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Anime Jason 
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Member Since: Sun Sep 12, 2004
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In Reply To
Hatman

Member Since: Thu Jan 01, 1970
Posts: 618
Subj: The only faults I can see with those types of cards in general...
Posted: Sat Sep 04, 2010 at 12:28:19 pm EDT (Viewed 488 times)
Reply Subj: And just for good measure, a few more cards
Posted: Fri Sep 03, 2010 at 01:02:19 pm EDT (Viewed 504 times)

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If you're getting sick of these things just say so. \:\)



Zebulon is the first of my "Mythlands" sub-set of the team. Each character card has a name and a version. "Zebulon" is the name and "Mythlands" is the version. This was my way of keeping the Mythlands crew a part of the greater Lair Legion, but it also lets me play around with some Mythlands specific effects.

Zebulon is fairly basic. Since he is an elf, he gets toys, or in this case, equipment. He has the keyword "Backup", which means his ability has to be used before combat starts. I chose to give most of the Mythlands characters Backup powers since they were all about providing support to Maggie and Griff's parents on their quest.



Next we have yet another Fleabot. Fleabot is one of the few Mythlands characters without a Backup power, but I wanted to play around with the idea that he became powered by turning a key in the Mythlands. When his key is fully cranked, AKA when you have the initiative, he is a force to be reckoned with. When he is wound down, however, AKA when you don't have the initiative, his stats are far smaller than a 4 cost character would normally be.



Finally for today we have Visionary. I chose to reflect Visionary's tendency to surround himself with great friends who can do the heavy lifting in battle. Rally means you get to look at the top card of your deck; if it is a Mythlands character card, you get to keep it, if not it goes on the bottom of your deck. Since Visionary was cut off from asking the rest of the Legion for help while in the Mythlands, I thought it appropriate that he couldn't rally for the "regular" Lair Legion.

~Hat~


Are that I've never been able to grasp the rules (probably because that happens any time numbers are involved) and...unlike actual writing, there's zero capability for a character to surprise everyone.

Someone like Visionary is a good example. Most of the time, number-wise, he'd be one of the worst cards you can possibly draw because he doesn't have the strength/stamina/damage stats. He might be able to rally another card, but the odds are still dead set against you - the most powerful cards are very few. But when he's written, Visionary is highly capable to the point of being overestimated. Usually he's teamed badly, but manages to come through anyhow.

Faite is another who couldn't win a fair fight by the numbers. Her capability lies in the ability to modify her surroundings, which is something more abstract and unpredictable than can be figured out easily with numbers. I suppose you *could* stretch it a tiny bit by giving her related or unknown power and a rating to go with it, but then anyone playing the game might think that's ridiculous and unfair.







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