured it was a good link. The card could either be universal or vermite, or cheaper for vermites as ideas.
The card is essentially a boosted strike but one extra damage due to its needed limitation.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) Mstrkhan2001@yahoo.com
Guild Number: (Optional) 176
Is this a Revised Card? (Optional)
Card Title: (Required) Low Down Rat
Card Points: (Required) 1
Card Stats: (Required) +2 str
Card Type and Timing: (Required) Universal ace (or vermite only?)
Card Text (Max 200 Characters and Spaces) (Required) Play to add +2 Str to any attack from a concealed or rear position. Can only be played if the attacker is unseen.
Why should this card be in the game: (Required) There are few very few if any cards in game that utilize a characters hide ability in a combat situation. Given vermites propensity to hide I figured it was a good link. The card could either be universal or vermite, or cheaper for vermites as ideas.
The card is essentially a boosted strike but one extra damage due to its needed limitation.
I have read and accepted the Legal Stuff: (Required) yes
Dirty Rat
27/09/10 11:18
Your Name: (Required) Troy Davis
Your Email: (Optional) Mstrkhan2001@yahoo.com
Guild Number: (Optional) 176
Is this a Revised Card? (Optional)
Card Title: (Required) Dirty Rat
Card Points: (Required) 3
Card Stats: (Required) +3str
Card Type and Timing: (Required) Universal ace (or vermite only?)
Card Text (Max 200 Characters and Spaces) (Required) Play to add +3 str to any attack from a character that is concealed or attacking from the rear.
Why should this card be in the game: (Required) There are few very few if any cards in game that utilize a characters hide ability in a combat situation. Given vermites propensity to hide I figured it was a good link. The card could either be universal or vermite, or cheaper for vermites as ideas?
Is essentially a vigorous strike with additional back stab damage and the limitation of being required that the attacker is hidden in some fashion.
It is the larger version of the low down rat card.
I envision both of them being usable for melee and ranged (short range) or just melee.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) Mstrkhan2001@yahoo.com
Guild Number: (Optional) 176
Is this a Revised Card? (Optional)
Card Title: (Required) Dirty Rat
Card Points: (Required) 3
Card Stats: (Required) +3str
Card Type and Timing: (Required) Universal ace (or vermite only?)
Card Text (Max 200 Characters and Spaces) (Required) Play to add +3 str to any attack from a character that is concealed or attacking from the rear.
Why should this card be in the game: (Required) There are few very few if any cards in game that utilize a characters hide ability in a combat situation. Given vermites propensity to hide I figured it was a good link. The card could either be universal or vermite, or cheaper for vermites as ideas?
Is essentially a vigorous strike with additional back stab damage and the limitation of being required that the attacker is hidden in some fashion.
It is the larger version of the low down rat card.
I envision both of them being usable for melee and ranged (short range) or just melee.
I have read and accepted the Legal Stuff: (Required) yes
Astronomy and Navigation
03/09/10 15:10
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Astronomy and Navigation
Card Points: (Required) 1
Card Stats: (Required) No stat changes
Card Type and Timing: (Required) Universal knowledge ace 0/V
Card Text (Max 200 Characters and Spaces) (Required) Success on +1+WIS vs GM difficulty allows PC to use this knowledge to accomplish tasks if GM agrees. Adds +6 to exploration rolls and any other bonus the GM deigns to grant. Combines with items the GM agrees are tools of the trade.
Why should this card be in the game: (Required) Because it’s a neat body of knowledge that can be observational and has been used by clever folks to do everything from coordinate hunting and planting to crossing open seas.
And because I can maybe in the process commission a print of my characters looking up at the twin moons of Grandilar on a beautifully clear winter night…maybe with Aligata looking at one of them thru a spyglass and a tantalizing inset of what she sees…hmmmm?
By the way and one more thing...this is a very generic wording for knowledge aces that uses 231 characters and can be easily modified by card title and a few changed words. Y'all feel free to adapt this to other bodies of knowledge if y'all like it...I will be. ;)
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Astronomy and Navigation
Card Points: (Required) 1
Card Stats: (Required) No stat changes
Card Type and Timing: (Required) Universal knowledge ace 0/V
Card Text (Max 200 Characters and Spaces) (Required) Success on +1+WIS vs GM difficulty allows PC to use this knowledge to accomplish tasks if GM agrees. Adds +6 to exploration rolls and any other bonus the GM deigns to grant. Combines with items the GM agrees are tools of the trade.
Why should this card be in the game: (Required) Because it’s a neat body of knowledge that can be observational and has been used by clever folks to do everything from coordinate hunting and planting to crossing open seas.
And because I can maybe in the process commission a print of my characters looking up at the twin moons of Grandilar on a beautifully clear winter night…maybe with Aligata looking at one of them thru a spyglass and a tantalizing inset of what she sees…hmmmm?
By the way and one more thing...this is a very generic wording for knowledge aces that uses 231 characters and can be easily modified by card title and a few changed words. Y'all feel free to adapt this to other bodies of knowledge if y'all like it...I will be. ;)
I have read and accepted the Legal Stuff: (Required) yes
Natural History and Natural Philosophy
03/09/10 15:09
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Natural History and Natural Philosophy
Card Points: (Required) 1
Card Stats: (Required) No stat changes
Card Type and Timing: (Required) Universal knowledge ace 0/V
Card Text (Max 200 Characters and Spaces) (Required) Success on +1+WIS vs GM difficulty allows PC to use the player’s knowledge of science to accomplish tasks if GM agrees the RP fits Grandilar. Adds any bonus the GM deigns to grant. Combines with items the GM agrees are tools of the trade.
Why should this card be in the game: (Required) Because every science nerd will want one…?
I would hope the challenge of roleplaying your character knowing this would be fun for those of us who would try to get science based metagaming into the game legitimately if the opportunity knocked.
And by the way and one more thing...this one is even more generic at 238 characters. Feel just as free with this one
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Natural History and Natural Philosophy
Card Points: (Required) 1
Card Stats: (Required) No stat changes
Card Type and Timing: (Required) Universal knowledge ace 0/V
Card Text (Max 200 Characters and Spaces) (Required) Success on +1+WIS vs GM difficulty allows PC to use the player’s knowledge of science to accomplish tasks if GM agrees the RP fits Grandilar. Adds any bonus the GM deigns to grant. Combines with items the GM agrees are tools of the trade.
Why should this card be in the game: (Required) Because every science nerd will want one…?
I would hope the challenge of roleplaying your character knowing this would be fun for those of us who would try to get science based metagaming into the game legitimately if the opportunity knocked.
And by the way and one more thing...this one is even more generic at 238 characters. Feel just as free with this one
I have read and accepted the Legal Stuff: (Required) yes
Mathematics and Engineering
03/09/10 15:08
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Mathematics and Engineering
Card Points: (Required) 1
Card Stats: (Required) No stat changes
Card Type and Timing: (Required) Universal knowledge ace 1/V
Card Text (Max 200 Characters and Spaces) (Required) Success on +1+WIS vs GM difficulty allows PC to use PLAYER’S knowledge of this field to accomplish tasks if GM agrees the RP fits Grandilar. Adds any bonus the GM deigns to grant. Combines with items the GM agrees are tools of the trade.
Why should this card be in the game: (Required) And this is the most generic wording i can come up with, at 238 characters. Completely generic to the title of the card. Have fun if you like the concept.
For those wondering about the timing, i consider it inherent in how timing is defined in the rules. V is entirely up to the GM and the reasonableness of the situation...and as "reasonable" is subject to rule 3.4...
And one more thing and by the way, speaking of timing, I think i submitted the other cards with 0/V timing. I think they should be 1/V. This should require your action for as long as the GM thinks it should. Just knowing something should probably be a O/F but current convention is 1/C. I think timing should be more fluid depending on what one is trying to accomplish, but it is good to have some duration to allow more than one tidbit per card. Open to discussion per email if anyone is interested.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Mathematics and Engineering
Card Points: (Required) 1
Card Stats: (Required) No stat changes
Card Type and Timing: (Required) Universal knowledge ace 1/V
Card Text (Max 200 Characters and Spaces) (Required) Success on +1+WIS vs GM difficulty allows PC to use PLAYER’S knowledge of this field to accomplish tasks if GM agrees the RP fits Grandilar. Adds any bonus the GM deigns to grant. Combines with items the GM agrees are tools of the trade.
Why should this card be in the game: (Required) And this is the most generic wording i can come up with, at 238 characters. Completely generic to the title of the card. Have fun if you like the concept.
For those wondering about the timing, i consider it inherent in how timing is defined in the rules. V is entirely up to the GM and the reasonableness of the situation...and as "reasonable" is subject to rule 3.4...
And one more thing and by the way, speaking of timing, I think i submitted the other cards with 0/V timing. I think they should be 1/V. This should require your action for as long as the GM thinks it should. Just knowing something should probably be a O/F but current convention is 1/C. I think timing should be more fluid depending on what one is trying to accomplish, but it is good to have some duration to allow more than one tidbit per card. Open to discussion per email if anyone is interested.
I have read and accepted the Legal Stuff: (Required) yes
Clever Paws Adaptation
21/08/10 12:32
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional) yes
Card Title: (Required) Clever Paws Adaptation
Card Points: (Required) 3cp
Card Stats: (Required) -1 SPD
Card Type and Timing: (Required) wererat ace 0/V (IND)
Card Text (Max 200 Characters and Spaces) (Required) Play on shifting or add/ drop as IND. Front paws morph into hands and rat moves at 2 footed speed. Giant Rats can use any weapon. Rats are limited to ½ CAP and it takes two Rats to use a hand crossbow.
ED NOTE: Previous version deleted.
Why should this card be in the game: (Required) This is a revision as I misentered the stats on the original submission; the ones I entered were those of the Squirrel Claws adaptation...gotta watch one's timesaving tricks. ;) Otherwise, same rational as before. Wererats have no real combat aces as yet and this would allow the wererat to use weapons, one of the great equilizers, in both rat and giant rat form. This is a part of the Wererat Adaptation concept introduced by me previously, where instead of having more forms the Wererats alter the basic rat forms. The speed drops from losing feet for hands. This series assumes there are only the two rat forms and the wording should be modified to limit this series to rat forms if more wererat forms are added, like the Mouse form I submitted. Not sure the Mouse form should be doing any of this.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional) yes
Card Title: (Required) Clever Paws Adaptation
Card Points: (Required) 3cp
Card Stats: (Required) -1 SPD
Card Type and Timing: (Required) wererat ace 0/V (IND)
Card Text (Max 200 Characters and Spaces) (Required) Play on shifting or add/ drop as IND. Front paws morph into hands and rat moves at 2 footed speed. Giant Rats can use any weapon. Rats are limited to ½ CAP and it takes two Rats to use a hand crossbow.
ED NOTE: Previous version deleted.
Why should this card be in the game: (Required) This is a revision as I misentered the stats on the original submission; the ones I entered were those of the Squirrel Claws adaptation...gotta watch one's timesaving tricks. ;) Otherwise, same rational as before. Wererats have no real combat aces as yet and this would allow the wererat to use weapons, one of the great equilizers, in both rat and giant rat form. This is a part of the Wererat Adaptation concept introduced by me previously, where instead of having more forms the Wererats alter the basic rat forms. The speed drops from losing feet for hands. This series assumes there are only the two rat forms and the wording should be modified to limit this series to rat forms if more wererat forms are added, like the Mouse form I submitted. Not sure the Mouse form should be doing any of this.
I have read and accepted the Legal Stuff: (Required) yes
Oceanrider Background
21/08/10 12:30
Your Name: (Required) James Hunter
Your Email: (Optional) coca-cola.express@hotmail.com
Guild Number: (Optional) 118
Is this a Revised Card? (Optional)
Card Title: (Required) Oceanrider Background
Card Points: (Required) 8
Card Stats: (Required) +1 STR, +1 SPD, +4 HP
Card Type and Timing: (Required) Clanborn Background 0/P
Card Text (Max 200 Characters and Spaces) (Required)
The Oceanriders were a clan made up of marine oriented dragons whose clanholds were located deep in the oceans and seas of Grandilar. Even in isolation of the deep blue, the Oceanrider clan was nearly decimated on Deathday. Oceanriders do not have to make swim rolls and can breath underwater in any dragon form. As a Oceanrider hatchling, you were taught by a strict Ancient to speak Drakkentung and common. You also learned how to keep areas pristine and purify tainted water. Oceanriders gain +1 to all purification rolls and +2 SPD when moving in water. Once per day as a 1/C action, Oceanriders may attempt purify a tainted water source by touch.
ED NOTE: Too Long.
Why should this card be in the game: (Required) With the merfolk and wereshark cards out, having a dragon clan that lives underwater seems appropriate for characters delving into more water involved games.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) coca-cola.express@hotmail.com
Guild Number: (Optional) 118
Is this a Revised Card? (Optional)
Card Title: (Required) Oceanrider Background
Card Points: (Required) 8
Card Stats: (Required) +1 STR, +1 SPD, +4 HP
Card Type and Timing: (Required) Clanborn Background 0/P
Card Text (Max 200 Characters and Spaces) (Required)
The Oceanriders were a clan made up of marine oriented dragons whose clanholds were located deep in the oceans and seas of Grandilar. Even in isolation of the deep blue, the Oceanrider clan was nearly decimated on Deathday. Oceanriders do not have to make swim rolls and can breath underwater in any dragon form. As a Oceanrider hatchling, you were taught by a strict Ancient to speak Drakkentung and common. You also learned how to keep areas pristine and purify tainted water. Oceanriders gain +1 to all purification rolls and +2 SPD when moving in water. Once per day as a 1/C action, Oceanriders may attempt purify a tainted water source by touch.
ED NOTE: Too Long.
Why should this card be in the game: (Required) With the merfolk and wereshark cards out, having a dragon clan that lives underwater seems appropriate for characters delving into more water involved games.
I have read and accepted the Legal Stuff: (Required) yes
phoenix brooch
16/08/10 16:51
Your Name: (Required) elizabeth legner
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) phoenix brooch
Card Points: (Required) 800gold
Card Stats: (Required) CAP -1/4
Card Type and Timing: (Required) item phoenix magic
Card Text (Max 240 Characters) (Required)
This item holds up to 20 points of phoenix aces. Stored cards may be used by the wearer without adding to their CP. The brooch recharges only in pristine terrain at a rate of one per two hours. Only one brooch may be used or worn at a time. Any time the brooch is used, roll 2d6, on a roll of 2 the brooch crumbles to dust. May only be used by phoenixes.
*Ed Note: Too Long.
Why should this card be in the game: (Required) Everyone else has one, even the wererats who have no cards to put in them. This would also be an item that the phoenix could use in form, which is why I put a higher cost on it than the other brooches.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) phoenix brooch
Card Points: (Required) 800gold
Card Stats: (Required) CAP -1/4
Card Type and Timing: (Required) item phoenix magic
Card Text (Max 240 Characters) (Required)
This item holds up to 20 points of phoenix aces. Stored cards may be used by the wearer without adding to their CP. The brooch recharges only in pristine terrain at a rate of one per two hours. Only one brooch may be used or worn at a time. Any time the brooch is used, roll 2d6, on a roll of 2 the brooch crumbles to dust. May only be used by phoenixes.
*Ed Note: Too Long.
Why should this card be in the game: (Required) Everyone else has one, even the wererats who have no cards to put in them. This would also be an item that the phoenix could use in form, which is why I put a higher cost on it than the other brooches.
I have read and accepted the Legal Stuff: (Required) yes
Practiced Archer
16/08/10 16:35
Your Name: (Required) None
Your Email: (Optional)
Guild Number: (Optional)
Is this a Revised Card? (Optional)
Card Title: (Required) Practiced Archer, Unicorn
Card Points: (Required) 10 or Boon
Card Stats: (Required) No stats
Card Type and Timing: (Required) 0/P Anchor
Card Text (Max 240 Characters) (Required)
This character has practiced for many long hours, spending countless days learning how to read their opponents weaknesses. They may now play up to three Unicorn Agility's as a single independent action. This function only applies when dealing ranged damage of some kind, may only be applied to attacks made on or after their initiative number.
*Ed Note, too long to be a card.
Why should this card be in the game: (Required) Right now the way archers are built they are so strapped for independents in a round that they can't get their damage high enough to break defense in a lot of fights at cons and such. If the average defense of a mob is 30 the attack damage of a Unicorn with a bow is 10 (Cor) + 6 (Bow +Master) + 6 (Bloodkin Way) +12 (4 Unicorn Agility) = 34 Damage. 30 defense is not that high is a high card point game (250+) and on average the archer does 11 damage with an arrow. They will likely get 3 shots doing a total of 33 damage by spending 23 Card Points in Aces alone. And likely not have independents left to defend themselves with having just used 5 for those shots alone.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional)
Guild Number: (Optional)
Is this a Revised Card? (Optional)
Card Title: (Required) Practiced Archer, Unicorn
Card Points: (Required) 10 or Boon
Card Stats: (Required) No stats
Card Type and Timing: (Required) 0/P Anchor
Card Text (Max 240 Characters) (Required)
This character has practiced for many long hours, spending countless days learning how to read their opponents weaknesses. They may now play up to three Unicorn Agility's as a single independent action. This function only applies when dealing ranged damage of some kind, may only be applied to attacks made on or after their initiative number.
*Ed Note, too long to be a card.
Why should this card be in the game: (Required) Right now the way archers are built they are so strapped for independents in a round that they can't get their damage high enough to break defense in a lot of fights at cons and such. If the average defense of a mob is 30 the attack damage of a Unicorn with a bow is 10 (Cor) + 6 (Bow +Master) + 6 (Bloodkin Way) +12 (4 Unicorn Agility) = 34 Damage. 30 defense is not that high is a high card point game (250+) and on average the archer does 11 damage with an arrow. They will likely get 3 shots doing a total of 33 damage by spending 23 Card Points in Aces alone. And likely not have independents left to defend themselves with having just used 5 for those shots alone.
I have read and accepted the Legal Stuff: (Required) yes
Dazzeling Horn
16/08/10 16:31
Your Name: (Required) Doug Hildebrandt
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Dazzeling Horn
Card Points: (Required) 5
Card Stats: (Required) n/a
Card Type and Timing: (Required) Unicorn Ace 1/F
Card Text (Max 240 Characters) (Required)
Play in any form with a horn. A radiant light emminates from the tip of the unicorns horn dazzeling the on looker. Success at +WIS vs. +WIS causes one target to completely stop for the remainder of the round to gaze at the light. They loose all actions and movement for the remainder of the round.
ED Note: Too Long
Why should this card be in the game: (Required) More use of the horn. Could set up a target for other characters brining out the utility side of the unicron, or dazzle as a make it independent to set up for a critical strike! Unicorns are marvelous creatures anyway...adding another dazzeling aspect may cause even the most evil to stop and appeciate the beast, even if just for a moment.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Dazzeling Horn
Card Points: (Required) 5
Card Stats: (Required) n/a
Card Type and Timing: (Required) Unicorn Ace 1/F
Card Text (Max 240 Characters) (Required)
Play in any form with a horn. A radiant light emminates from the tip of the unicorns horn dazzeling the on looker. Success at +WIS vs. +WIS causes one target to completely stop for the remainder of the round to gaze at the light. They loose all actions and movement for the remainder of the round.
ED Note: Too Long
Why should this card be in the game: (Required) More use of the horn. Could set up a target for other characters brining out the utility side of the unicron, or dazzle as a make it independent to set up for a critical strike! Unicorns are marvelous creatures anyway...adding another dazzeling aspect may cause even the most evil to stop and appeciate the beast, even if just for a moment.
I have read and accepted the Legal Stuff: (Required) yes
Horn of Light
16/08/10 16:30
Your Name: (Required) Doug Hildebrandt
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Horn of Light
Card Points: (Required) 1
Card Stats: (Required) n/a
Card Type and Timing: (Required) Unicorn Ace 0/C
Card Text (Max 240 Characters) (Required)
The tip of the Unicorn's horn glows with a soft light illuminating a 250 foot radius around the horn.
Why should this card be in the game: (Required) There should be more "Horn of" cards for the unicorn. It really should be the stem of their magic. A Horn of Light could be the product of a unicorn altering a horn of death down to just a glow.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Horn of Light
Card Points: (Required) 1
Card Stats: (Required) n/a
Card Type and Timing: (Required) Unicorn Ace 0/C
Card Text (Max 240 Characters) (Required)
The tip of the Unicorn's horn glows with a soft light illuminating a 250 foot radius around the horn.
Why should this card be in the game: (Required) There should be more "Horn of" cards for the unicorn. It really should be the stem of their magic. A Horn of Light could be the product of a unicorn altering a horn of death down to just a glow.
I have read and accepted the Legal Stuff: (Required) yes
Disease resistance
04/08/10 22:29
Your Name: (Required) elizabeth legner
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) Disease resistance
Card Points: (Required) 6
Card Stats: (Required) none
Card Type and Timing: (Required) Vorn anchor 0/p
Card Text (Max 240 Characters) (Required)
Character gains +3 to all disease resistance rolls, including rolls for tox.
Why should this card be in the game: (Required) If we are going to have diseases, cards like this should exist. Eating people is a good way to spread disease, so it makes sense that Vorn would have developed some resistance, especially to tox since they eat warpspawn. The case could be made for a universal card, maybe a boon, or possibly a vermite anchor.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) Disease resistance
Card Points: (Required) 6
Card Stats: (Required) none
Card Type and Timing: (Required) Vorn anchor 0/p
Card Text (Max 240 Characters) (Required)
Character gains +3 to all disease resistance rolls, including rolls for tox.
Why should this card be in the game: (Required) If we are going to have diseases, cards like this should exist. Eating people is a good way to spread disease, so it makes sense that Vorn would have developed some resistance, especially to tox since they eat warpspawn. The case could be made for a universal card, maybe a boon, or possibly a vermite anchor.
I have read and accepted the Legal Stuff: (Required) yes
head butt
04/08/10 22:28
Your Name: (Required) elizabeth legner
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) head butt
Card Points: (Required) 4
Card Stats: (Required) STR +4
Card Type and Timing: (Required) universal ace 0/f (Vorn?)
Card Text (Max 240 Characters) (Required)
Play to end movement with an unarmed +4 melee attack. User takes d6+2 subdual damage unless in a form with horns or wearing a helmet.
Why should this card be in the game: (Required) Originally meant as a Vorn card, but I don't think we'll be seeing a Vorn set so let's try this as a universal. It's fun to run up and conk someone with your antlers. We would need to decide if gargoyles and dragons have horns.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) head butt
Card Points: (Required) 4
Card Stats: (Required) STR +4
Card Type and Timing: (Required) universal ace 0/f (Vorn?)
Card Text (Max 240 Characters) (Required)
Play to end movement with an unarmed +4 melee attack. User takes d6+2 subdual damage unless in a form with horns or wearing a helmet.
Why should this card be in the game: (Required) Originally meant as a Vorn card, but I don't think we'll be seeing a Vorn set so let's try this as a universal. It's fun to run up and conk someone with your antlers. We would need to decide if gargoyles and dragons have horns.
I have read and accepted the Legal Stuff: (Required) yes
Merfolk Form
04/08/10 22:27
Your Name: (Required) Doug Hildebrandt
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Merfolk Form
Card Points: (Required) 5
Card Stats: (Required) STR +1 COR 0 DEF 0 SPD +1 WIS 0 HP 0 CAP 0
Card Type and Timing: (Required) Bloodkin Ace 1/V
Card Text (Max 240 Characters) (Required)
Play to shift into Merfolk Form. May swim and breathe underwater. Drains 1 Ace card for every 6 hours spent out of water.
Why should this card be in the game: (Required) Dragons had to get underwater somehow for that dragon's blood to get down there...hmmmm....Could be a Dragon card instead of a bloodkin.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Merfolk Form
Card Points: (Required) 5
Card Stats: (Required) STR +1 COR 0 DEF 0 SPD +1 WIS 0 HP 0 CAP 0
Card Type and Timing: (Required) Bloodkin Ace 1/V
Card Text (Max 240 Characters) (Required)
Play to shift into Merfolk Form. May swim and breathe underwater. Drains 1 Ace card for every 6 hours spent out of water.
Why should this card be in the game: (Required) Dragons had to get underwater somehow for that dragon's blood to get down there...hmmmm....Could be a Dragon card instead of a bloodkin.
I have read and accepted the Legal Stuff: (Required) yes
Extra Attack
04/08/10 22:26
Your Name: (Required) Doug Hildebrandt
Your Email: (Optional) stevefirestar@Hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Extra Attack
Card Points: (Required) 20
Card Stats: (Required) n/a
Card Type and Timing: (Required) Universal Anchor 0/P
Card Text (Max 240 Characters) (Required)
Must have Esteemed lifeline or greater to take. If this character's action is used to make a ranged or melee attack, they may make one additional ranged or melee attack this round. Cards such as dual strike will threfore confer a third attack.
*Ed Note: Too Long.
Why should this card be in the game: (Required) Ok, I did it. Seems like that is the one thing DS lacks when your character gets up in CP's. You can take a bunch of dual strike cards, yes, but it seems like an innate ability to just attack twice in a round would naturally come. I was opened up to this more when the Mighty Madspawn came out with two attacks. It does have restrictions, however. If I want to cast a 1/F spell, I can't also attack...it's only when I make one attack do I get to make another. 20 CP's being 5 dual strike cards over an average 5 rounds of combat??
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) stevefirestar@Hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Extra Attack
Card Points: (Required) 20
Card Stats: (Required) n/a
Card Type and Timing: (Required) Universal Anchor 0/P
Card Text (Max 240 Characters) (Required)
Must have Esteemed lifeline or greater to take. If this character's action is used to make a ranged or melee attack, they may make one additional ranged or melee attack this round. Cards such as dual strike will threfore confer a third attack.
*Ed Note: Too Long.
Why should this card be in the game: (Required) Ok, I did it. Seems like that is the one thing DS lacks when your character gets up in CP's. You can take a bunch of dual strike cards, yes, but it seems like an innate ability to just attack twice in a round would naturally come. I was opened up to this more when the Mighty Madspawn came out with two attacks. It does have restrictions, however. If I want to cast a 1/F spell, I can't also attack...it's only when I make one attack do I get to make another. 20 CP's being 5 dual strike cards over an average 5 rounds of combat??
I have read and accepted the Legal Stuff: (Required) yes
Sharpshooter
04/08/10 22:24
Your Name: (Required) Doug Hildebrandt
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Sharpshooter
Card Points: (Required) 6
Card Stats: (Required) STR 0 COR +2 DEF 0 SPD 0 WIS 0 HP 0 CAP 0
Card Type and Timing: (Required) Universal Anchor 0/P
Card Text (Max 240 Characters) (Required)
Attach to a weapon mastery that increases COR to add an additional 2 COR to ranged combat rolls with that weapon. May only have one sharpshooter card.
Why should this card be in the game: (Required) Make a character particularally good at one ranged weapon. Add to the current theme of cards coming to the beta page for set purposes.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Sharpshooter
Card Points: (Required) 6
Card Stats: (Required) STR 0 COR +2 DEF 0 SPD 0 WIS 0 HP 0 CAP 0
Card Type and Timing: (Required) Universal Anchor 0/P
Card Text (Max 240 Characters) (Required)
Attach to a weapon mastery that increases COR to add an additional 2 COR to ranged combat rolls with that weapon. May only have one sharpshooter card.
Why should this card be in the game: (Required) Make a character particularally good at one ranged weapon. Add to the current theme of cards coming to the beta page for set purposes.
I have read and accepted the Legal Stuff: (Required) yes
Spell Trap
04/08/10 08:43
Your Name: (Required) Doug Hildebrandt
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Spell Trap
Card Points: (Required) 3
Card Stats: (Required) n/a
Card Type and Timing: (Required) Mastery Ace 0/F
Card Text (Max 240 Characters) (Required)
This card is cast along with a spell that does damage on an item. The spell must be of a type that you have a magic mastery in. When the item is touched, the spell is cast on the person who disrupted it draining this card and the spell. Can be drained at any time by the caster.
ED Note: Too Long.
Why should this card be in the game: (Required) Magical traps in castles, dungeons, abandoned clanholds, etc...Protect your gear at night or when you leave a camp for the day.
More mastery cards to try for a 9 card set. 3 Dual Cast + 6 others perhaps?
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Spell Trap
Card Points: (Required) 3
Card Stats: (Required) n/a
Card Type and Timing: (Required) Mastery Ace 0/F
Card Text (Max 240 Characters) (Required)
This card is cast along with a spell that does damage on an item. The spell must be of a type that you have a magic mastery in. When the item is touched, the spell is cast on the person who disrupted it draining this card and the spell. Can be drained at any time by the caster.
ED Note: Too Long.
Why should this card be in the game: (Required) Magical traps in castles, dungeons, abandoned clanholds, etc...Protect your gear at night or when you leave a camp for the day.
More mastery cards to try for a 9 card set. 3 Dual Cast + 6 others perhaps?
I have read and accepted the Legal Stuff: (Required) yes
Disarm
04/08/10 08:42
Your Name: (Required) Doug Hildebrandt
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Disarm
Card Points: (Required) 2
Card Stats: (Required) n/a
Card Type and Timing: (Required) Universal Ace 1/F
Card Text (Max 240 Characters) (Required)
Must be in melee range to use. Success at +STR v. +STR disarms a weapon or item from one target. STR of weapons may be added to these rolls. GM determines how far weapon or item is thrown after disarm.
Why should this card be in the game: (Required) Mocha has opened me up to universals!
Other than a couple specific weapons, there is no card that does this yet.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Disarm
Card Points: (Required) 2
Card Stats: (Required) n/a
Card Type and Timing: (Required) Universal Ace 1/F
Card Text (Max 240 Characters) (Required)
Must be in melee range to use. Success at +STR v. +STR disarms a weapon or item from one target. STR of weapons may be added to these rolls. GM determines how far weapon or item is thrown after disarm.
Why should this card be in the game: (Required) Mocha has opened me up to universals!
Other than a couple specific weapons, there is no card that does this yet.
I have read and accepted the Legal Stuff: (Required) yes
Melee Supremacy
04/08/10 08:41
Your Name: (Required) Doug Hildebrandt
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Melee Supremacy
Card Points: (Required) 5
Card Stats: (Required) STR +2*
Card Type and Timing: (Required) Universal Anchor 0/P
Card Text (Max 240 Characters) (Required)
When this card is taken, you must choose one weapon mastery you have to apply this bonus to. Adds an additional +2 STR to melee attacks with chosen weapon. May only have one Melee Supremacy.
Why should this card be in the game: (Required) Mocha is a good, good dog!
Allows characters to become better with one particular weapon. I've noticed that at a certain point most fighter type characters end up with almost the same stats even if they got there a different way. Cards such as this, and the defender weapon master card and the focus cards could specailize characters more.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Melee Supremacy
Card Points: (Required) 5
Card Stats: (Required) STR +2*
Card Type and Timing: (Required) Universal Anchor 0/P
Card Text (Max 240 Characters) (Required)
When this card is taken, you must choose one weapon mastery you have to apply this bonus to. Adds an additional +2 STR to melee attacks with chosen weapon. May only have one Melee Supremacy.
Why should this card be in the game: (Required) Mocha is a good, good dog!
Allows characters to become better with one particular weapon. I've noticed that at a certain point most fighter type characters end up with almost the same stats even if they got there a different way. Cards such as this, and the defender weapon master card and the focus cards could specailize characters more.
I have read and accepted the Legal Stuff: (Required) yes
age change
04/08/10 08:41
Your Name: (Required) elizabeth legner
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) age change
Card Points: (Required) 3
Card Stats: (Required) STR -3
Card Type and Timing: (Required) bloodkin ace 1/v
Card Text (Max 240 Characters) (Required)
This allows the character to change their appearance to that of any age between 5 and 80. Limit to one per character and may be recovered only through rest. Age Change may neutralize the Bad Reputation and Recognized flaws at the GM's discretion.
*Ed Note: Too Long.
Why should this card be in the game: (Required) Age confirms wisdom and respect. The town council that would never listen to the teenager most characters are would honor the opinion of a 40 year old. People overlook children because they don't understand things and aren't a threat. Good for overhearing things in plain sight and sneaking into small spaces to hide or steal.
Similar idea to Gender Switch. Just like changing gender, changing one's age would be a difficult kind of shifting. The STR negative is really for the extremes, child and elderly forms would be less physically able. But text for an incremental negative based on the number of years changed probably couldn't fit on the card. As for the flaws, being ten years older wouldn't change your appearance enough, but six years younger might. Depends entirely on what age the character chooses and what age they are.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) age change
Card Points: (Required) 3
Card Stats: (Required) STR -3
Card Type and Timing: (Required) bloodkin ace 1/v
Card Text (Max 240 Characters) (Required)
This allows the character to change their appearance to that of any age between 5 and 80. Limit to one per character and may be recovered only through rest. Age Change may neutralize the Bad Reputation and Recognized flaws at the GM's discretion.
*Ed Note: Too Long.
Why should this card be in the game: (Required) Age confirms wisdom and respect. The town council that would never listen to the teenager most characters are would honor the opinion of a 40 year old. People overlook children because they don't understand things and aren't a threat. Good for overhearing things in plain sight and sneaking into small spaces to hide or steal.
Similar idea to Gender Switch. Just like changing gender, changing one's age would be a difficult kind of shifting. The STR negative is really for the extremes, child and elderly forms would be less physically able. But text for an incremental negative based on the number of years changed probably couldn't fit on the card. As for the flaws, being ten years older wouldn't change your appearance enough, but six years younger might. Depends entirely on what age the character chooses and what age they are.
I have read and accepted the Legal Stuff: (Required) yes
Skill Focus
04/08/10 01:49
Your Name: (Required) Mocha
Your Email: (Optional)
Guild Number: (Optional) 99
Is this a Revised Card? (Optional)
Card Title: (Required) Skill Focus
Card Points: (Required) Boon
Card Stats: (Required) No stat changes
Card Type and Timing: (Required) Universal anchor 0/P
Card Text (Max 240 Characters) (Required)
On gaining this boon the PC chooses a skill anchor such as Stealth or Hunting. The PC gains a +3 bonus to all rolls with the specific anchor. The anchor chosen cannot be changed and cannot be a magic or combat mastery. Can only have one.
*Ed Note: Too Long.
Why should this card be in the game: (Required) Again, one should be able to improve and specialize a signature skill.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional)
Guild Number: (Optional) 99
Is this a Revised Card? (Optional)
Card Title: (Required) Skill Focus
Card Points: (Required) Boon
Card Stats: (Required) No stat changes
Card Type and Timing: (Required) Universal anchor 0/P
Card Text (Max 240 Characters) (Required)
On gaining this boon the PC chooses a skill anchor such as Stealth or Hunting. The PC gains a +3 bonus to all rolls with the specific anchor. The anchor chosen cannot be changed and cannot be a magic or combat mastery. Can only have one.
*Ed Note: Too Long.
Why should this card be in the game: (Required) Again, one should be able to improve and specialize a signature skill.
I have read and accepted the Legal Stuff: (Required) yes
Spell Focus
04/08/10 01:48
Your Name: (Required) Mocha
Your Email: (Optional)
Guild Number: (Optional) 99
Is this a Revised Card? (Optional)
Card Title: (Required) Spell Focus
Card Points: (Required) Boon
Card Stats: (Required) No stat changes
Card Type and Timing: (Required) Universal anchor 0/P
Card Text (Max 240 Characters) (Required)
When the PC gains this boon he chooses one spell he can cast, and receives +3 bonus to all rolls involving that spell. The spell must be from a school of magic that the PC has mastered and once chosen cannot be changed. Can only have one.
*Ed Note: Too Long.
Why should this card be in the game: (Required) Masters of magic should be able to specialize and have a signature spell. Original wording was nicer but had way too many characters.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional)
Guild Number: (Optional) 99
Is this a Revised Card? (Optional)
Card Title: (Required) Spell Focus
Card Points: (Required) Boon
Card Stats: (Required) No stat changes
Card Type and Timing: (Required) Universal anchor 0/P
Card Text (Max 240 Characters) (Required)
When the PC gains this boon he chooses one spell he can cast, and receives +3 bonus to all rolls involving that spell. The spell must be from a school of magic that the PC has mastered and once chosen cannot be changed. Can only have one.
*Ed Note: Too Long.
Why should this card be in the game: (Required) Masters of magic should be able to specialize and have a signature spell. Original wording was nicer but had way too many characters.
I have read and accepted the Legal Stuff: (Required) yes
Elethay's Gift
03/08/10 23:30
Your Name: (Required) mocha
Your Email: (Optional)
Guild Number: (Optional) 99
Is this a Revised Card? (Optional) yes
Card Title: (Required) Elethay's Gift
Card Points: (Required) Boon
Card Stats: (Required) No stat changes
Card Type and Timing: (Required) Universal ace 0/F
Card Text (Max 240 Characters) (Required)
Instantly recover any two cards the PC has drained regardless of the cards re-charge rules. This ace may only be used once per game session.
Why should this card be in the game: (Required) Because Meditative recharge hurts when you're almost out of of hp and need those healing aces you already used on your buddy...
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional)
Guild Number: (Optional) 99
Is this a Revised Card? (Optional) yes
Card Title: (Required) Elethay's Gift
Card Points: (Required) Boon
Card Stats: (Required) No stat changes
Card Type and Timing: (Required) Universal ace 0/F
Card Text (Max 240 Characters) (Required)
Instantly recover any two cards the PC has drained regardless of the cards re-charge rules. This ace may only be used once per game session.
Why should this card be in the game: (Required) Because Meditative recharge hurts when you're almost out of of hp and need those healing aces you already used on your buddy...
I have read and accepted the Legal Stuff: (Required) yes
Elethay's Grace
03/08/10 23:28
Your Name: (Required) Mocha
Your Email: (Optional)
Guild Number: (Optional) 99
Is this a Revised Card? (Optional)
Card Title: (Required) Elethay's Grace
Card Points: (Required) Boon
Card Stats: (Required) No stat changes
Card Type and Timing: (Required) Universal ace 0/F
Card Text (Max 240 Characters) (Required)
Reduce the damage by one-half of one attack that deals magical damage, and then apply magic resistance if applicable. May only be re-charged through sleep.
Why should this card be in the game: (Required) See Elethay's Agility
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional)
Guild Number: (Optional) 99
Is this a Revised Card? (Optional)
Card Title: (Required) Elethay's Grace
Card Points: (Required) Boon
Card Stats: (Required) No stat changes
Card Type and Timing: (Required) Universal ace 0/F
Card Text (Max 240 Characters) (Required)
Reduce the damage by one-half of one attack that deals magical damage, and then apply magic resistance if applicable. May only be re-charged through sleep.
Why should this card be in the game: (Required) See Elethay's Agility
I have read and accepted the Legal Stuff: (Required) yes
Elethay's Agility
03/08/10 23:28
Your Name: (Required) Mocha
Your Email: (Optional)
Guild Number: (Optional) 99
Is this a Revised Card? (Optional)
Card Title: (Required) Elethay's Agility
Card Points: (Required) Boon
Card Stats: (Required) No stat changes
Card Type and Timing: (Required) Universal ace 0/F
Card Text (Max 240 Characters) (Required)
Reduce the damage by one-half of one melee or ranged attack that deals physical damage, and then apply defense if applicable. May only be re-charged through sleep.
Why should this card be in the game: (Required) Defense needs a way to improve at higher levels and it is nice to live thru those nasty surprises...
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional)
Guild Number: (Optional) 99
Is this a Revised Card? (Optional)
Card Title: (Required) Elethay's Agility
Card Points: (Required) Boon
Card Stats: (Required) No stat changes
Card Type and Timing: (Required) Universal ace 0/F
Card Text (Max 240 Characters) (Required)
Reduce the damage by one-half of one melee or ranged attack that deals physical damage, and then apply defense if applicable. May only be re-charged through sleep.
Why should this card be in the game: (Required) Defense needs a way to improve at higher levels and it is nice to live thru those nasty surprises...
I have read and accepted the Legal Stuff: (Required) yes
Magical Fortitude
03/08/10 23:27
Your Name: (Required) Mocha
Your Email: (Optional)
Guild Number: (Optional) 99
Is this a Revised Card? (Optional)
Card Title: (Required) Magical Fortitude
Card Points: (Required) Boon
Card Stats: (Required) +4 hp
Card Type and Timing: (Required) Universal anchor 0/P
Card Text (Max 240 Characters) (Required)
The PCs mastery of magic granted him insights and stamina to resisting magical effects. The PC gains a +2 to all contest rolls when defending against a spell. Must have a magic mastery boon.
Why should this card be in the game: (Required) Again, one should be able to get better...and learn more secrets of defending against magic.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional)
Guild Number: (Optional) 99
Is this a Revised Card? (Optional)
Card Title: (Required) Magical Fortitude
Card Points: (Required) Boon
Card Stats: (Required) +4 hp
Card Type and Timing: (Required) Universal anchor 0/P
Card Text (Max 240 Characters) (Required)
The PCs mastery of magic granted him insights and stamina to resisting magical effects. The PC gains a +2 to all contest rolls when defending against a spell. Must have a magic mastery boon.
Why should this card be in the game: (Required) Again, one should be able to get better...and learn more secrets of defending against magic.
I have read and accepted the Legal Stuff: (Required) yes
Weaponmaster's Defense
03/08/10 23:26
Your Name: (Required) Mocha
Your Email: (Optional)
Guild Number: (Optional) 99
Is this a Revised Card? (Optional)
Card Title: (Required) Weaponmaster's Defense
Card Points: (Required) Boon
Card Stats: (Required) +2 DEF +1 SPD
Card Type and Timing: (Required) Universal anchor 0/P
Card Text (Max 240 Characters) (Required)
The PC gains the listed bonuses whenever using a weapon with which he has taken a combat mastery.
Why should this card be in the game: (Required) One should always be able to get better with one's weapon(s).
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional)
Guild Number: (Optional) 99
Is this a Revised Card? (Optional)
Card Title: (Required) Weaponmaster's Defense
Card Points: (Required) Boon
Card Stats: (Required) +2 DEF +1 SPD
Card Type and Timing: (Required) Universal anchor 0/P
Card Text (Max 240 Characters) (Required)
The PC gains the listed bonuses whenever using a weapon with which he has taken a combat mastery.
Why should this card be in the game: (Required) One should always be able to get better with one's weapon(s).
I have read and accepted the Legal Stuff: (Required) yes
Insightful
03/08/10 23:25
Your Name: (Required) Mocha
Your Email: (Optional)
Guild Number: (Optional) 99
Is this a Revised Card? (Optional)
Card Title: (Required) Insightful
Card Points: (Required) Boon
Card Stats: (Required) +1 Wisdom
Card Type and Timing: (Required) Universal anchor 0/P
Card Text (Max 240 Characters) (Required)
Cannot be taken by characters of less than 200 card points.
Why should this card be in the game: (Required) Because you can't be too wise...
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional)
Guild Number: (Optional) 99
Is this a Revised Card? (Optional)
Card Title: (Required) Insightful
Card Points: (Required) Boon
Card Stats: (Required) +1 Wisdom
Card Type and Timing: (Required) Universal anchor 0/P
Card Text (Max 240 Characters) (Required)
Cannot be taken by characters of less than 200 card points.
Why should this card be in the game: (Required) Because you can't be too wise...
I have read and accepted the Legal Stuff: (Required) yes
Inspiration
03/08/10 23:24
Your Name: (Required) Mocha
Your Email: (Optional)
Guild Number: (Optional) 99
Is this a Revised Card? (Optional)
Card Title: (Required) Inspiration
Card Points: (Required) Boon
Card Stats: (Required) No stat changes
Card Type and Timing: (Required) Universal ace 0/F
Card Text (Max 240 Characters) (Required)
Allows the PC to swap one card for any other card of equal card points or less. The new card remains on the PCs character until the end of the game session. This boon does not recharge for the rest of the game session once used.
Why should this card be in the game: (Required) Because swap cards may go away and these wouldn't and sometimes you need that card you stopped carrying because you almost never need it...
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional)
Guild Number: (Optional) 99
Is this a Revised Card? (Optional)
Card Title: (Required) Inspiration
Card Points: (Required) Boon
Card Stats: (Required) No stat changes
Card Type and Timing: (Required) Universal ace 0/F
Card Text (Max 240 Characters) (Required)
Allows the PC to swap one card for any other card of equal card points or less. The new card remains on the PCs character until the end of the game session. This boon does not recharge for the rest of the game session once used.
Why should this card be in the game: (Required) Because swap cards may go away and these wouldn't and sometimes you need that card you stopped carrying because you almost never need it...
I have read and accepted the Legal Stuff: (Required) yes
Underfoot Evasion
03/08/10 17:41
Your Name: (Required) Doug Hildebrandt
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Underfoot Evasion
Card Points: (Required) 2
Card Stats: (Required) n/a
Card Type and Timing: (Required) Vermite/Wererat Ace 0/F, movement
Card Text (Max 240 Characters) (Required)
Independent Card. Play in any form to automatically evade one melee attack from a target at least three times as large as your current form. GM will determine size.
"The best combat boots in town can't even squash 'em all!"
-Reynolds, servant of Black Bane
*Ed Note: Too Long.
Why should this card be in the game: (Required) Seems like Black Bane has a rat problem from all the wererat card quotes!! Sometimes you just can't capture the wiley vermine. This card would add to the sneaky side of the vermite easily allowing them to evade a stomping foot of a castle guard while in rat form...also can't hurt to have when fighting a madspawn bigger than a house!
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Underfoot Evasion
Card Points: (Required) 2
Card Stats: (Required) n/a
Card Type and Timing: (Required) Vermite/Wererat Ace 0/F, movement
Card Text (Max 240 Characters) (Required)
Independent Card. Play in any form to automatically evade one melee attack from a target at least three times as large as your current form. GM will determine size.
"The best combat boots in town can't even squash 'em all!"
-Reynolds, servant of Black Bane
*Ed Note: Too Long.
Why should this card be in the game: (Required) Seems like Black Bane has a rat problem from all the wererat card quotes!! Sometimes you just can't capture the wiley vermine. This card would add to the sneaky side of the vermite easily allowing them to evade a stomping foot of a castle guard while in rat form...also can't hurt to have when fighting a madspawn bigger than a house!
I have read and accepted the Legal Stuff: (Required) yes
Unknown Tongue
03/08/10 17:39
Your Name: (Required) Doug Hildebrandt
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Unknown Tongue
Card Points: (Required) 4
Card Stats: (Required) n/a
Card Type and Timing: (Required) Witchcraft, Ace Hex 0/F, indy
Card Text (Max 240 Characters) (Required)
Independent Card. Success at +1 causes one target to begin talking in an unknown gibberish. They are unable to effectivly communicate verbally for a duration of 24 hours, afterwich the hex is removed. Mind to Mind communication of any kind is uneffected.
"His directions clearly were 'Haberg a jerg en karalta'!"
*Ed Note: Too Long.
Why should this card be in the game: (Required) Fill Hex slots. Seems like a fun hex that could fill a stroy with fun and frustration.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Unknown Tongue
Card Points: (Required) 4
Card Stats: (Required) n/a
Card Type and Timing: (Required) Witchcraft, Ace Hex 0/F, indy
Card Text (Max 240 Characters) (Required)
Independent Card. Success at +1 causes one target to begin talking in an unknown gibberish. They are unable to effectivly communicate verbally for a duration of 24 hours, afterwich the hex is removed. Mind to Mind communication of any kind is uneffected.
"His directions clearly were 'Haberg a jerg en karalta'!"
*Ed Note: Too Long.
Why should this card be in the game: (Required) Fill Hex slots. Seems like a fun hex that could fill a stroy with fun and frustration.
I have read and accepted the Legal Stuff: (Required) yes
Hexed Item
03/08/10 17:38
Your Name: (Required) Doug Hildebrandt
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Hexed Item
Card Points: (Required) 4
Card Stats: (Required) n/a
Card Type and Timing: (Required) Witchcraft, Ace Hex 1/F
Card Text (Max 240 Characters) (Required)
Success at +3 Hexes a particular item that the witch is touching. The next person to touch that item takes 2D6 magical poision damage released from the item and is forced to drop it. Once touched, the hex is removed.
Why should this card be in the game: (Required) Fill Hex slots. Hexed/cursed items are a staple in fantasy, especailly when witches are involved.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Hexed Item
Card Points: (Required) 4
Card Stats: (Required) n/a
Card Type and Timing: (Required) Witchcraft, Ace Hex 1/F
Card Text (Max 240 Characters) (Required)
Success at +3 Hexes a particular item that the witch is touching. The next person to touch that item takes 2D6 magical poision damage released from the item and is forced to drop it. Once touched, the hex is removed.
Why should this card be in the game: (Required) Fill Hex slots. Hexed/cursed items are a staple in fantasy, especailly when witches are involved.
I have read and accepted the Legal Stuff: (Required) yes
Hideous
03/08/10 17:36
Your Name: (Required) Doug Hildebrandt
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Hideous
Card Points: (Required) 3
Card Stats: (Required) n/a
Card Type and Timing: (Required) Witchcraft, Ace Hex 0/F, indy
Card Text (Max 240 Characters) (Required)
Independent card. Success at +2 alters targets facial features making them Hideous for the next 24 hours. They are -6 to any charm or persuasion rolls during this time.
Why should this card be in the game: (Required) Fill Hex slots. Another typical witch Hex from stories and cinema. The ugly witch decides the handsome prince should get a taste of his own medicine for a day. A very humbleing experience. Not to mention it would be very funny if a group of Valarians ran into a hag who hexed them with this on their way to convince some clanborn to join their ranks in a battle.
Could also be a striaght 2d6 v. 2d6 with no modifiers since it does have a long-lasting effect.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Hideous
Card Points: (Required) 3
Card Stats: (Required) n/a
Card Type and Timing: (Required) Witchcraft, Ace Hex 0/F, indy
Card Text (Max 240 Characters) (Required)
Independent card. Success at +2 alters targets facial features making them Hideous for the next 24 hours. They are -6 to any charm or persuasion rolls during this time.
Why should this card be in the game: (Required) Fill Hex slots. Another typical witch Hex from stories and cinema. The ugly witch decides the handsome prince should get a taste of his own medicine for a day. A very humbleing experience. Not to mention it would be very funny if a group of Valarians ran into a hag who hexed them with this on their way to convince some clanborn to join their ranks in a battle.
Could also be a striaght 2d6 v. 2d6 with no modifiers since it does have a long-lasting effect.
I have read and accepted the Legal Stuff: (Required) yes
Sense The Warp
03/08/10 09:02
Your Name: (Required) Doug Hildebrandt
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Sense The Warp
Card Points: (Required) 3
Card Stats: (Required) n/a
Card Type and Timing: (Required) Unicorn Ace 0/F, ind
Card Text (Max 240 Characters) (Required)
Independent Card. Play in any form. Success at +1+WIS allows the unicorn to sense if there are any warped creatures, madspawn, or warped items within 100 feet. Ability to sense just how many creatures and their general direction is up to the GM.
*Ed Note: Too Long.
Why should this card be in the game: (Required) Fill holes in Unicorn set. An addition to the Sense Danger card. Could be played in conjuntion with Sense Danger to check on what sort of danger...might work well with a Healing Pulse. Could get general direction of a warped item if they believe they are within the vacinity of one. Could fish out possible spys in a party.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Sense The Warp
Card Points: (Required) 3
Card Stats: (Required) n/a
Card Type and Timing: (Required) Unicorn Ace 0/F, ind
Card Text (Max 240 Characters) (Required)
Independent Card. Play in any form. Success at +1+WIS allows the unicorn to sense if there are any warped creatures, madspawn, or warped items within 100 feet. Ability to sense just how many creatures and their general direction is up to the GM.
*Ed Note: Too Long.
Why should this card be in the game: (Required) Fill holes in Unicorn set. An addition to the Sense Danger card. Could be played in conjuntion with Sense Danger to check on what sort of danger...might work well with a Healing Pulse. Could get general direction of a warped item if they believe they are within the vacinity of one. Could fish out possible spys in a party.
I have read and accepted the Legal Stuff: (Required) yes
Negate Magic
03/08/10 09:01
Your Name: (Required) Doug Hildebrandt
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Negate Magic
Card Points: (Required) 6
Card Stats: (Required) n/a
Card Type and Timing: (Required) Pegasus 0/F
Card Text (Max 240 Characters) (Required)
Independent Card. Success at +4 causes one spell caster to not be able to cast spells this round. Any spells attempted are automatically dispelled. Due to the strain on the pegasus, may only play one Negate Magic per combat.
OR possibly a success at +WIS vs. +WIS
Why should this card be in the game: (Required) Fill the hole in the Pegasus set. Pegasai are the best natural magic dispellers in the game to begin with, so this would solidify that spot. This card would make a pegasus even more clutch in a big battle with a necromancer or other spell caster. Could buy a group of shifters an extra round or even turn the table on a potentially one-sided battle.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Negate Magic
Card Points: (Required) 6
Card Stats: (Required) n/a
Card Type and Timing: (Required) Pegasus 0/F
Card Text (Max 240 Characters) (Required)
Independent Card. Success at +4 causes one spell caster to not be able to cast spells this round. Any spells attempted are automatically dispelled. Due to the strain on the pegasus, may only play one Negate Magic per combat.
OR possibly a success at +WIS vs. +WIS
Why should this card be in the game: (Required) Fill the hole in the Pegasus set. Pegasai are the best natural magic dispellers in the game to begin with, so this would solidify that spot. This card would make a pegasus even more clutch in a big battle with a necromancer or other spell caster. Could buy a group of shifters an extra round or even turn the table on a potentially one-sided battle.
I have read and accepted the Legal Stuff: (Required) yes
Manrat Form
02/08/10 22:01
Your Name: (Required) Doug Hildebrandt
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Manrat Form
Card Points: (Required) 7
Card Stats: (Required) STR +6 COR 0 DEF +3 SPD +1 WIS 0 HP 0 CAP +1
Card Type and Timing: (Required) Wererat Ace 1/V
Card Text (Max 240 Characters) (Required)
Play to shift a wererat character into Manrat form. May not wear armor while in this form.
Why should this card be in the game: (Required) Wererat's to me always were man rat's like a werewolf being a man wolf. Since Vermites are already man rats, it made sense to have them become giant rats or basic small rats. This would allow the humble vermite to become somewhat of a rat ogre able to use weapons and terrify the locals.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Manrat Form
Card Points: (Required) 7
Card Stats: (Required) STR +6 COR 0 DEF +3 SPD +1 WIS 0 HP 0 CAP +1
Card Type and Timing: (Required) Wererat Ace 1/V
Card Text (Max 240 Characters) (Required)
Play to shift a wererat character into Manrat form. May not wear armor while in this form.
Why should this card be in the game: (Required) Wererat's to me always were man rat's like a werewolf being a man wolf. Since Vermites are already man rats, it made sense to have them become giant rats or basic small rats. This would allow the humble vermite to become somewhat of a rat ogre able to use weapons and terrify the locals.
I have read and accepted the Legal Stuff: (Required) yes
Onset of Nausia
02/08/10 22:00
Your Name: (Required) Doug Hildebrandt
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Onset of Nausia
Card Points: (Required) 6
Card Stats: (Required) n/a
Card Type and Timing: (Required) witchcraft, Ace Hex 0/F, indy
Card Text (Max 240 Characters) (Required)
Independent Card. Success at +3 vs. +0 causes one target to become dizzy and naucious for D6 rounds. While nausiated, must roll 2D6 before each action or movement. On a roll less than 7, they are unable to perform intended action or move.
*Ed Note: Too Long.
Why should this card be in the game: (Required) Need for more Hex card ideas. Hexes always seemed to be provide one with an undesireable and unknown physical effect that impares them or prevents them from doing something.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Onset of Nausia
Card Points: (Required) 6
Card Stats: (Required) n/a
Card Type and Timing: (Required) witchcraft, Ace Hex 0/F, indy
Card Text (Max 240 Characters) (Required)
Independent Card. Success at +3 vs. +0 causes one target to become dizzy and naucious for D6 rounds. While nausiated, must roll 2D6 before each action or movement. On a roll less than 7, they are unable to perform intended action or move.
*Ed Note: Too Long.
Why should this card be in the game: (Required) Need for more Hex card ideas. Hexes always seemed to be provide one with an undesireable and unknown physical effect that impares them or prevents them from doing something.
I have read and accepted the Legal Stuff: (Required) yes
Unexplained Failure
02/08/10 09:21
Your Name: (Required) Doug Hildebrandt
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Unexplained Failure
Card Points: (Required) 4
Card Stats: (Required) n/a
Card Type and Timing: (Required) witchcraft, Ace Hex 0/F, ind
Card Text (Max 240 Characters) (Required)
Independent Card. Sucess at 2D6+3 vs. targets 2D6 causes the target to automatically fail their next contest roll. If they are not required to make a contest roll before they sleep, the effect wears off.
Why should this card be in the game: (Required)
Need for more Hex cards. Seems like a typical Hex...For some unexplained reason the master chef added salt instead of sugar and the cake was terrible! Ginger snickered from a far as her cooking rival got a taste of her blue plate special hex.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) stevefirestar@hotmail.com
Guild Number: (Optional) 115
Is this a Revised Card? (Optional)
Card Title: (Required) Unexplained Failure
Card Points: (Required) 4
Card Stats: (Required) n/a
Card Type and Timing: (Required) witchcraft, Ace Hex 0/F, ind
Card Text (Max 240 Characters) (Required)
Independent Card. Sucess at 2D6+3 vs. targets 2D6 causes the target to automatically fail their next contest roll. If they are not required to make a contest roll before they sleep, the effect wears off.
Why should this card be in the game: (Required)
Need for more Hex cards. Seems like a typical Hex...For some unexplained reason the master chef added salt instead of sugar and the cake was terrible! Ginger snickered from a far as her cooking rival got a taste of her blue plate special hex.
I have read and accepted the Legal Stuff: (Required) yes
Recognise Damage
01/08/10 23:28
Your Name: (Required) Mark Harmon
Your Email: (Optional) Markharmon@Mac.com
Guild Number: (Optional) 1
Is this a Revised Card? (Optional)
Card Title: (Required) Recognise Damage
Card Points: (Required) 1
Card Stats: (Required) None
Card Type and Timing: (Required) Witchcraft. Ace. 0/F. (Ind)
Card Text (Max 240 Characters) (Required)
Independent Card. Range 50 feet. Contest: 2d6+3 versus GM's 2d6. Success allows knowledge of types of damage one target has sustained, and if they are in danger of dying.
Why should this card be in the game: (Required)
Witches need to be able to deal with the correct issue when they go to help someone.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) Markharmon@Mac.com
Guild Number: (Optional) 1
Is this a Revised Card? (Optional)
Card Title: (Required) Recognise Damage
Card Points: (Required) 1
Card Stats: (Required) None
Card Type and Timing: (Required) Witchcraft. Ace. 0/F. (Ind)
Card Text (Max 240 Characters) (Required)
Independent Card. Range 50 feet. Contest: 2d6+3 versus GM's 2d6. Success allows knowledge of types of damage one target has sustained, and if they are in danger of dying.
Why should this card be in the game: (Required)
Witches need to be able to deal with the correct issue when they go to help someone.
I have read and accepted the Legal Stuff: (Required) yes
Mend Damage
01/08/10 23:27
Your Name: (Required) Mark Harmon
Your Email: (Optional) Marksmysteries@yahoo.com
Guild Number: (Optional) 1
Is this a Revised Card? (Optional)
Card Title: (Required) Mend Damage
Card Points: (Required) 3
Card Stats: (Required) None
Card Type and Timing: (Required) Witchcraft. Ace. 1/F
Card Text (Max 240 Characters) (Required)
Range is Touch. Heals 2d6+6 damage. Heals Poison, Disease, and Physical Damage.
Why should this card be in the game: (Required) Witches need a deep healing spell which can counter the natural effects of the world, like poison.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) Marksmysteries@yahoo.com
Guild Number: (Optional) 1
Is this a Revised Card? (Optional)
Card Title: (Required) Mend Damage
Card Points: (Required) 3
Card Stats: (Required) None
Card Type and Timing: (Required) Witchcraft. Ace. 1/F
Card Text (Max 240 Characters) (Required)
Range is Touch. Heals 2d6+6 damage. Heals Poison, Disease, and Physical Damage.
Why should this card be in the game: (Required) Witches need a deep healing spell which can counter the natural effects of the world, like poison.
I have read and accepted the Legal Stuff: (Required) yes
Combat Boots
01/08/10 21:19
Your Name: (Required) Mark Harmon
Your Email: (Optional) Marksmysteries@gmail.com
Guild Number: (Optional) 1
Is this a Revised Card? (Optional)
Card Title: (Required) Combat Boots
Card Points: (Required) 45 GP
Card Stats: (Required) STR+1*, CAP-1/2
Card Type and Timing: (Required) Item
Card Text (Max 240 Characters) (Required)
Combat Boots add STR only to kick type attacks. Movement is reduced by 1. May hold a Dagger, Throwing Star or Hunting Knife, etc. In the boot for no additional CAP. Requires 1 IND to safely remove when shifting.
Why should this card be in the game: (Required) An item that helps round out a characters gear.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) Marksmysteries@gmail.com
Guild Number: (Optional) 1
Is this a Revised Card? (Optional)
Card Title: (Required) Combat Boots
Card Points: (Required) 45 GP
Card Stats: (Required) STR+1*, CAP-1/2
Card Type and Timing: (Required) Item
Card Text (Max 240 Characters) (Required)
Combat Boots add STR only to kick type attacks. Movement is reduced by 1. May hold a Dagger, Throwing Star or Hunting Knife, etc. In the boot for no additional CAP. Requires 1 IND to safely remove when shifting.
Why should this card be in the game: (Required) An item that helps round out a characters gear.
I have read and accepted the Legal Stuff: (Required) yes
Sandals
01/08/10 21:18
Your Name: (Required) Mark Harmon
Your Email: (Optional) Mark@marksmysteries.com
Guild Number: (Optional) 1
Is this a Revised Card? (Optional)
Card Title: (Required) Sandals
Card Points: (Required) 10 GP
Card Stats: (Required) CAP -1/4
Card Type and Timing: (Required) Item
Card Text (Max 240 Characters) (Required)
Sandals protect the feet from stones, sticks and other rough ground. No penalty for removing when shifting.
Why should this card be in the game: (Required) When outfitting a character it would be nice to have footwear.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) Mark@marksmysteries.com
Guild Number: (Optional) 1
Is this a Revised Card? (Optional)
Card Title: (Required) Sandals
Card Points: (Required) 10 GP
Card Stats: (Required) CAP -1/4
Card Type and Timing: (Required) Item
Card Text (Max 240 Characters) (Required)
Sandals protect the feet from stones, sticks and other rough ground. No penalty for removing when shifting.
Why should this card be in the game: (Required) When outfitting a character it would be nice to have footwear.
I have read and accepted the Legal Stuff: (Required) yes
Belt
01/08/10 21:17
Your Name: (Required) Mark Harmon
Your Email: (Optional) Mark@marksmysteries.com
Guild Number: (Optional) 1
Is this a Revised Card? (Optional)
Card Title: (Required) Belt
Card Points: (Required) 12 GP
Card Stats: (Required) CAP -1/4
Card Type and Timing: (Required) Item
Card Text (Max 240 Characters) (Required)
A belt. You may attach up to four Coin Purses, Belt Pouches, Herbal Pouches and other appropriate items. All items hanging from a belt have their overall CAP halved. Requires 1 IND to remove safely when shifting.
Why should this card be in the game: (Required) Oddly enough the Belt is the Item from Crypt Crawl that I miss the most when I get back to DS.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) Mark@marksmysteries.com
Guild Number: (Optional) 1
Is this a Revised Card? (Optional)
Card Title: (Required) Belt
Card Points: (Required) 12 GP
Card Stats: (Required) CAP -1/4
Card Type and Timing: (Required) Item
Card Text (Max 240 Characters) (Required)
A belt. You may attach up to four Coin Purses, Belt Pouches, Herbal Pouches and other appropriate items. All items hanging from a belt have their overall CAP halved. Requires 1 IND to remove safely when shifting.
Why should this card be in the game: (Required) Oddly enough the Belt is the Item from Crypt Crawl that I miss the most when I get back to DS.
I have read and accepted the Legal Stuff: (Required) yes
Gliding Adaption
01/08/10 20:05
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional) yes
Card Title: (Required) Gliding Adaption
Card Points: (Required) 3cp
Card Stats: (Required) -1 SPD
Card Type and Timing: (Required) wererat ace 0/V (IND*)
Card Text (Max 240 Characters) (Required)
Play on shift or add/ drop as IND. Skin folds morph from front legs to rear forming Flying Squirrel wings allowing Rat to glide level or down at 2 footed speed for up to 5 minutes. Updrafts and wind effects per GM.
Why should this card be in the game: (Required) Another adaptation to the basic Rat forms. Allows gliding for escape and evasion, a theme I think is appropriate for the wererat. Same air-catching flaps would slow it down a bit...tradeoffs. This is not true flight, be a Skyrider for that, using the Wererat Augmentation. But Skyriders do ignore flight times, so they could soar subject to the GM controlled air currents...although there are Elementalists and their spells...
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional) yes
Card Title: (Required) Gliding Adaption
Card Points: (Required) 3cp
Card Stats: (Required) -1 SPD
Card Type and Timing: (Required) wererat ace 0/V (IND*)
Card Text (Max 240 Characters) (Required)
Play on shift or add/ drop as IND. Skin folds morph from front legs to rear forming Flying Squirrel wings allowing Rat to glide level or down at 2 footed speed for up to 5 minutes. Updrafts and wind effects per GM.
Why should this card be in the game: (Required) Another adaptation to the basic Rat forms. Allows gliding for escape and evasion, a theme I think is appropriate for the wererat. Same air-catching flaps would slow it down a bit...tradeoffs. This is not true flight, be a Skyrider for that, using the Wererat Augmentation. But Skyriders do ignore flight times, so they could soar subject to the GM controlled air currents...although there are Elementalists and their spells...
I have read and accepted the Legal Stuff: (Required) yes
squeeze by
30/07/10 19:34
Your Name: (Required) elizabeth legner
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) squeeze by
Card Points: (Required) 2
Card Stats: (Required) none
Card Type and Timing: (Required) wererat ace 0/f
Card Text (Max 240 Characters) (Required)
Use with movement in wererat forms to allow the character to pass through any opening she can get her head though or wiggle out of bindings. GM may require a roll for difficult situations.
Why should this card be in the game: (Required) Rats have flexible little bodies, the size of their skull is the only limit to what size space they can fit though. Using this a wererat could squeeze under closed doors, or wiggle out of tentacles. GMs could use this for any rat-based spawn as well.
"Sure, you can grab a rat. It's keeping hold of them that's the hard part."
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) squeeze by
Card Points: (Required) 2
Card Stats: (Required) none
Card Type and Timing: (Required) wererat ace 0/f
Card Text (Max 240 Characters) (Required)
Use with movement in wererat forms to allow the character to pass through any opening she can get her head though or wiggle out of bindings. GM may require a roll for difficult situations.
Why should this card be in the game: (Required) Rats have flexible little bodies, the size of their skull is the only limit to what size space they can fit though. Using this a wererat could squeeze under closed doors, or wiggle out of tentacles. GMs could use this for any rat-based spawn as well.
"Sure, you can grab a rat. It's keeping hold of them that's the hard part."
I have read and accepted the Legal Stuff: (Required) yes
Gnaw
30/07/10 19:32
Your Name: (Required) elizabeth legner
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) Gnaw
Card Points: (Required) 1
Card Stats: (Required) none
Card Type and Timing: (Required) vermite/wererat ace 1/*
Card Text (Max 240 Characters) (Required)
Play in vermite or wererat form to allow the user to chew through anything. GM determines how long it takes to gnaw through an item.
Why should this card be in the game: (Required)
Rats can chew though steel. Giant rats should be able to chew through just about anything. Useful for removing ropes or manacles from prisoners to let them escape, creating doors to squeeze though, decorative carvings...plenty of opportunity to be creative.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) el117999@yahoo.com
Guild Number: (Optional) 114
Is this a Revised Card? (Optional)
Card Title: (Required) Gnaw
Card Points: (Required) 1
Card Stats: (Required) none
Card Type and Timing: (Required) vermite/wererat ace 1/*
Card Text (Max 240 Characters) (Required)
Play in vermite or wererat form to allow the user to chew through anything. GM determines how long it takes to gnaw through an item.
Why should this card be in the game: (Required)
Rats can chew though steel. Giant rats should be able to chew through just about anything. Useful for removing ropes or manacles from prisoners to let them escape, creating doors to squeeze though, decorative carvings...plenty of opportunity to be creative.
I have read and accepted the Legal Stuff: (Required) yes
Courage
30/07/10 11:12
Your Name: (Required) Robert Thomas
Your Email: (Optional) Outlandbob@yahoo.com
Guild Number: (Optional) 130
Is this a Revised Card? (Optional)
Card Title: (Required) Courage
Card Points: (Required) 3
Card Stats: (Required) No changes
Card Type and Timing: (Required) Witchcraft Spell Ace 1/C
Card Text (Max 240 Characters) (Required)
Caster and target get a +WIS roll. Sucess, target rolls 1d6 and applies results listed:
1: Gains Bravery, add +1 to all rolls.
2-3: Gains Pride, add +1 initiative.
4-5: Gains Tenacity, +2 Initiative & +1 WIS.
6: Is Fanatic, add +2 to all rolls.
*Ed Note: Too Long.
Why should this card be in the game: (Required)
To complete the witchcraft spells having an opposite types. This card can counter a fear spell or prevent such spell from taking effect. Once it has counter the fear spell, both spells are dispelled. A contest roll must be done for it to work successfully. Courage is not so easily given to a person, but brings forth the hope and faith that all things can be accomplished. High WIS character will not benifit often from lesser Wisdom casters, because experience and logic can override hope and faith in situations. GM's can use the results to determine how much effect fear and courage have over each other. Example: Fear result of run away. Courage is succesful with a result of pride. Changes the fear to defense only. If the result was Bravery reduces the result to a -1 on all rolls, while fanatic will totally nullify the fear completely. Another example: Courage on the target is Bravery. A successful fear is cast on him and results
in -1 to all rolls. This negates the Bravery result down to Tenacity.
This just makes more work for the GM. The GM can just negate to make the results easier. The reason for 3 card points is the spell is harder than the fear spell. This also lets the witch have some dispelling capability with their school of magic.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) Outlandbob@yahoo.com
Guild Number: (Optional) 130
Is this a Revised Card? (Optional)
Card Title: (Required) Courage
Card Points: (Required) 3
Card Stats: (Required) No changes
Card Type and Timing: (Required) Witchcraft Spell Ace 1/C
Card Text (Max 240 Characters) (Required)
Caster and target get a +WIS roll. Sucess, target rolls 1d6 and applies results listed:
1: Gains Bravery, add +1 to all rolls.
2-3: Gains Pride, add +1 initiative.
4-5: Gains Tenacity, +2 Initiative & +1 WIS.
6: Is Fanatic, add +2 to all rolls.
*Ed Note: Too Long.
Why should this card be in the game: (Required)
To complete the witchcraft spells having an opposite types. This card can counter a fear spell or prevent such spell from taking effect. Once it has counter the fear spell, both spells are dispelled. A contest roll must be done for it to work successfully. Courage is not so easily given to a person, but brings forth the hope and faith that all things can be accomplished. High WIS character will not benifit often from lesser Wisdom casters, because experience and logic can override hope and faith in situations. GM's can use the results to determine how much effect fear and courage have over each other. Example: Fear result of run away. Courage is succesful with a result of pride. Changes the fear to defense only. If the result was Bravery reduces the result to a -1 on all rolls, while fanatic will totally nullify the fear completely. Another example: Courage on the target is Bravery. A successful fear is cast on him and results
in -1 to all rolls. This negates the Bravery result down to Tenacity.
This just makes more work for the GM. The GM can just negate to make the results easier. The reason for 3 card points is the spell is harder than the fear spell. This also lets the witch have some dispelling capability with their school of magic.
I have read and accepted the Legal Stuff: (Required) yes
Dash and Strike
24/07/10 20:06
Your Name: (Required) Robert Thomas
Your Email: (Optional) Outlandbob@yahoo.com
Guild Number: (Optional) 130
Is this a Revised Card? (Optional)
Card Title: (Required) Dash and Strike
Card Points: (Required) 4
Card Stats: (Required) No Change
Card Type and Timing: (Required) Universal Ace 1/F
Card Text (Max 240 Characters) (Required)
Play when targeted by a ranged attack. User immediately gets a 1d6+3 Defense roll and must move up to 1/2 movement to engage in melee combat. On your number, you may perform a melee attack. Can not use Duel type cards. Only one per round.
*Ed Note: Too Long.
Why should this card be in the game: (Required) This allows a melee combatant to close the gap into combat while minimizing a ranged attack against herself. The character must be able to reach an opponet and engage in melee combat. But the character will not be able to strike until her inititave is called. The defense roll is in place of the characters normal defense to allow this action to happen for game balance. I eliminated the duel type cards because it would give too much power to this card. If the opponet moves away from melee combat or is killed before the attack can be made, then the character is done for the round.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) Outlandbob@yahoo.com
Guild Number: (Optional) 130
Is this a Revised Card? (Optional)
Card Title: (Required) Dash and Strike
Card Points: (Required) 4
Card Stats: (Required) No Change
Card Type and Timing: (Required) Universal Ace 1/F
Card Text (Max 240 Characters) (Required)
Play when targeted by a ranged attack. User immediately gets a 1d6+3 Defense roll and must move up to 1/2 movement to engage in melee combat. On your number, you may perform a melee attack. Can not use Duel type cards. Only one per round.
*Ed Note: Too Long.
Why should this card be in the game: (Required) This allows a melee combatant to close the gap into combat while minimizing a ranged attack against herself. The character must be able to reach an opponet and engage in melee combat. But the character will not be able to strike until her inititave is called. The defense roll is in place of the characters normal defense to allow this action to happen for game balance. I eliminated the duel type cards because it would give too much power to this card. If the opponet moves away from melee combat or is killed before the attack can be made, then the character is done for the round.
I have read and accepted the Legal Stuff: (Required) yes
Evasion
24/07/10 20:06
Your Name: (Required) Robert Thomas
Your Email: (Optional) Outlandbob@yahoo.com
Guild Number: (Optional) 130
Is this a Revised Card? (Optional)
Card Title: (Required) Evasion
Card Points: (Required) 5
Card Stats: (Required) COR: * DEF: +1 SPD: *
Card Type and Timing: (Required) Universal Ace 1/R
Card Text (Max 240 Characters) (Required)
Allows moving character to evade all ranged attacks. Roll once for all ranged attacks. Add 2d6+(1/2 COR*)+(1/2 SPD*). No second movement or Duel type cards can be used. Ends immediately upon melee contact. *Round Down
Why should this card be in the game: (Required) Many encounters have started at long range, melee and short range needs time to close the gap with the enemy. Character must move to use this card which uses up the action. The rounding down of stats is needed to keep it in balance using both of them. The restricted card types are not needed because the character is not moving in a straight line to avoid the ranged attacks and all actions are focused upon reaching the enemy. The +1 DEF is the difficulty of the attacks to successfully damage the character presenting a difficult target.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) Outlandbob@yahoo.com
Guild Number: (Optional) 130
Is this a Revised Card? (Optional)
Card Title: (Required) Evasion
Card Points: (Required) 5
Card Stats: (Required) COR: * DEF: +1 SPD: *
Card Type and Timing: (Required) Universal Ace 1/R
Card Text (Max 240 Characters) (Required)
Allows moving character to evade all ranged attacks. Roll once for all ranged attacks. Add 2d6+(1/2 COR*)+(1/2 SPD*). No second movement or Duel type cards can be used. Ends immediately upon melee contact. *Round Down
Why should this card be in the game: (Required) Many encounters have started at long range, melee and short range needs time to close the gap with the enemy. Character must move to use this card which uses up the action. The rounding down of stats is needed to keep it in balance using both of them. The restricted card types are not needed because the character is not moving in a straight line to avoid the ranged attacks and all actions are focused upon reaching the enemy. The +1 DEF is the difficulty of the attacks to successfully damage the character presenting a difficult target.
I have read and accepted the Legal Stuff: (Required) yes
Zig-Zag
24/07/10 20:05
Your Name: (Required) Robert Thomas
Your Email: (Optional) Outlandbob@yahoo.com
Guild Number: (Optional) 130
Is this a Revised Card? (Optional)
Card Title: (Required) Zig-Zag
Card Points: (Required) 2
Card Stats: (Required) Cor: +1 SPD: +1
Card Type and Timing: (Required) Universal Ace 1/F
Card Text (Max 240 Characters) (Required)
Allows a dodge movement against a ranged attack. A success of 2d6+2+(1/2 SPD*)+(1/2 COR*) will allow the character to avoid the ranged attack. Can not be used if in melee combat. (* Rounded Down) "I should of zigged when I zagged." - Jack Morgan
*Ed Note: Too Long.
Why should this card be in the game: (Required) Ranged attacks have been unchecked for too long. Characters and Cast members have suffered from the ranged attacks of enemies while trying to engage in combat. Parry is an impressive feat but not for every PC/NPC. The PC/NPC must be aware of the ranged attack in order to avoid it. I used the 1/2 Stats rounded down for the reason of one is not the only one applied to accomplish this feat and it is not too easy to do. The rounded down stats were to reduce huge bonuses. For GM rulings, an unknown ranged attacks will strike like normal until the attacker is identified.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) Outlandbob@yahoo.com
Guild Number: (Optional) 130
Is this a Revised Card? (Optional)
Card Title: (Required) Zig-Zag
Card Points: (Required) 2
Card Stats: (Required) Cor: +1 SPD: +1
Card Type and Timing: (Required) Universal Ace 1/F
Card Text (Max 240 Characters) (Required)
Allows a dodge movement against a ranged attack. A success of 2d6+2+(1/2 SPD*)+(1/2 COR*) will allow the character to avoid the ranged attack. Can not be used if in melee combat. (* Rounded Down) "I should of zigged when I zagged." - Jack Morgan
*Ed Note: Too Long.
Why should this card be in the game: (Required) Ranged attacks have been unchecked for too long. Characters and Cast members have suffered from the ranged attacks of enemies while trying to engage in combat. Parry is an impressive feat but not for every PC/NPC. The PC/NPC must be aware of the ranged attack in order to avoid it. I used the 1/2 Stats rounded down for the reason of one is not the only one applied to accomplish this feat and it is not too easy to do. The rounded down stats were to reduce huge bonuses. For GM rulings, an unknown ranged attacks will strike like normal until the attacker is identified.
I have read and accepted the Legal Stuff: (Required) yes
Gauntlets of Stone
24/07/10 20:04
Your Name: (Required) Gordon Nichols
Your Email: (Optional)
Guild Number: (Optional) 129
Is this a Revised Card? (Optional)
Card Title: (Required) Gauntlets of Stone
Card Points: (Required) 6
Card Stats: (Required) +8 STR
Card Type and Timing: (Required) Gargoyle Ace 1/R
Card Text (Max 240 Characters) (Required)
Use when in a gargoyle form. Play to add +8 STR for one round.
Why should this card be in the game: (Required) This is also to address the marked fall-off of Gargoyle offensive capabilities once they reach intermediate and higher levels. Its meant to be used in the same fashion as Howling Frenzy, allowing a character with Dual Action and Hit Em Again to hit harder. It has no SPD adds, and uses this trade off for more damage, thus staying in line with previously published cards.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional)
Guild Number: (Optional) 129
Is this a Revised Card? (Optional)
Card Title: (Required) Gauntlets of Stone
Card Points: (Required) 6
Card Stats: (Required) +8 STR
Card Type and Timing: (Required) Gargoyle Ace 1/R
Card Text (Max 240 Characters) (Required)
Use when in a gargoyle form. Play to add +8 STR for one round.
Why should this card be in the game: (Required) This is also to address the marked fall-off of Gargoyle offensive capabilities once they reach intermediate and higher levels. Its meant to be used in the same fashion as Howling Frenzy, allowing a character with Dual Action and Hit Em Again to hit harder. It has no SPD adds, and uses this trade off for more damage, thus staying in line with previously published cards.
I have read and accepted the Legal Stuff: (Required) yes
Stone Spear
24/07/10 20:03
Your Name: (Required) Gordon Nichols
Your Email: (Optional)
Guild Number: (Optional) 129
Is this a Revised Card? (Optional)
Card Title: (Required) Stone Spear
Card Points: (Required) 6
Card Stats: (Required) +8 COR
Card Type and Timing: (Required) Gargoyle Ace 1/F
Card Text (Max 240 Characters) (Required)
Independent. Use in any form. The gargoyle hurls a stone, which turns into a spear, a weapon that adds +8 COR to a ranged attack. Stone Spears have a range of 200 ft. + 10 ft. per point of user’s COR.
Why should this card be in the game: (Required) This is simply a boosted form of the Stone Daggers, and suggested in an effort to address the Gargoyle's marked drop-off in offensive punch in comparison to other characters once they crest to 150 and greater points.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional)
Guild Number: (Optional) 129
Is this a Revised Card? (Optional)
Card Title: (Required) Stone Spear
Card Points: (Required) 6
Card Stats: (Required) +8 COR
Card Type and Timing: (Required) Gargoyle Ace 1/F
Card Text (Max 240 Characters) (Required)
Independent. Use in any form. The gargoyle hurls a stone, which turns into a spear, a weapon that adds +8 COR to a ranged attack. Stone Spears have a range of 200 ft. + 10 ft. per point of user’s COR.
Why should this card be in the game: (Required) This is simply a boosted form of the Stone Daggers, and suggested in an effort to address the Gargoyle's marked drop-off in offensive punch in comparison to other characters once they crest to 150 and greater points.
I have read and accepted the Legal Stuff: (Required) yes
Obsidian Skin
24/07/10 20:02
Your Name: (Required) Gordon Nichols
Your Email: (Optional)
Guild Number: (Optional) 129
Is this a Revised Card? (Optional)
Card Title: (Required) Obsidian Skin
Card Points: (Required) 7
Card Stats: (Required) +2 DEF
Card Type and Timing: (Required) Gargoyle Ace 0/C
Card Text (Max 240 Characters) (Required)
Played as an Independent on the character’s initiative, and may be used only in a Gargoyle form. Play to give this character 1d6+4 DEF versus spells, rituals, and other magical damage. Only one type of special skin may be in play at one time.
SPECIAL: +2 to all Stealth rolls
*Ed Note: Too Long.
Why should this card be in the game: (Required) To help mitigate gargoyles' innate weak defences vs. magic which Amethyst Skin simply doesn't help with. The bonus to stealth is to help with their low COR rolls to hide, which is contrary to the gargoyle legends.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional)
Guild Number: (Optional) 129
Is this a Revised Card? (Optional)
Card Title: (Required) Obsidian Skin
Card Points: (Required) 7
Card Stats: (Required) +2 DEF
Card Type and Timing: (Required) Gargoyle Ace 0/C
Card Text (Max 240 Characters) (Required)
Played as an Independent on the character’s initiative, and may be used only in a Gargoyle form. Play to give this character 1d6+4 DEF versus spells, rituals, and other magical damage. Only one type of special skin may be in play at one time.
SPECIAL: +2 to all Stealth rolls
*Ed Note: Too Long.
Why should this card be in the game: (Required) To help mitigate gargoyles' innate weak defences vs. magic which Amethyst Skin simply doesn't help with. The bonus to stealth is to help with their low COR rolls to hide, which is contrary to the gargoyle legends.
I have read and accepted the Legal Stuff: (Required) yes
Underground Prowess
24/07/10 20:01
Your Name: (Required) Gordon Nichols
Your Email: (Optional)
Guild Number: (Optional) 129
Is this a Revised Card? (Optional)
Card Title: (Required) Underground Prowess
Card Points: (Required) 1
Card Stats: (Required) None
Card Type and Timing: (Required) Vermite/ Dwarf 1/*
Card Text (Max 240 Characters) (Required)
Play while in caves, caverns or other underground settings. User adds +2 to all non-combat rolls until she leaves underground environment.
Why should this card be in the game: (Required) This fills in the void not covered by Mountain Prowess, and fits the Vermites as presented. Would be used by dedicated spelunkers, certain Dwarf clans, tunnel fighters, and Vermites (and I know a certain Vermite Gargoyle whom would likely use it)
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional)
Guild Number: (Optional) 129
Is this a Revised Card? (Optional)
Card Title: (Required) Underground Prowess
Card Points: (Required) 1
Card Stats: (Required) None
Card Type and Timing: (Required) Vermite/ Dwarf 1/*
Card Text (Max 240 Characters) (Required)
Play while in caves, caverns or other underground settings. User adds +2 to all non-combat rolls until she leaves underground environment.
Why should this card be in the game: (Required) This fills in the void not covered by Mountain Prowess, and fits the Vermites as presented. Would be used by dedicated spelunkers, certain Dwarf clans, tunnel fighters, and Vermites (and I know a certain Vermite Gargoyle whom would likely use it)
I have read and accepted the Legal Stuff: (Required) yes
Urban Prowess
24/07/10 20:00
Your Name: (Required) Gordon Nichols
Your Email: (Optional)
Guild Number: (Optional) 129
Is this a Revised Card? (Optional)
Card Title: (Required) Urban Prowess
Card Points: (Required) 1
Card Stats: (Required) None
Card Type and Timing: (Required) Vermite/ Human Ace 1/*
Card Text (Max 240 Characters) (Required)
Play while the user is in a village, town or city. User adds +2 to all non-combat rolls until she leaves urban environment.
Why should this card be in the game: (Required) This card would be carried by characters whom are dedicated city dwellers, and simply isn't covered by the Scavenger cards.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional)
Guild Number: (Optional) 129
Is this a Revised Card? (Optional)
Card Title: (Required) Urban Prowess
Card Points: (Required) 1
Card Stats: (Required) None
Card Type and Timing: (Required) Vermite/ Human Ace 1/*
Card Text (Max 240 Characters) (Required)
Play while the user is in a village, town or city. User adds +2 to all non-combat rolls until she leaves urban environment.
Why should this card be in the game: (Required) This card would be carried by characters whom are dedicated city dwellers, and simply isn't covered by the Scavenger cards.
I have read and accepted the Legal Stuff: (Required) yes
Prehensile Tail
24/07/10 19:59
Your Name: (Required) Gordon Nichols
Your Email: (Optional)
Guild Number: (Optional) 129
Is this a Revised Card? (Optional)
Card Title: (Required) Prehensile Tail
Card Points: (Required) 4
Card Stats: (Required) +1 CAP
Card Type and Timing: (Required) Vermite/ Wererat Anchor
Card Text (Max 240 Characters) (Required)
This character’s tail can be used as a third arm. Assume it is strong enough to support the character’s own weight, and supple enough for tasks requiring fine manipulation.
Why should this card be in the game: (Required) This has been suggested by others time & again, and I think this version is as simple as it can get. The improvement in CAP is simply because an extra arm can carry additional stuff. As Wererats will never get big forms, then its logical that they can simply make better use of what they already have.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional)
Guild Number: (Optional) 129
Is this a Revised Card? (Optional)
Card Title: (Required) Prehensile Tail
Card Points: (Required) 4
Card Stats: (Required) +1 CAP
Card Type and Timing: (Required) Vermite/ Wererat Anchor
Card Text (Max 240 Characters) (Required)
This character’s tail can be used as a third arm. Assume it is strong enough to support the character’s own weight, and supple enough for tasks requiring fine manipulation.
Why should this card be in the game: (Required) This has been suggested by others time & again, and I think this version is as simple as it can get. The improvement in CAP is simply because an extra arm can carry additional stuff. As Wererats will never get big forms, then its logical that they can simply make better use of what they already have.
I have read and accepted the Legal Stuff: (Required) yes
Going to Ground
24/07/10 19:58
Your Name: (Required) Gordon Nichols
Your Email: (Optional)
Guild Number: (Optional) 129
Is this a Revised Card? (Optional)
Card Title: (Required) Going to Ground
Card Points: (Required) 2
Card Stats: (Required) +2 COR
Card Type and Timing: (Required) Wererat 1/C
Card Text (Max 240 Characters) (Required)
Independent. Use in any form. Experience has taught Wererats the best way to survive is to hide. Play to add +2 to any Stealth or Hide In Cover rolls.
"Hey? Where'd he go? He was right there!"
Why should this card be in the game: (Required) The idea here is that Wererats survive by hiding, as is supported by other Wererat card text.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional)
Guild Number: (Optional) 129
Is this a Revised Card? (Optional)
Card Title: (Required) Going to Ground
Card Points: (Required) 2
Card Stats: (Required) +2 COR
Card Type and Timing: (Required) Wererat 1/C
Card Text (Max 240 Characters) (Required)
Independent. Use in any form. Experience has taught Wererats the best way to survive is to hide. Play to add +2 to any Stealth or Hide In Cover rolls.
"Hey? Where'd he go? He was right there!"
Why should this card be in the game: (Required) The idea here is that Wererats survive by hiding, as is supported by other Wererat card text.
I have read and accepted the Legal Stuff: (Required) yes
Wererat Dodge
24/07/10 19:57
Your Name: (Required) Gordon Nichols
Your Email: (Optional)
Guild Number: (Optional) 129
Is this a Revised Card? (Optional)
Card Title: (Required) Wererat Dodge
Card Points: (Required) 3
Card Stats: (Required) +2 SPD
Card Type and Timing: (Required) Wererat/Vermite Ace 0/F Independent
Card Text (Max 240 Characters) (Required)
Independent. Use in any form. Play to give an immediate Dodge action, in addition to the character’s normal movement this round. User adds +2 SPD for purposes of Dodging. No more than two Wererat Dodges may be played per round.
*Ed Note: Too Long.
Why should this card be in the game: (Required) This would allow a Wererat or Vermite an extra dodge. Note its not an extra movement, ala Tigrean Reflexes, so it cannot be connected up with such things as Crushing Blows and the like.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional)
Guild Number: (Optional) 129
Is this a Revised Card? (Optional)
Card Title: (Required) Wererat Dodge
Card Points: (Required) 3
Card Stats: (Required) +2 SPD
Card Type and Timing: (Required) Wererat/Vermite Ace 0/F Independent
Card Text (Max 240 Characters) (Required)
Independent. Use in any form. Play to give an immediate Dodge action, in addition to the character’s normal movement this round. User adds +2 SPD for purposes of Dodging. No more than two Wererat Dodges may be played per round.
*Ed Note: Too Long.
Why should this card be in the game: (Required) This would allow a Wererat or Vermite an extra dodge. Note its not an extra movement, ala Tigrean Reflexes, so it cannot be connected up with such things as Crushing Blows and the like.
I have read and accepted the Legal Stuff: (Required) yes
Air Strike
24/07/10 12:08
Your Name: (Required) Robert Thomas
Your Email: (Optional) Outlandbob@yahoo.com
Guild Number: (Optional) 130
Is this a Revised Card? (Optional)
Card Title: (Required) Air Strike
Card Points: (Required) 5
Card Stats: (Required) SPD: +2
Card Type and Timing: (Required) Pegasus Ace 1/F
Card Text (Max 240 Characters) (Required)
Use in flight only. Allows the pegasus to move up to 1/2 its movement to an opponet. Make 1 attack and move the remaining movement away. Defender may attempt to block the pegasus from leaving at -3 contest. Cannot be used with Duel Strike or Duel Action.
*Ed Note: Too Long.
Why should this card be in the game: (Required) This will allow the pegasus to make full use of it's greatest asset, which is flight. This will make the pegasus more useful in it's "horse fight". The need for the pegasus to engage the enemy in melee strikes and moveing back out is a natural part of the ability. I choose only a stat of +2 SPD for the reason of using other pegasus cards to help in the use. The pegasus has been needing another type of ace to join it into the fight similar to the Dragon's Crushing Blow, but not using body weight to hurt the opponet.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) Outlandbob@yahoo.com
Guild Number: (Optional) 130
Is this a Revised Card? (Optional)
Card Title: (Required) Air Strike
Card Points: (Required) 5
Card Stats: (Required) SPD: +2
Card Type and Timing: (Required) Pegasus Ace 1/F
Card Text (Max 240 Characters) (Required)
Use in flight only. Allows the pegasus to move up to 1/2 its movement to an opponet. Make 1 attack and move the remaining movement away. Defender may attempt to block the pegasus from leaving at -3 contest. Cannot be used with Duel Strike or Duel Action.
*Ed Note: Too Long.
Why should this card be in the game: (Required) This will allow the pegasus to make full use of it's greatest asset, which is flight. This will make the pegasus more useful in it's "horse fight". The need for the pegasus to engage the enemy in melee strikes and moveing back out is a natural part of the ability. I choose only a stat of +2 SPD for the reason of using other pegasus cards to help in the use. The pegasus has been needing another type of ace to join it into the fight similar to the Dragon's Crushing Blow, but not using body weight to hurt the opponet.
I have read and accepted the Legal Stuff: (Required) yes
Water Gait
24/07/10 12:07
Your Name: (Required) Robert Thomas
Your Email: (Optional) Outlandbob@yahoo.com
Guild Number: (Optional) 130
Is this a Revised Card? (Optional)
Card Title: (Required) Water Gait
Card Points: (Required) 4
Card Stats: (Required) No Change
Card Type and Timing: (Required) Unicorn Ace 1/R/ 2 Ind
Card Text (Max 240 Characters) (Required)
Independant Card. Use in any Hooved form. Use of 2 Independants, the unicorn is able to walk on water like it was ground. If unicorn wishes not to move on the water, it cost 2 additional Independants.
Why should this card be in the game: (Required) This unique ability should be added to the unicorn arsenal to give them the ability to cross water in nature in a quick and easy method. It is a way to expand the unicorn's movement direction. They can be attacked by water creatures that surface. This gives a new dimension to the game play in movement.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) Outlandbob@yahoo.com
Guild Number: (Optional) 130
Is this a Revised Card? (Optional)
Card Title: (Required) Water Gait
Card Points: (Required) 4
Card Stats: (Required) No Change
Card Type and Timing: (Required) Unicorn Ace 1/R/ 2 Ind
Card Text (Max 240 Characters) (Required)
Independant Card. Use in any Hooved form. Use of 2 Independants, the unicorn is able to walk on water like it was ground. If unicorn wishes not to move on the water, it cost 2 additional Independants.
Why should this card be in the game: (Required) This unique ability should be added to the unicorn arsenal to give them the ability to cross water in nature in a quick and easy method. It is a way to expand the unicorn's movement direction. They can be attacked by water creatures that surface. This gives a new dimension to the game play in movement.
I have read and accepted the Legal Stuff: (Required) yes
Blend Into Nature
24/07/10 12:06
Your Name: (Required) Robert Thomas
Your Email: (Optional) outlandbob@yahoo.com
Guild Number: (Optional) 130
Is this a Revised Card? (Optional)
Card Title: (Required) Blend Into Nature
Card Points: (Required) 6
Card Stats: (Required) STR: -4 SPD: -4
Card Type and Timing: (Required) Unicorn Ace 1/V
Card Text (Max 240 Characters) (Required)
Useable in Unicorn Forms. Only one Blend may be in play at a time. Once Blended, a unicorn is +6 to all contest to be seen, heard, smelled, or detected. A bonus of +2 in Pristine or -3 in Warp terrain. If veiwed less than 50ft, a -3 is applied.
*Ed Note: Too Long?
Why should this card be in the game: (Required) The unicorn has been known through time to disapper in the wild of nature. This has helped them to survive from many wild animals that they did not wish to harm. It has also allowed them to hide from enemies as well. This is similar to the Dragon's Shroud ability. Unicorns needed to use it to prevent the early elven Necros from wiping all the unicorns out completely. This is used alot by unicorns to protect their areas from intruders while watching them. This an improved hide ability of the unicorn in the outdoors but not around structures such as dungeons, towns, buildings, etc.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) outlandbob@yahoo.com
Guild Number: (Optional) 130
Is this a Revised Card? (Optional)
Card Title: (Required) Blend Into Nature
Card Points: (Required) 6
Card Stats: (Required) STR: -4 SPD: -4
Card Type and Timing: (Required) Unicorn Ace 1/V
Card Text (Max 240 Characters) (Required)
Useable in Unicorn Forms. Only one Blend may be in play at a time. Once Blended, a unicorn is +6 to all contest to be seen, heard, smelled, or detected. A bonus of +2 in Pristine or -3 in Warp terrain. If veiwed less than 50ft, a -3 is applied.
*Ed Note: Too Long?
Why should this card be in the game: (Required) The unicorn has been known through time to disapper in the wild of nature. This has helped them to survive from many wild animals that they did not wish to harm. It has also allowed them to hide from enemies as well. This is similar to the Dragon's Shroud ability. Unicorns needed to use it to prevent the early elven Necros from wiping all the unicorns out completely. This is used alot by unicorns to protect their areas from intruders while watching them. This an improved hide ability of the unicorn in the outdoors but not around structures such as dungeons, towns, buildings, etc.
I have read and accepted the Legal Stuff: (Required) yes
Blowgun Bandolier
24/07/10 12:05
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Blowgun Bandolier
Card Points: (Required) 250gp
Card Stats: (Required) all +0 cap -1
Card Type and Timing: (Required) item gear dart belt
Card Text (Max 240 Characters) (Required)
The magic pouch shifts with the wearer and holds 1 blowgun and 20 nicely separated darts. It requires an independent action to get a dart out and load it into a blowgun.
Why should this card be in the game: (Required) Well, if you are a wererat with Cleaver Paws you want one as soon as you can find one...
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Blowgun Bandolier
Card Points: (Required) 250gp
Card Stats: (Required) all +0 cap -1
Card Type and Timing: (Required) item gear dart belt
Card Text (Max 240 Characters) (Required)
The magic pouch shifts with the wearer and holds 1 blowgun and 20 nicely separated darts. It requires an independent action to get a dart out and load it into a blowgun.
Why should this card be in the game: (Required) Well, if you are a wererat with Cleaver Paws you want one as soon as you can find one...
I have read and accepted the Legal Stuff: (Required) yes
The Equilizer
21/07/10 22:03
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) The Equilizer
Card Points: (Required) 1000gp
Card Stats: (Required) STR +1 COR +1 CAP 1/4
Card Type and Timing: (Required) item
Card Text (Max 240 Characters) (Required)
This magic clawed cestus has a blowgun in the grip that holds dart secure in melee. It holds a One Good Shot and a Tigrean Savagry usable by wearer that refresh at dusk. Shifts with wearer. Counts as unarmed. Easy to conceal.
Why should this card be in the game: (Required)
"Say hello to my little friend..." ;-) To do what it says, of course. The Azuremane's Bow of blowguns. This and the non-magical version are the thieves concealable weapon. The claws extend from the knuckle loops and make the Tigrean Savagry 'work'.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) The Equilizer
Card Points: (Required) 1000gp
Card Stats: (Required) STR +1 COR +1 CAP 1/4
Card Type and Timing: (Required) item
Card Text (Max 240 Characters) (Required)
This magic clawed cestus has a blowgun in the grip that holds dart secure in melee. It holds a One Good Shot and a Tigrean Savagry usable by wearer that refresh at dusk. Shifts with wearer. Counts as unarmed. Easy to conceal.
Why should this card be in the game: (Required)
"Say hello to my little friend..." ;-) To do what it says, of course. The Azuremane's Bow of blowguns. This and the non-magical version are the thieves concealable weapon. The claws extend from the knuckle loops and make the Tigrean Savagry 'work'.
I have read and accepted the Legal Stuff: (Required) yes
Arrested Evolution
21/07/10 19:42
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Arrested Evolution
Card Points: (Required) +3 (flaw)
Card Stats: (Required) all +0
Card Type and Timing: (Required) Latent Shifter Flaw 0/V
Card Text (Max 240 Characters) (Required)
Something went wrong when the Blood awoke. This shifter only gains Bloodkin aces until flaw is removed by reaching 50cp and taking a Bloodline, Bloodkin Evolution and Form Affinity. PC then becomes a full shifter.
Why should this card be in the game: (Required)
"And now for something completely different..."
This started as a warp feature for a story npc and, as usual, grew in the thinking...
I think it would be a fun varient. The idea allows one to play a shifting character from the beginning but not have to commit to a specfic shifter race until one wants to. It might be a good choice for beginning characters for that very reason. I wanted to add wording to the effect of 'GM may waive the Form Affinity requirement for new players' since that does commit one to a certain development path and commits a boon slot, but of couse I ran out of characters. Not sure about the cp add...this is limiting but not nearly so much as Denial. I made it more difficult to remove in part to justify any cp add at all. And I like the aspect of this character needing to master shifting to remove the flaw. And the redefining of the Form Enhancement aces as Bloodkin aces may make this better for Rogues.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Arrested Evolution
Card Points: (Required) +3 (flaw)
Card Stats: (Required) all +0
Card Type and Timing: (Required) Latent Shifter Flaw 0/V
Card Text (Max 240 Characters) (Required)
Something went wrong when the Blood awoke. This shifter only gains Bloodkin aces until flaw is removed by reaching 50cp and taking a Bloodline, Bloodkin Evolution and Form Affinity. PC then becomes a full shifter.
Why should this card be in the game: (Required)
"And now for something completely different..."
This started as a warp feature for a story npc and, as usual, grew in the thinking...
I think it would be a fun varient. The idea allows one to play a shifting character from the beginning but not have to commit to a specfic shifter race until one wants to. It might be a good choice for beginning characters for that very reason. I wanted to add wording to the effect of 'GM may waive the Form Affinity requirement for new players' since that does commit one to a certain development path and commits a boon slot, but of couse I ran out of characters. Not sure about the cp add...this is limiting but not nearly so much as Denial. I made it more difficult to remove in part to justify any cp add at all. And I like the aspect of this character needing to master shifting to remove the flaw. And the redefining of the Form Enhancement aces as Bloodkin aces may make this better for Rogues.
I have read and accepted the Legal Stuff: (Required) yes
Clever Paws
21/07/10 19:41
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional) yes
Card Title: (Required) Clever Paws Modification
Card Points: (Required) 3cp
Card Stats: (Required) all +0
Card Type and Timing: (Required) wererat ace 0/V
Card Text (Max 240 Characters) (Required)
IPlay on shift. Drains with form. Allows Rats to use blowguns & daggers in form. Giant Rats may add all other weapons but these require both forepaws. Limits to 2 footed speed. Increases risk of being mistaken for warpspawn.
Why should this card be in the game: (Required)
My favorite visual for this is Reepicheep in The Chronicals of Narnia, but I began by wanting to get blowguns in the paws of Rats because it's the way sneaky cowardly puny folks with any sense would fight. Rats can handle items...the card even shows this. And then it grew...And weapons are an equalizer of sorts for them what insist that every character type should be able to fight...even little vermite wererats. Folks like my son...
I originally proposed a half-rat form for this role, but it got lost in electronic oblivion and I like this modular wererat approach better. Kinda what the rodents did in evolving...modified basic designs. This collection has three sizes of the same basic design that can be modifed by various stacks. Semi-customized wererat form for most occasions. And open ended...
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional) yes
Card Title: (Required) Clever Paws Modification
Card Points: (Required) 3cp
Card Stats: (Required) all +0
Card Type and Timing: (Required) wererat ace 0/V
Card Text (Max 240 Characters) (Required)
IPlay on shift. Drains with form. Allows Rats to use blowguns & daggers in form. Giant Rats may add all other weapons but these require both forepaws. Limits to 2 footed speed. Increases risk of being mistaken for warpspawn.
Why should this card be in the game: (Required)
My favorite visual for this is Reepicheep in The Chronicals of Narnia, but I began by wanting to get blowguns in the paws of Rats because it's the way sneaky cowardly puny folks with any sense would fight. Rats can handle items...the card even shows this. And then it grew...And weapons are an equalizer of sorts for them what insist that every character type should be able to fight...even little vermite wererats. Folks like my son...
I originally proposed a half-rat form for this role, but it got lost in electronic oblivion and I like this modular wererat approach better. Kinda what the rodents did in evolving...modified basic designs. This collection has three sizes of the same basic design that can be modifed by various stacks. Semi-customized wererat form for most occasions. And open ended...
I have read and accepted the Legal Stuff: (Required) yes
Mouse form
21/07/10 19:37
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Mouse form
Card Points: (Required) 2cp
Card Stats: (Required) STR-10 DEF+4* CAP*
Card Type and Timing: (Required) wererat ace 0/V (IND)
Card Text (Max 240 Characters) (Required)
A tiny form; hard to hit & see. Gains +4DEF that doesn't reduce damage & +6 to stealth. Covers only 1/4 usual distance/round. Speaks only rat chitter. May not use or carry items over 1/4CAP except for magic items shifting with wearer.
Why should this card be in the game: (Required)
"Now I have you, you dirty little...huh?" The brigand found himself holding an empty cloak...the vermite within was nowhere to be seen. He failed to notice the tiny bump moving across the edge of the cloak laying on the tall grass...
Comments from Elizabeth on the prior blog inspired this one. Sneaky little wererats...an infiltration and last ditch escape and evasion form. Being tiny has trade-offs.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) Mouse form
Card Points: (Required) 2cp
Card Stats: (Required) STR-10 DEF+4* CAP*
Card Type and Timing: (Required) wererat ace 0/V (IND)
Card Text (Max 240 Characters) (Required)
A tiny form; hard to hit & see. Gains +4DEF that doesn't reduce damage & +6 to stealth. Covers only 1/4 usual distance/round. Speaks only rat chitter. May not use or carry items over 1/4CAP except for magic items shifting with wearer.
Why should this card be in the game: (Required)
"Now I have you, you dirty little...huh?" The brigand found himself holding an empty cloak...the vermite within was nowhere to be seen. He failed to notice the tiny bump moving across the edge of the cloak laying on the tall grass...
Comments from Elizabeth on the prior blog inspired this one. Sneaky little wererats...an infiltration and last ditch escape and evasion form. Being tiny has trade-offs.
I have read and accepted the Legal Stuff: (Required) yes
A Flick of the Tail
21/07/10 16:04
Your Name: (Required) mike houk
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) A Flick of the Tail
Card Points: (Required) 1
Card Stats: (Required) all +0
Card Type and Timing: (Required) vermite ace 0/F (IND)
Card Text (Max 240 Characters) (Required)
Success on +SPD+COR vs target's perception allows the vermit's tail to covertly flick target to create a distraction the vermite may exploit if GM agrees. GM sets any bonus. Be creative. May use in Rat forms.
Why should this card be in the game: (Required)
The merchant swatted at his thigh, as it felt like an insect had landed there. He turned back to continue his lecturing of the little vermite begger on the errors of her ways...but she was nowhere to be seen...and his purse was empty...
A roleplaying card, but if someone came up with a creative way to use it in combat I just might give it to them. Hey, vermites have had rat-like tails as long as they could think. They just ought to have figured out sneaky ways to use them.
I have read and accepted the Legal Stuff: (Required) yes
Your Email: (Optional) 2mihailis@gmail.com
Guild Number: (Optional) 134
Is this a Revised Card? (Optional)
Card Title: (Required) A Flick of the Tail
Card Points: (Required) 1
Card Stats: (Required) all +0
Card Type and Timing: (Required) vermite ace 0/F (IND)
Card Text (Max 240 Characters) (Required)
Success on +SPD+COR vs target's perception allows the vermit's tail to covertly flick target to create a distraction the vermite may exploit if GM agrees. GM sets any bonus. Be creative. May use in Rat forms.
Why should this card be in the game: (Required)
The merchant swatted at his thigh, as it felt like an insect had landed there. He turned back to continue his lecturing of the little vermite begger on the errors of her ways...but she was nowhere to be seen...and his purse was empty...
A roleplaying card, but if someone came up with a creative way to use it in combat I just might give it to them. Hey, vermites have had rat-like tails as long as they could think. They just ought to have figured out sneaky ways to use them.
I have read and accepted the Legal Stuff: (Required) yes
Coin Purse
14/07/10 11:41
Guild #: 134
Your Name: Mike Houk
Your Email: 2mihailis@gmail.com
Card Title: Coin Purse
Card Points: 20 gp.
STR: 0
COR: 0
DEF: 0
SPD: 0
WIS: 0
HP: 0
CAP: 1/2
Card Type and Timing: Item
Card Rules (Limited to 240 characters): This purse holds 4 cap of coins, gems, rings, and other small items less than 1/4cap. It can be stored full in other containers. Requires an action to insert or remove up to a handful of items. May dump contents with a movement.
Notes you need to mention: Just the thing to stash some cash. Nothing magical about it. Based on the idea of the small item sack in that essay on capacity from the old website. I always rather liked that essay for the most part and use a slightly modified version in my home campaign. It will pretty much allow folks to keep their treasures with them. Also makes a rich target for pickpockets.
Your Name: Mike Houk
Your Email: 2mihailis@gmail.com
Card Title: Coin Purse
Card Points: 20 gp.
STR: 0
COR: 0
DEF: 0
SPD: 0
WIS: 0
HP: 0
CAP: 1/2
Card Type and Timing: Item
Card Rules (Limited to 240 characters): This purse holds 4 cap of coins, gems, rings, and other small items less than 1/4cap. It can be stored full in other containers. Requires an action to insert or remove up to a handful of items. May dump contents with a movement.
Notes you need to mention: Just the thing to stash some cash. Nothing magical about it. Based on the idea of the small item sack in that essay on capacity from the old website. I always rather liked that essay for the most part and use a slightly modified version in my home campaign. It will pretty much allow folks to keep their treasures with them. Also makes a rich target for pickpockets.