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My Character Card Concept Posted on: February 18, 2011, at 10:59:50am Here is how the Character Cards are going to be conducted. I'll use mine as an example. My character is a commander knight who has the ability to have other knights fight WITH him. their bonus will count towards his. Commander Forcas Warrior Normal and Dark Power 1: pay 10 mana to search for a card with the name 'warrior' in your deck and put it on the field instead of drawing an experience card. Power 2: Roll a die, that many warrior monsters can interfere in any one combat. Essentially, all character cards are different, this is just the style that I play when I play card games The Deck: - I kind of want the deck to be 50 cards - there is a difference between Power and Ability, powers are PART of the character card, while abilities can be drawn from your deck. Every character has 6 abilities in the deck and only 3 can be equipped at any one time. - Spells are going to be a part of the deck, with each taking mana to be used. Abilities: 6 Ability 1: United We Stand - all warriors on the field (including you) get + 1 - If 4 of more warriors are on the field (not including you), everyone (including you) get + 2 Ability 2: Call to Arms - Roll a die, for this turn (until your next turn) all Warriors bonuses will be, depending on what you roll: 1 & 3: Bonus stays the same 2 & 4: Bonus of all warriors double 3 & 6: Bonus of all warriors triple Ability 3: Paradigm (Dark Spell) - 50 mana. Roll a die, in that many turns, it's now your turn again. Ability 4: Ability 5: Dark Power (Dark Spell) - Increase your mana by 30. Ability 6: You got the Power - Anytime you draw a Warrior Card, draw an additional card from your experience deck (searching for a warrior doesn't count as drawing) Spells: 20 5 x De-Spell - eliminates any 1 spell 3 x Earthquake (Earth Spell) - + 10 in any combat to either side (monster or player) 2 x Armoury - Pay 20 mana to search for any weapon in the deck 2 x Find a Fallen Commrad - Pay 20 mana to grab any warrior in the discard and put it in your hand 2 x Barrier Shield - pay 20 mana - any power is deflected and automatically given to another player 2 x Heal (Light Spell) - 20 mana heals 10/20 HP 1 x Hidden Treasure - Draw two experience cards from your deck 1 x Pain (Dark Spell) - pay 30 mana and deal as much damage for the amount of health you have lost 1 x New Battle Plan - Pay 10 mana to discard your hand and draw that many cards from your experience deck. 1 x Warriors: 9 - all can hold one weapon (unless stated otherwise) - only 1 can be played per turn - Warriors have 5 health to add to player's original health 1. Blue Warrior - Water No Bonus 2. Red Warrior - Fire No Bonus 3. Green Warrior - Earth No Bonus 4. Yellow Warrior - Wind No Bonus 5. Black Warrior - Dark No Bonus 6. White Warrior - Light No Bonus 7. Ninja Warrior - Earth No Bonus - can hold two weapons 8. Beserker Warrior - Fire No Bonus - any weapon placed on him is doubled 9. The Captain - Normal No Bonus - if this card is played, you can immediately search for a 'warrior' card and put it in your hand Weapons: 15 1. The Golden Sword - Wind + 4 - The ability only applies on a character card, if the player destroys a monster they can draw an extra experience card. 2. Poisoned Blade - Earth + 2 - if used on another player, that player is now poisoned 3. Electric Hammer - Wind + 2 - if used on another player, that player rolls a die on a 5 or 6 that player is stunned. 4. Long Sword - Normal + 3 5. Throwing Axe - Normal + 2 - 2 Throwing axes can be carried instead of one 6. Throwing Axe - Normal + 2 - 2 Throwing axes can be carried instead of one 7. Spear - Normal + 3 8. Blue Axe - Water + 3 9. Mace - Normal + 2 10. Buckler - Normal + 1 - + 10 to armour - if character is holding 1 weapon or more this can be equipped for free 11. Battle Standard - Dark + 3 - can only be equipped on a Warrior card: they cannot be destroyed unless this card is removed first. 12. Heavy Armour - Normal + 3 - + 15 to armour 13. Blazing Shield and Sword - Fire + 4 - + 5 to armour - Immune from being burned 14. Holy Sword - Light + 3 - discard 2 card and roll a die, 4+ gain 10 health 15. The Warhammer - Normal + 4 |