Post by Player 3 on Feb 28, 2012 9:53:30 GMT -5
Xavian:
Deck theme: weakness: not very many fort reducing cards or alcohol ignoring cards or gold farming cards. Strength: almost every card he has has two effects.
Card name-"You are not intending on hurting her, I trust?"
Effect- when a female character takes fort damage, Xavian takes in instead, then depending the damage taken apply a following option to the character that dealt the damage:
*1 Fort: player gives you one gold
*2 Fort: player drinks the top card of their 'Drink me' deck
*3 Fort: apply results from 1 and two plus they also take a fort damage
*4+ Fort: deal the same amount of damage to them
Card name:- "Shocking grasp"
Effect: choose a player, they take 3 Fort.
Card name: 'I have a thirst alcohol cannot quench'
Effect: choose a player, they take 2 Fort and you gain 2 Fort
Card name: 'Gold? Who needs it?'
Effect: give each other player 1 gold, then for each gold given you may loose one alcohol or gain one fort.
Anna: deck theme: fairly average layout with mostly random and wacky effects.
Weakness: not a hard hitter, does not deal with booze very well.
Strength: fair gold gaining abilities. Fair damage effects.
Card name: 'Command'
Effect: choose a player, then:
*they give you 1 gold
*they drink the top card of thier 'Drink Me' pile
*Force them out of a gambling game
*Negate a sometimes or anytime card and/or redirect it to another player
Card name: 'Speak with animals'
Effect: search the Wolfric mood pile and select a card to place in the active mood pile. If wolfric is not in play, treat this card as a ____ instead.
Idea: tinker deck? Work in gadgets somehow.
Card name: 'Coltrop dispenser'
Effect: each other player looses 1 fort
Card name: 'marbles'
Effect: every player discards 2 cards at random (if able)
Ghost: deck theme: Fort Fort Fort. Ghost has HP. He has HP on his HP in his HP hidden behind a pair of shields.
Weakness: low gold gain, low alcohol resist cards, low damage output
Strength: amazing fort defence.
Special ability: Fort Meter
Effect: Ghost begins play with the Fort meter (a gauge that counts to ten) with its own Fort bead counter. This meter is in all respects 10 extra Fort. However; this meter takes all Fort damage first and cannot be recovered. And if the alcohol bead reaches the normal Fort bead Ghost is still knocked out.
Card name: 'you do not hurt my team as long as I am standing'
Effect: redirect any fort damage targeting another player to you, the initial target then gives you 1 gold.
Card name: 'No.'
Effect: ignore all fort damage from one source.
Card name: 'Not good enough'
Effect: ignore up to 4 points of fort damage
Card name: ' don't touch me'
Effect: ignore up to 3 points of fort damage
Card name: 'Good thing I was wearing my shield'
Effect ignore up to 2 fort damage
Card name: 'not bad'
Effect: ignore 1 point of fort damage
Pokemon trainer: deck theme: Pokemon. Much like the Wolfric deck, the Pokemon trainer will cycle through Pokemon each turn, each changing the way the Pokemon trainers deck plays.
Weakness: unpredictable Pokemon effects.
Strength: each Pokemon has fair if not good effects. For certain situations.
Aeolian: deck theme: flight. She begins play with a flight meter, it has two options you can change at the end of each of your turns. Either flying or grounded. Each card in her deck will do a different effect depending on her position. Flying grants extra damage output and resistance towards taking damage and drinking effects, but incurs a penalty the longer she stays airborn (gold fine to Inn for the gust?)
Grounded: no positive effects, she sucks on the ground.
Lorris: deck theme: AoE spells. Powerful. Hard to hit. Lorris's cards deal damage, but at a price. He also has a good number of fort reducing cards. His deck also comes with the 'Dammit, Lorris' tokens.
Weakness: Most card has large penalty, mostly gold related. Lorris tokens are cumulative. So he has to be careful who he targets a lot else he incurs his own wrath.
Low alcohol resist.
Strength: powerful fort damage. Some gold gain, but not much. Fair alcohol resist.
Special ability: a player may spend a Lorris token when they successfully deal fort damage to Lorris to increase the damage by 1.
Card name: 'Fireball'
Effect: every other player takes 2 fort, then you pay 4 gold to the Inn.
Card name: 'Sleet storm'
Effect: no other players can play cards from their hands till the beggining of your next turn. Then give each player effected a Lorris Token
Card name: 'lasers'
Effect: choose two players, they each take 2 fort. Or one player takes 4. Then give each effected player a Lorris Token
Card name: Mage armor
Effect: reduce up to 4 points of fort damage
Card name: 'good thing I looted this ring of protection +3'
Effect: negate up to 3 points of fort damage
Card name: I suggest you leave. Now.
Effect. Choose a player, they may either leave a round of gambling, or take 2 fort damage and stay in.
Card name: 'loot'
Effect: when a player is knocked out, rather than their gold being divided between all players, you get it all.
(Or: rather than the extra gold going to the Inn after it was divided between the players, you get it instead.)
Deck theme: weakness: not very many fort reducing cards or alcohol ignoring cards or gold farming cards. Strength: almost every card he has has two effects.
Card name-"You are not intending on hurting her, I trust?"
Effect- when a female character takes fort damage, Xavian takes in instead, then depending the damage taken apply a following option to the character that dealt the damage:
*1 Fort: player gives you one gold
*2 Fort: player drinks the top card of their 'Drink me' deck
*3 Fort: apply results from 1 and two plus they also take a fort damage
*4+ Fort: deal the same amount of damage to them
Card name:- "Shocking grasp"
Effect: choose a player, they take 3 Fort.
Card name: 'I have a thirst alcohol cannot quench'
Effect: choose a player, they take 2 Fort and you gain 2 Fort
Card name: 'Gold? Who needs it?'
Effect: give each other player 1 gold, then for each gold given you may loose one alcohol or gain one fort.
Anna: deck theme: fairly average layout with mostly random and wacky effects.
Weakness: not a hard hitter, does not deal with booze very well.
Strength: fair gold gaining abilities. Fair damage effects.
Card name: 'Command'
Effect: choose a player, then:
*they give you 1 gold
*they drink the top card of thier 'Drink Me' pile
*Force them out of a gambling game
*Negate a sometimes or anytime card and/or redirect it to another player
Card name: 'Speak with animals'
Effect: search the Wolfric mood pile and select a card to place in the active mood pile. If wolfric is not in play, treat this card as a ____ instead.
Idea: tinker deck? Work in gadgets somehow.
Card name: 'Coltrop dispenser'
Effect: each other player looses 1 fort
Card name: 'marbles'
Effect: every player discards 2 cards at random (if able)
Ghost: deck theme: Fort Fort Fort. Ghost has HP. He has HP on his HP in his HP hidden behind a pair of shields.
Weakness: low gold gain, low alcohol resist cards, low damage output
Strength: amazing fort defence.
Special ability: Fort Meter
Effect: Ghost begins play with the Fort meter (a gauge that counts to ten) with its own Fort bead counter. This meter is in all respects 10 extra Fort. However; this meter takes all Fort damage first and cannot be recovered. And if the alcohol bead reaches the normal Fort bead Ghost is still knocked out.
Card name: 'you do not hurt my team as long as I am standing'
Effect: redirect any fort damage targeting another player to you, the initial target then gives you 1 gold.
Card name: 'No.'
Effect: ignore all fort damage from one source.
Card name: 'Not good enough'
Effect: ignore up to 4 points of fort damage
Card name: ' don't touch me'
Effect: ignore up to 3 points of fort damage
Card name: 'Good thing I was wearing my shield'
Effect ignore up to 2 fort damage
Card name: 'not bad'
Effect: ignore 1 point of fort damage
Pokemon trainer: deck theme: Pokemon. Much like the Wolfric deck, the Pokemon trainer will cycle through Pokemon each turn, each changing the way the Pokemon trainers deck plays.
Weakness: unpredictable Pokemon effects.
Strength: each Pokemon has fair if not good effects. For certain situations.
Aeolian: deck theme: flight. She begins play with a flight meter, it has two options you can change at the end of each of your turns. Either flying or grounded. Each card in her deck will do a different effect depending on her position. Flying grants extra damage output and resistance towards taking damage and drinking effects, but incurs a penalty the longer she stays airborn (gold fine to Inn for the gust?)
Grounded: no positive effects, she sucks on the ground.
Lorris: deck theme: AoE spells. Powerful. Hard to hit. Lorris's cards deal damage, but at a price. He also has a good number of fort reducing cards. His deck also comes with the 'Dammit, Lorris' tokens.
Weakness: Most card has large penalty, mostly gold related. Lorris tokens are cumulative. So he has to be careful who he targets a lot else he incurs his own wrath.
Low alcohol resist.
Strength: powerful fort damage. Some gold gain, but not much. Fair alcohol resist.
Special ability: a player may spend a Lorris token when they successfully deal fort damage to Lorris to increase the damage by 1.
Card name: 'Fireball'
Effect: every other player takes 2 fort, then you pay 4 gold to the Inn.
Card name: 'Sleet storm'
Effect: no other players can play cards from their hands till the beggining of your next turn. Then give each player effected a Lorris Token
Card name: 'lasers'
Effect: choose two players, they each take 2 fort. Or one player takes 4. Then give each effected player a Lorris Token
Card name: Mage armor
Effect: reduce up to 4 points of fort damage
Card name: 'good thing I looted this ring of protection +3'
Effect: negate up to 3 points of fort damage
Card name: I suggest you leave. Now.
Effect. Choose a player, they may either leave a round of gambling, or take 2 fort damage and stay in.
Card name: 'loot'
Effect: when a player is knocked out, rather than their gold being divided between all players, you get it all.
(Or: rather than the extra gold going to the Inn after it was divided between the players, you get it instead.)