Moar Cards
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Moar Cards
Barbasol can
You're a little sad that your GUARDIAN isn't around for this. You have a feeling he would get a real kick out of the idea of using SHAVING CREAM as a weapon.
Power: Encounter
Minor Action - Close burst 1
Target: One enemy in burst
Effect: The target is slowed and grants combat advantage until the end of your next turn.
Every time you use this card roll a d10.
5+: The foam strikes true, your opponent is covered in shaving cream.
1-4: You hold the can turnways and bathe yourself in foam, you are slowed until the end of your next turn. At the end of the encounter, discard this card.
Common - Unstable
Pumpkin
You snap up that PUMPKIN which seems suitably ripe for the taking. Hopefully the safety of your sylladex will prevent it from being spirited away like so many of its ephemeral predecessors.
Power: Encounter
Move Action - Personal
Every time you use this card roll a d10.
5+: you take a bite of the pumpkin, it tastes delicious. you regain hitpoints equal to 7 + twice your level. All restored Hitpoints over your HP limit turn into Temporary Hitpoints (this effect doesn't work on robotic template characters).
1-4: What pumpkin? You are dazed until the end of your turn. Discard this card at the end of the encounter.
Common - Unstable
You're a little sad that your GUARDIAN isn't around for this. You have a feeling he would get a real kick out of the idea of using SHAVING CREAM as a weapon.
Power: Encounter
Minor Action - Close burst 1
Target: One enemy in burst
Effect: The target is slowed and grants combat advantage until the end of your next turn.
Every time you use this card roll a d10.
5+: The foam strikes true, your opponent is covered in shaving cream.
1-4: You hold the can turnways and bathe yourself in foam, you are slowed until the end of your next turn. At the end of the encounter, discard this card.
Common - Unstable
Pumpkin
You snap up that PUMPKIN which seems suitably ripe for the taking. Hopefully the safety of your sylladex will prevent it from being spirited away like so many of its ephemeral predecessors.
Power: Encounter
Move Action - Personal
Every time you use this card roll a d10.
5+: you take a bite of the pumpkin, it tastes delicious. you regain hitpoints equal to 7 + twice your level. All restored Hitpoints over your HP limit turn into Temporary Hitpoints (this effect doesn't work on robotic template characters).
1-4: What pumpkin? You are dazed until the end of your turn. Discard this card at the end of the encounter.
Common - Unstable
Last edited by mindfulpyro on Fri Jan 06, 2012 12:53 am; edited 2 times in total
mythicIchor- Engineer
- Posts : 95
BOONDOLLARS : 8
Join date : 2011-12-03
Location : Land of Magma and Glass
Re: Moar Cards
Random concepts:
Badass Longcoat
Zettai Ryouki
Virtual Pet (Tamigotchi)
Coffee
Mahjong / Shogi / Go
Calligraphy Set
Tea Set
Lucky Cat
Ofuda Paper Talismen
Red String of Fate
Origami (aka Deck of Many Things)
Haxxored Sylladex (Bag of Holding)
Badass Longcoat
Zettai Ryouki
Virtual Pet (Tamigotchi)
Coffee
Mahjong / Shogi / Go
Calligraphy Set
Tea Set
Lucky Cat
Ofuda Paper Talismen
Red String of Fate
Origami (aka Deck of Many Things)
Haxxored Sylladex (Bag of Holding)
Last edited by panchromaticRhythm on Wed Jan 04, 2012 12:09 am; edited 1 time in total
Re: Moar Cards
Oh sweet. New cards.
QUICK GUYS LETS STEAL THEM AND PUT THEM IN THE NEXT VERSION OF THE PDF IF IT EVER COMES OUT!
QUICK GUYS LETS STEAL THEM AND PUT THEM IN THE NEXT VERSION OF THE PDF IF IT EVER COMES OUT!
crackpotTheorist- Posts : 1
BOONDOLLARS : 0
Join date : 2012-01-03
Re: Moar Cards
Canned Coffee
Power: Encounter
Target: self
Action: Move
"Coffee... in a can! How convenient!"
Effect: Roll a d10.
1-5: increase move speed by 1 for x turns
6-10: Increase move speed by 2 for x-5 turns
After the effect wears off, decrease move speed by amount increased, for (1-3?) turns
Power: Encounter
Target: self
Action: Move
"Coffee... in a can! How convenient!"
Effect: Roll a d10.
1-5: increase move speed by 1 for x turns
6-10: Increase move speed by 2 for x-5 turns
After the effect wears off, decrease move speed by amount increased, for (1-3?) turns
zerothArcana- Posts : 45
BOONDOLLARS : 11
Join date : 2011-12-10
Re: Moar Cards
I think coffee should be more of an unstable
1: Too hot! You fail to drink the coffee. you take 1d3 damage (burn) and must discard this card at the end of the encounter
2-3: Too sour! You get a -1 to any rolls for the duration of this turn.
4: Average. The coffee is good, but not good enough. The Item has no effect.
5-9: Good caffeine, Best Coffee. You gain X speed for your next Movement, X being equal to the roll you made -4.
10: Overcaffeinization! You drink the whole can in one gulp. You gain an extra standard action this turn. You lose your move action next turn. At the end of the encounter discard the empty can.
This would make it kind of cheaper but it'd still have good abilities.
1: Too hot! You fail to drink the coffee. you take 1d3 damage (burn) and must discard this card at the end of the encounter
2-3: Too sour! You get a -1 to any rolls for the duration of this turn.
4: Average. The coffee is good, but not good enough. The Item has no effect.
5-9: Good caffeine, Best Coffee. You gain X speed for your next Movement, X being equal to the roll you made -4.
10: Overcaffeinization! You drink the whole can in one gulp. You gain an extra standard action this turn. You lose your move action next turn. At the end of the encounter discard the empty can.
This would make it kind of cheaper but it'd still have good abilities.
Last edited by mindfulpyro on Fri Jan 06, 2012 1:04 am; edited 4 times in total
mythicIchor- Engineer
- Posts : 95
BOONDOLLARS : 8
Join date : 2011-12-03
Location : Land of Magma and Glass
Re: Moar Cards
Lucky Cat
free action
Discard Lucky Cat and one other card from your sylladex in order to reroll a failed roll
Ofuda
standard/move action?
Attack roll Vs Reflex. If successful, enemy is immobilized. If enemy has the prototypings Ghostly, Wytch-majjyk Spellecraft, (heavy metal?), and/or Psychological Horror, this has a +x bonus to hit, and stuns(and immobilizes?) the enemy.
free action
Discard Lucky Cat and one other card from your sylladex in order to reroll a failed roll
Ofuda
standard/move action?
Attack roll Vs Reflex. If successful, enemy is immobilized. If enemy has the prototypings Ghostly, Wytch-majjyk Spellecraft, (heavy metal?), and/or Psychological Horror, this has a +x bonus to hit, and stuns(and immobilizes?) the enemy.
zerothArcana- Posts : 45
BOONDOLLARS : 11
Join date : 2011-12-10
Re: Moar Cards
MOAR!
Canned Coffee (Originally by US)
"Coffee... in a can! How convenient!"/"Why are there so many PRICES AND VALUES!?!?!?"
Power: Encounter
Move Action - Personal
Effect: Roll a d10
1: Too hot! You fail to drink the coffee and end up spilling it. you take 1d3 damage (burn) and must discard this card at the end of the encounter.
2-4: Too sour! You get a -1 to any rolls for the duration of this turn.
5: Average. The coffee is good, but not good enough. The Item has no effect.
6-9: Good caffeine, Best Coffee. You gain X speed for your next Movement, X being equal to the roll you made -4.
10: Overcaffeinization! You drink the whole can in one gulp. You gain an extra standard action this turn. You lose your move action next turn. At the end of the encounter discard the empty can.
Common - Unstable
Tamagotchi
"Oh god, you stupid thing! Stop dying on me! I already fed you today!"
Alchemy: If this card is in your hand when you alchemize a Weapon or Armor Card, you may discard this card immediately in order to gain access to one of the following Alchemy traits.
Living Weapon: 3.5 pts. (Collectible Weapon trait)
Your weapon deals extra damage equal to 1/2 your level. Capping at DMG +4 at level 8.
Need-Tending: 3 pts. (Collectible Armor trait)
Your Armor grants you Regen equal to your level when bloodied.
Alchemy
Sopor Slime Pie
You aren't supposed to eat that slime. It does funny things to people's heads/"RUSTS YOUR MOTHERFUCKING THINK PAN".
Power: Encounter
Standard Action - Ranged 5
Attack: Level + 3 vs. Reflex
Hit: 1d4 + your level damage and the target is dazed until the end of it's next turn.
Alchemy: If this card is in your hand when you alchemize a Weapon card, you may discard this card immediately in order to gain access to one of the following Alchemy traits.
Sopor Bath: 1 Pts. (Weapon Power trait)
Hit: The target is dazed until the end of your next turn. The target may choose to roll a d10, if it rolls a 5 or higher it rids itself of the daze. For rolling the dice the target receives a -1 Attack penalty until the end of it's next turn.
Common
Canned Coffee (Originally by US)
"Coffee... in a can! How convenient!"/"Why are there so many PRICES AND VALUES!?!?!?"
Power: Encounter
Move Action - Personal
Effect: Roll a d10
1: Too hot! You fail to drink the coffee and end up spilling it. you take 1d3 damage (burn) and must discard this card at the end of the encounter.
2-4: Too sour! You get a -1 to any rolls for the duration of this turn.
5: Average. The coffee is good, but not good enough. The Item has no effect.
6-9: Good caffeine, Best Coffee. You gain X speed for your next Movement, X being equal to the roll you made -4.
10: Overcaffeinization! You drink the whole can in one gulp. You gain an extra standard action this turn. You lose your move action next turn. At the end of the encounter discard the empty can.
Common - Unstable
Tamagotchi
"Oh god, you stupid thing! Stop dying on me! I already fed you today!"
Alchemy: If this card is in your hand when you alchemize a Weapon or Armor Card, you may discard this card immediately in order to gain access to one of the following Alchemy traits.
Living Weapon: 3.5 pts. (Collectible Weapon trait)
Your weapon deals extra damage equal to 1/2 your level. Capping at DMG +4 at level 8.
Need-Tending: 3 pts. (Collectible Armor trait)
Your Armor grants you Regen equal to your level when bloodied.
Alchemy
Sopor Slime Pie
You aren't supposed to eat that slime. It does funny things to people's heads/"RUSTS YOUR MOTHERFUCKING THINK PAN".
Power: Encounter
Standard Action - Ranged 5
Attack: Level + 3 vs. Reflex
Hit: 1d4 + your level damage and the target is dazed until the end of it's next turn.
Alchemy: If this card is in your hand when you alchemize a Weapon card, you may discard this card immediately in order to gain access to one of the following Alchemy traits.
Sopor Bath: 1 Pts. (Weapon Power trait)
Hit: The target is dazed until the end of your next turn. The target may choose to roll a d10, if it rolls a 5 or higher it rids itself of the daze. For rolling the dice the target receives a -1 Attack penalty until the end of it's next turn.
Common
Last edited by mythicIchor on Fri Feb 24, 2012 1:48 pm; edited 2 times in total
mythicIchor- Engineer
- Posts : 95
BOONDOLLARS : 8
Join date : 2011-12-03
Location : Land of Magma and Glass
Re: Moar Cards
Action cards, because I'm too lazy to reskin them. Refluff as appropriate.
Video Game Double Jump - Level 3
Tap A Twice to Double Jump.
Move Action - Personal
Effect: Make an Athletics or Acrobatics check. Divide the result by four and round down. You move a number of squares equal to your final result, plus 2. You are unhindered by difficult terrain during your movement.
Examples of In World Reasoning: Broken Wings, Special Shoes, Jump Pack, Saying Fuck It To Physics.
Love Letter - Level 1
First kiss or last, it's enough to build a dream on.
Move Action - Melee Touch
Effect: One creature regains 10 + Level Hit Points, but is dazed until the start of your next turn.
Examples of In-World Reasoning: Lip Balm, Chapstick, Lipstick, Love-Letter,
Rage - Level 2
Hey, what kind of guy just throws it away?! If someone gives you a letter you better read it.
Minor Action - Personal
Effect: You gain a +1 bonus to all attack rolls, but take a -2 penalty to defenses until the end of the encounter.
Music Box - Level 3
Play me Old King Cole, that I may join with you.
Standard Action - Range 5
Effect: You deploy a musical box on an unoccupied square. The square now counts as difficult terrain until the box is destroyed, and all creatures within 5 squares of it take a -1 penalty to all defenses except Will, whose penalty is equal to -2. The box has HP equal to a quarter of your HP plus 6, and defenses identical to your own.
True Believer - Level 1
'Cause I've gotta have faith, faith, faith...
No Action - Personal
Effect: Mark down the results of the next three rolls you make. If you succeed at all three, gain a +4 bonus to your next three rolls OR to your defenses against three attacks. If you succeed at 2, gain a +1 bonus to your next three rolls OR to your defenses against three attacks. If you succeed at one, no effect. If you fail all three rolls, you are Stunned until the end of your next turn and take a penalty of -2 to all of your rolls until the end of the encounter.
In World Examples: Gambling Items, Religious Items, Confidence and Belief in something.
Video Game Double Jump - Level 3
Tap A Twice to Double Jump.
Move Action - Personal
Effect: Make an Athletics or Acrobatics check. Divide the result by four and round down. You move a number of squares equal to your final result, plus 2. You are unhindered by difficult terrain during your movement.
Examples of In World Reasoning: Broken Wings, Special Shoes, Jump Pack, Saying Fuck It To Physics.
Love Letter - Level 1
First kiss or last, it's enough to build a dream on.
Move Action - Melee Touch
Effect: One creature regains 10 + Level Hit Points, but is dazed until the start of your next turn.
Examples of In-World Reasoning: Lip Balm, Chapstick, Lipstick, Love-Letter,
Rage - Level 2
Hey, what kind of guy just throws it away?! If someone gives you a letter you better read it.
Minor Action - Personal
Effect: You gain a +1 bonus to all attack rolls, but take a -2 penalty to defenses until the end of the encounter.
Music Box - Level 3
Play me Old King Cole, that I may join with you.
Standard Action - Range 5
Effect: You deploy a musical box on an unoccupied square. The square now counts as difficult terrain until the box is destroyed, and all creatures within 5 squares of it take a -1 penalty to all defenses except Will, whose penalty is equal to -2. The box has HP equal to a quarter of your HP plus 6, and defenses identical to your own.
True Believer - Level 1
'Cause I've gotta have faith, faith, faith...
No Action - Personal
Effect: Mark down the results of the next three rolls you make. If you succeed at all three, gain a +4 bonus to your next three rolls OR to your defenses against three attacks. If you succeed at 2, gain a +1 bonus to your next three rolls OR to your defenses against three attacks. If you succeed at one, no effect. If you fail all three rolls, you are Stunned until the end of your next turn and take a penalty of -2 to all of your rolls until the end of the encounter.
In World Examples: Gambling Items, Religious Items, Confidence and Belief in something.
sapientComposition- Co-Gamemaster
- Posts : 8
BOONDOLLARS : -35
Join date : 2011-12-05
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