[CotEotM] Reward Card brainstorm

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JigokuBosatsu
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[CotEotM] Reward Card brainstorm

Post by JigokuBosatsu »

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In a previous thread, I believe it was Red Archon who suggested reward cards for this effort. I wholeheartedly agree. I'm starting to come up with scads of these, but thought I would see if anyone wanted to contribute some ideas for what could go on these cards... one-shot powers, temporary abilities, etc.
Last edited by JigokuBosatsu on Mon Feb 18, 2013 6:26 pm, edited 1 time in total.
Omegonthesane wrote:a glass armonica which causes a target city to have horrific nightmares that prevent sleep
JigokuBosatsu wrote:so a regular glass armonica?
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Red_Rob
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Post by Red_Rob »

Well, being designed for younger players you want things that are punchy, without too many memory issues, and with the potential for big results. Random, short term, swingy bonuses are what I'd go for. Perhaps some that you can save and use as a 'gotcha' later. Love the art by the way, Napoleonic Orcs are cool.
Simplified Tome Armor.

Tome item system and expanded Wish Economy rules.

Try our fantasy card game Clash of Nations! Available via Print on Demand.

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OgreBattle
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Post by OgreBattle »

Here are some effects from Pokemon, which is quick to grasp



attack/defense/speed up

Poison Point: physical attacks against you may poison the attacker

Flame body: same as poison, but with burns

Defog: remove any stat change effects

Spikes: Opponents take damage when entering the battlefield (switching in)

Flinch: lose next turn

Protect: the next attack that hits you is nullified

Endure: the next hit can only reduce you to 1hp at most

Mold Breaker: Your attacks cannot be reduced in damage

Balloon: ground attacks cannot hit you, it pops when you are hit

Drain: You are restored hitpoints

Reflect/Lightscreen: attacks do 1/2 damage to you

Yawn: if opponent doesnt retreat, they fall asleep on their following action

Fakeout: only usable as first turn move, cause opponent to flinch

Swift: attack cannot miss

Substitute: lose 25% hp to create a shield with same HP's, any spill over damage from that doesnt hurt you. Good for tanking a really killer hit, also protects you from status effects

Safeguard: protect yourself from status changes

Wish: heal 1/2 hp next turn

Metronome: use a random attack

Fly: turn 1 you fly high into the air and avoid attacks, turn 2 you attack

U-Turn: make an attack and switch places with ally

Intimidate: when you enter the battlefield, opponent's attack power drops

Rivalry: If your foe is the same gender as you your attack power increases

Tailwind: Every turn, your speed increases by 1 stage

Skill-link: Multi-hit attacks you use always hit the maximum amount of times

Trap: opponent cannot retreat
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JigokuBosatsu
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Post by JigokuBosatsu »

Holy shit, that's helpful!

And I came up with a quick one:

Twin Dummy: Don't worry, it's just a straw man. Using this card causes a duplicate of your character to appear within one square. For the rest of the combat, it will stay close to your character, and every attack that would normally hit you has a 50% chance of hitting the dummy. The dummy will attempt to attack enemies adjacent to it, but does no damage, and the dummy cannot be hurt until the end of the combat- at which point it falls lifeless.

One thought I had is that the front of the cards should have the cool pictures, flavor text, and very brief explanation. Then the back could have the lengthier rules text for the MC.
Omegonthesane wrote:a glass armonica which causes a target city to have horrific nightmares that prevent sleep
JigokuBosatsu wrote:so a regular glass armonica?
You can buy my books, yes you can. Out of print and retired, sorry.
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codeGlaze
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Post by codeGlaze »

Ha, I think Ogre covered most anything kids would try to do. xD
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