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wizerdrea

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  1. It looks like now that the upcoming page only has US release dates for items in “shipping now” (with the single exception of Wrecking Crew) so maybe they’re just going to put the release dates on things when they start shipping and know when they will come out. But it does look like several items are being released 11/29 so maybe Green Goblin will come out then, but I’m guessing not since it is not in the shipping now, so maybe mid to late December?
  2. And we know Thor is the next one after Miss Marvel. They mentioned it at the end of the Miss Marvel preview on ffg live.
  3. I was just wondering about this too and tried looking it up but didn’t find anything. I wonder if they will say anything about it when they Preview Wrecking Crew on ffg live Tuesday.
  4. Yes that is correct! You treat the card as if it is blank except for any boost icons or boost effects then it goes to the discard. It is so satisfying to see a nasty encounter card just get used up as a boost card!
  5. Thanks for the advice on allies. I am thinking of some that would be fun to make. In the mean time I have altered a couple of my previous cards an attempt to make them more balanced. I am still working on some of the others but here is what I have so far. Card name: Strength of the Last (unique) Card type: Attachment Sphere: Tactics Card cost: 1 Traits: Resolve Card abilities: Attach to a hero. Quest action: exhaust Strength of the Last, attached hero gets +2 attack until the end of the phase. Response: after attached hero is declared as an attacker and is attacking alone exhaust Strength of the Last, attached her gets +2 attack for the duration of the attack. Forced: when you control more than one hero discard Strength of the Last from play. Now the card can only be used once a turn; either to help in the quest phase or for a single attack. This prevents players from using the card to for multiple attacks and forces more thought into how it is used. The other card I altered is Card name: Hope of the Last Card type: Event Sphere: Spirit Card cost: 1 Traits: Resolve. Card Abilities: Limit 3 copies of Hope of the Last in the victory display. Action: if you control only one hero add Hope of the Last to the victory display to reduce your threat by 3. It cost a resource now which can be a fairly big deal in a single hero deck and it can only be used three times per game. I also lowered the amount of threat it can reduce. How do these alterations look? Are the cards more balanced now?
  6. Okay thanks for all of your help. I am not very good at making cards but I have fun trying so thank you far all of your advice. I really appreciate it. I think you are right about the spheres. I will defiantly switch those. I also really like your idea of making the attachments unique to prevent overuse in multiplayer games. I also see what you mean about Gandalf and Sam. I will remake them. I will also work on altering the attachments they are a little too powerful and protecting them from shadow and event cards is too much. Thanks again for all of your advice. I am personally a great appreciator of constructive criticism, so thank you. Do you have any recommendations or ideas for some good thematic allies?
  7. I thought it would be fun to design cards for use with single hero decks that embodied the ideas of a hero standing alone against overwhelming odds knowing they are probably going to die but still doing what needs to be done and protecting others. I put everything as spirit because I felt that that sphere encompassed these concepts. The Attachments are meant to represent the resolve and will of these heroes. The reason they are immune to encounter and shadow card effects is because this resolve cannot just betaken away. The Bard the Bowman card is meant to represent Bard as he stands against Smaug attacking him again and again until he finally defeats him even as everyone else in the city flees and his city burns around him. The Boromir card is meant to be him when he fights at the last moments of his life, desperately trying to save Merry and Pippin alone. (Remember when readying Boromirs ability that a player can only declare one attack against each enemy every round.) The Sam Gamgee card is meant to be him as he keeps trying even after he thinks Frodo has died. And last but not Least the Gandalf card is meant to be Gandalf as he faces the Balrog alone. I know the cards are powerful but that is because they are supposed to help make a single hero deck viable and fun. Let me know what you think. Any advice you could offer or ideas of how to improve some cards or other cards would be incredibly appreciated. These cards are going to be hard to balance but I think they would be really fun to use upon occasion, so I would really like all the help you are able and willing to give. (Oh and sorry about the format of the cards. I don't really know how to get artwork for them.) Card name: Bard the Bowman Card type: Hero Sphere: Spirit Threat cost: 11 Willpower: 2 Attack: 3 Defense: 2 Hit points: 4 Traits: Esgaroth. Warrior. Card abilities: Ranged. Response: After Bard the Bowman attacks alone and fails to destroy an enemy, immediately perform another attack against the target of the original attack with Bard the Bowman as the only attacker. (Use this ability only if Bard the Bowman is the only hero you control.) Card name: Boromir Card type: Hero Sphere: Spirit Threat cost: 11 Willpower: 1 Attack: 3 Defense: 2 Hit points: 5 Traits: Gondor. Warrior. Noble. Card abilities: Response: After Boromir receives damage while defending or deals damage while attacking alone, ready Boromir. (Use this ability only if Boromir is the only hero you control.) Card name: Sam Gamgee Card type: Hero Sphere: Spirit Threat cost: 8 Willpower: 3 Attack: 1 Defense: 1 Hit points: 3 Traits: Hobbit Card abilities: If Sam Gamgee is the only hero you control ready him at the beginning of each phase. Card name: Gandalf Card type: Hero Sphere: Spirit Willpower: 3 Attack: 3 Defense: 3 Hit points: 5 Traits: Istari Card ability: Gandalf does not exhaust to defend. Reduce the attack of the first enemy Gandalf defends against each round to 0. Force: When you control another hero discard Gandalf from play. Card name: Need to Survive Card type: Attachment Sphere: Spirit Card cost: 1 Traits: Resolve Card abilities: Attach to a hero. Limit one per Hero. Immune to encounter and shadow card effects. Response: After attached hero readies heal one damage from attached hero. Forced: when you control more than one hero discard Need to Survive from play. Card name: Endurance of the Last Card type: Attachment Sphere: Spirit Card cost: 1 Traits: Resolve Card abilities: Attach to a hero. Limit one per Hero. Immune to encounter and shadow card effects. Attached hero gets +3 hit points. Forced: when you control more than one hero discard Endurance of the Last from play. Card name: Strength of the Last Card type: Attachment Sphere: Spirit Card cost: 1 Traits: Resolve Card abilities: Attach to a hero. Limit one per Hero. Immune to encounter and shadow card effects. Attached hero gets +2 attack. Forced: when you control more than one hero discard Strength of the Last from play. Card name: Will of the Last Card type: Attachment Sphere: Spirit Card cost: 1 Traits: Resolve Card abilities: Attach to a hero. Limit one per Hero. Immune to encounter and shadow card effects. Attached hero gets +3 willpower. Forced: when you control more than one hero discard Will of the Last from play. Card name: Need to Last Card type: Attachment Sphere: Spirit Card cost: 1 Traits: Resolve Card abilities: Attach to a hero. Limit one per Hero. Immune to encounter and shadow card effects. Action: Exhaust need to last, ready attached hero. Forced: when you control more than one hero discard Need to Last from play. Card name: The Last Standing Card type: Attachment Sphere: Spirit Card cost: 1 Traits: Resolve Card abilities: Attach to a hero. Limit one per Hero. Immune to encounter and shadow card effects. Response: After attached hero is damaged, cancel the damage and instead raise your threat by the amount of damage the attached hero would have received. Forced: when you control more than one hero discard The Last Standing from play. Card name: Resolve Card type: Event Sphere: Spirit Card cost: 1 Traits: Resolve Card abilities: Search your deck for one card with the resolve trait and add it to your hand. Card name: Hope of the Last Card type: Event Sphere: Spirit Card cost: 0 Traits: Resolve. Card Abilities: Action if you control only one hero reduce your threat by 5. Card name: Last Stand Card type: Event Sphere: Spirit Card cost: 0 Traits: Resolve Card abilities: Limit one per game. Response: After your last hero is destroyed, put that hero back into play with all resolve attachments that were attached to it when it was destroyed attached to it.
  8. I thought it would be fun to design cards for use with single hero decks that embodied the ideas of a hero standing alone against overwhelming odds knowing they are probably going to die but still doing what needs to be done and protecting others. I put everything as spirit because I felt that that sphere encompassed these concepts. The Attachments are meant to represent the resolve and will of these heroes. The reason they are immune to encounter and shadow card effects is because this resolve cannot just betaken away. The Bard the Bowman card is meant to represent Bard as he stands against Smaug attacking him again and again until he finally defeats him even as everyone else in the city flees and his city burns around him. The Boromir card is meant to be him when he fights at the last moments of his life, desperately trying to save Merry and Pippin alone. (Remember when readying Boromirs ability that a player can only declare one attack against each enemy every round. The Sam Gamgee card is meant to be him as he keeps trying even after he thinks Frodo has died. And last but not Least the Gandalf card is meant to be Gandalf as he faces the Balrog alone. I know the cards are powerful but that is because they are supposed to help make a single hero deck viable and fun. Let me know what you think. Card name: Bard the Bowman Card type: Hero Sphere: Spirit Threat cost: 11 Willpower: 2 Attack: 3 Defense: 2 Hit points: 4 Traits: Esgaroth. Warrior. Card abilities: Ranged. Response: After Bard the Bowman attacks alone and fails to destroy an enemy, immediately perform another attack against the target of the original attack with Bard the Bowman as the only attacker. (Use this ability only if Bard the Bowman is the only hero you control.) Card name: Boromir Card type: Hero Sphere: Spirit Threat cost: 11 Willpower: 1 Attack: 3 Defense: 2 Hit points: 5 Traits: Gondor. Warrior. Noble. Card abilities: Response: After Boromir receives damage while defending or deals damage while attacking alone, ready Boromir. (Use this ability only if Boromir is the only hero you control.) Card name: Sam Gamgee Card type: Hero Sphere: Spirit Threat cost: 8 Willpower: 3 Attack: 1 Defense: 1 Hit points: 3 Traits: Hobbit Card abilities: If Sam Gamgee is the only hero you control ready him at the beginning of each phase. Card name: Gandalf Card type: Hero Sphere: Spirit Willpower: 3 Attack: 3 Defense: 3 Hit points: 5 Traits: Istari Card ability: Gandalf does not exhaust to defend. Reduce the attack of the first enemy Gandalf defends against each round to 0. Force: When you control another hero discard Gandalf from play. Card name: Need to Survive Card type: Attachment Sphere: Spirit Card cost: 1 Traits: Resolve Card abilities: Attach to a hero. Limit one per Hero. Immune to encounter and shadow card effects. Response: After attached hero readies heal one damage from attached hero. Forced: when you control more than one hero discard Need to Survive from play. Card name: Endurance of the Last Card type: Attachment Sphere: Spirit Card cost: 1 Traits: Resolve Card abilities: Attach to a hero. Limit one per Hero. Immune to encounter and shadow card effects. Attached hero gets +3 hit points. Forced: when you control more than one hero discard Need to Survive from play. Card name: Strength of the Last Card type: Attachment Sphere: Spirit Card cost: 1 Traits: Resolve Card abilities: Attach to a hero. Limit one per Hero. Immune to encounter and shadow card effects. Attached hero gets +2 attack. Forced: when you control more than one hero discard Need to Survive from play. Card name: Will of the Last Card type: Attachment Sphere: Spirit Card cost: 1 Traits: Resolve Card abilities: Attach to a hero. Limit one per Hero. Immune to encounter and shadow card effects. Attached hero gets +3 willpower. Forced: when you control more than one hero discard Need to Survive from play. Card name: Need to Last Card type: Attachment Sphere: Spirit Card cost: 1 Traits: Resolve Card abilities: Attach to a hero. Limit one per Hero. Immune to encounter and shadow card effects. Action: Exhaust need to last, ready attached hero. Forced: when you control more than one hero discard Need to Survive from play. Card name: The Last Standing Card type: Attachment Sphere: Spirit Card cost: 1 Traits: Resolve Card abilities: Attach to a hero. Limit one per Hero. Immune to encounter and shadow card effects. Response: After attached hero is damaged, cancel the damage and instead raise your threat by the amount of damage the attached hero would have received. Forced: when you control more than one hero discard Need to Survive from play. Card name: Resolve Card type: Event Sphere: Spirit Card cost: 1 Traits: Resolve Card abilities: Search your deck for one card with the resolve trait and add it to your hand. Card name: Hope of the Last Card type: Event Sphere: Spirit Card cost: 0 Traits: Resolve. Card Abilities: Action if you control only one hero reduce your threat by 5. Card name: Last Stand Card type: Event Sphere: Spirit Card cost: 0 Traits: Resolve Card abilities: Limit one per game. Response: After your last hero is destroyed, put that hero back into play with all resolve attachments that were attached to it when it was destroyed attached to it.
  9. I think it would be cool to have a hero card with an ability like: Response: when you would draw a card during the planning phase if you have 45 or more threat search your deck for any card and add it to your hand instead of drawing normally. I think this would be fun because it provides the cinematic feel of getting what you need at the last possible moment. I also think it would be cool to have a hero with the ability: If this is the only hero you control ready it at the beginning of each phase. I think a card like this would be cool because it might encourage more single hero decks which would be interesting.
  10. For fun I decided to make LotR cards for a bunch of the magic planeswalkers. They have not really been play tested yet, but I thought I would share them and see what people think. Let me know if you have any questions about the cards, ideas of how to improve them, or stats or effects you think would match the characters better. Some of these cards were just kind of through together so they are not the best. And here they are: Card name: * Ajani Goldmane Threat cost: 10 Willpower: 2 Attack: 2 Defense: 2 Hit points: 4 Sphere: Leadership Card type: Hero Traits: Planeswalker · Leonin · Warrior Card effect: Response: When Ajani attacks heal 1 damage from each other attacking character. Card name: * Chandra Nalaar Threat cost: 10 Willpower: 3 Attack: 3 Defense: 1 Hit points: 3 Sphere: Spirit Card type: Hero Traits: Planeswalker · Mage Card effect: Ranged. Action: Exhaust Chandra Nalaar to deal 2 damage to 1 enemy in play. (Limit once per round.) Card name: * Elspeth Tirel Threat cost: 12 Willpower: 2 Attack: 3 Defense: 3 Hit points: 4 Sphere: Leadership Card type: Hero Treats: Planeswalker · Warrior Card effect: Response: When you play an ally with printed cost two or less from your hand you may put an ally into play from your hand with a printed cost equal to or less than that allies cost. (Limit once per round.) Card name: * Garruk Wildspeaker Threat cost: 10 Willpower: 2 Attack: 3 Defense: 1 Hit points: 4 Sphere: Tactics Card type: Hero Traits: Planswalker · Hunter Card effect: You may use resources from Garruk's resource pool to pay for creature from any sphere. Characters with the creature trait get +1 attack when attacking the same enemy as Garruk. Card name: * Gideon Jura Threat cost: 10 Willpower: 2 Attack: 3 Defense: 2 Hit points: 3 Sphere: Tactics Card type: Hero Traits: Planeswalker · Warrior Card effect: Sentinel. Response: After an ally is declared as a defender exhaust Gideon and declare him as an attacker against the attacking enemy. Place 1 damage token on Gideon after this attack. (Resolve this attack before resolving the attacking enemies attack and shadow card.) Card name: * Jace Beleren Threat cost: 10 Willpower: 1 Attack: 2 Defense: 1 Hit points: 3 Sphere: Lore Card type: Hero Traits: Planeswalker · Mage Card effect: Action: Exhaust Jace to look at a face down shadow card. If it has a shadow effect discard the shadow card. If it does not draw a card. Card name: * Karn Threat cost: 13 Willpower: 3 Attack: 3 Defense: 3 Hit points: 4 Sphere: Leadership Card type: Hero Traits: Planeswalker · Golem · Artifact · Mage Card effect: Response: When Karn is readied during the refresh phase exhaust him to add 2 resources to his resource pool. Action: When an encounter card is revealed from the encounter deck sacrifice Karn to cancel all of that card's effects and move it to the encounter deck discard pile. Card name: * Karn Threat cost: 9 Willpower: 2 Attack: 2 Defense: 2 Hit points: 3 Sphere: Leadership Card type: Hero Traits: Planeswalker · Geomancer Card effect: As long as the active location is a mountain or underground location Koth gets +3 attack. Action: Exhaust Koth to add 1 resource to Koth's resource pool Card name: * Ral Zarek Threat cost: 9 Willpower: 2 Attack: 3 Defense: 1 Hit points: 3 Sphere: Spirit Card type: Hero Traits: Planeswalker · Mage Card effect: Ranged. Action: Discard a card from your hand to look at the top card of the encounter deck. If it has a shadow effect reveal and add that card to the staging area. If it does not have a shadow effect shuffle the encounter deck and deal 3 damage to 1 enemy in play. (Limit twice per round.) Card name: * Sarkhan Vol Threat cost: 7 Willpower: 1 Attack: 2 Defense: 1 Hit points: 3 Sphere: Spirit Card type: Hero Traits: Planeswalker · Mage Card effect: Response: When an enemy engages you declare that enemy as an attacker and declare another enemy engaged with you as the defender. After the attack, deal damage to Sarkhan equal to the damage dealt by this attack. Card name: * Sorin Markov Threat cost: 11 Willpower: 1 Attack: 4 Defense: 2 Hit points: 4 Sphere: Lore Card type: Hero Traits: Planeswalker · Vampire · Warrior Card effect: Response: After Sorin attacks and damages an enemy heal damage from Sorin equal to the damage dealt. Card name: * Tamiyo Threat cost: 9 Willpower: 4 Attack: 0 Defense: 1 Hit points: 3 Sphere: Lore Card type: Hero Traits: Planeswalker · Moonfolk · Sage Card effect: Locations in play get +2 quest points. Response: After a location leaves play as an explored location draw two cards and look at the top card of the encounter deck. Card name: * Tezzeret Threat cost: 8 Willpower: 1 Attack: 2 Defense: 2 Hit points: 3 Sphere: Lore Card type: Hero Traits: Planeswalker · Artificer Card effect: Artifact and weapon attachments you play cost 1 less. Action: Exhaust Tezzeret and discard an artifact or weapon attachment you control to search your deck for an artifact or weapon attachment and put it into your hand. Card name: * Venser Threat cost: 8 Willpower: 2 Attack: 1 Defense: 2 Hit points: 3 Sphere: Lore Card type: Hero Traits: Planswalker · Mage Card effect: Ranged. Sentinel. Action: Exhaust Venser to return an ally you control with printed cost four or less to your hand.
  11. In the rules for lightsaber construction in the game master's kit it say that if the player is successful in making the lightsaber they get a lightsaber hilt as described on table 5-8: lightsaber hilts on page 177 of the Force and Destiny Core Rulebook. So If you make a lightsaber hilt it has 5 hard points plus any additional hard points you get from spending triumphs during construction. So therefore you are able to install any of the normal 2 hard point crystal in the lightsaber hilt you construct. I hope this answers your question.
  12. Thanks for the suggestions. I will work on making back stories for all of the crystals and making some adjustment to sith crystal thanks again. I have also cut down the number of crystals. I hope there is still not to many of so I will cut even more out.
  13. Thanks for the recommendations why don't people real focus on Force filled crystal, light side crystal, and dark side crystal for the time being ( please still give advice on the other ones if you think of anything) and later we can focus on the other ones. Just as a general note I would really like all of the crystal to be strongly thematic like Thenearisdriving talked about doing with the Niman crystal I just don't know how to do it for all of the crystals, and I would like the crystals (or at least some of them) to be strongly connected to the force, morality, and the character wielding them.
  14. Here are 7 custom lightsaber crystals I have made. Please tell me what you think of them. I would appreciate any advice, tips, suggestions, tweaks to the attachments, and name changes you may suggest. Please help me balance these crystals and make them fit with there themes. Here are the crystals: CRYSTAL Base Modifiers: Installing this crystal changes a lightsaber’s base damage to 7 and critical rating to 1, and the lightsaber gains Breach 1 and Sunder weapon qualities. While your morality is between 30 and 70 reduce strain suffered for using (dark side pip) to generate a (force point) by one during combat checks using the lightsaber. Modification Options: None. Hard Points Required: 2 Price: ®35,000 DARK SIDE CRYSTAL Base Modifiers: Installing this crystal changes a lightsaber’s base damage to 9 and critical rating to 2, and the lightsaber gains Breach 1, Sunder, and Vicious 1 weapon qualities. Reduce the lightsaber’s damage by one tenth of your morality (rounded down). Modification Options: 2 Damage +1 mods, 3 Item quality (Vicious +1) mods. Hard Points Required: 2 Price: ®18,000 FORCE FUELLED CRYSTAL Base Modifiers: Installing this crystal changes a lightsaber’s base damage to 7 and critical rating to 2, and the lightsaber gains Breach 1 and Sunder weapon qualities. In order to activate the lightsaber the wielder must commit (force die). The lightsaber remains on as long as (force die) remains committed. The lightsaber gains: commit (force die): Lightsaber gets +1 damage as long as (force die) remains committed; commit (force die): lightsaber gains Defensive +1 as long as (force die) remains committed; commit (force die): lightsaber gains Deflection +1 as long as (force die) remains committed; commit (force die): lightsaber gains Disorient +1 as long as (force die) remains committed; commit (force die): lightsaber gains Concussive +1 as long as (force die) remains committed; commit (force die): lightsaber gains Burn +1 as long as (force die) remains committed; commit (force die): lightsaber gains Vicious +1 as long as (force die) remains committed; commit (force die): reduce lightsabers ctitical rating by one to a minimum of 1 as long as (force die) remains committed. Modification Options: None. Hard Points Required: 2 Price: ®15,500 JEDI MASTER CRYSTAL May only be used by a light side character. Base Modifiers: Installing this crystal changes a lightsaber’s base damage to 7 and critical rating to 2, and the lightsaber gains Breach 1 and Sunder weapon qualities. As long as the wielder of the lightsaber is a light side paragon add (light side pip) to all combat checks made using the lightsaber containing one or more force die dice. Modification Options: None. Hard Points Required: 2 Price: ®50,000 LIGHT SIDE CRYSTAL Base Modifiers: Installing this crystal changes a lightsaber’s base damage to 0 and critical rating to 3, and the lightsaber gains Breach 1, Sunder, Defensive 1, and Deflection 1 weapon qualities. The lightsaber gain damage equal to one tenth wielders morality (rounded up). Modification Options: 1 Item quality (Defensive +1) mod, 1 Item quality (Delection +1) mod, 2 Decrease the weapon’s critical rating by one to a minimum of 1 mods. Hard Points Required: 2 Price: ®18,000 SITH CRYSTAL May only be used by a dark side character. Base Modifiers: Installing this crystal changes a lightsaber’s base damage to 8 and critical rating to 1, and the lightsaber gains Breach 1 and Sunder weapon qualities. Add an additional force die to all combat checks made using the lightsaber that already contain one or more force dice. Modification Options: None. Hard Points Required: 2 Price: ®50,000 TWIN KRAYT DRAGON PEARLS CRYSTAL Twin crystals may be placed in both ends of a double-bladed lightsaber, in two different lightsabers being duel wielded, or in two lightsabers being wielded by different characters. Mods done to one of the crystals are automatically done to the other crystal. Base Modifiers: Installing this crystal changes a lightsaber’s base damage to 9 and critical rating to 1, and the lightsaber gains Breach 1, Sunder, and Vicious 1 weapon Qualities. If the crystals are in both ends of a double-bladed lightsaber reduce the cost to activate the linked quality by one. If the crystals are in two different lightsabers being duel wielded reduce the cost to activate the second hit by one. If in two different lightsabers being wielded by two different characters add one (advantage) to all combat checks made with the lightsabers as long as the crystals are within engaged range with each other. Modification Options: 3 Item Quality (Vicious +1) mods, 1 Damage +1 mod. Hard Points Required: 2 per crystal. Price: ®37,500 I hope this is not too many.
  15. Thanks for clearing that up for me.
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