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Fanmade cards while we speculate

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Maybe. For my opinion, I wouldn't pay 1 fate for +1/+1 on supernatural storm, even if I trigger it twice with Kyuden Isawa, so for that card I don't think it'd merit a +1 tax. The synergies with yojimbo are probably on-par with synergies from the seals, in terms of number and quality, at least for the more useful seals. It's not that they're not there, it's that they're good enough to make the card as useful as another card, not one that deserves to cost 2 fate.

Against the Waves is pretty good, true. I could see 1 fate, but not 2. And I'd still be leaning towards 0 instead, but at least it's flexible, so I guess there's that.

Unfortunately, it has memory issues in remembering what you've chosen, but that's ok for a fan card.

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I had a random idea - need some thoughts on the mechanic, though.

Chain of events:

  • Was looking through the older threads on the forum. Came across the "Pillow-Fight" thread, which was essentially criticising the idea of a card art of a Hotaru/Kachiko pillow-fight and FFG's response to the request*.
  • I agree that shouldn't be a thing. One thing FFG's version of L5R has so far managed to avoid is too much fantasy-setting-cheesecake art, and I agree with that wholeheartedly - and, given the art choice voted for "Worldly Shiotome", it sounds like most other people do too.
  • A random thought popped into my head, though, of "well, technically the request didn't specify they had to be adults" and the idea of two kids at a winter court somewhere having a cheerful pillow fight occurred.
  • We know the two have been very close for at least five years (since that's when the intro fiction for the RPG is set - and it's implied that that iconic artwork of the two of them under a parasol is supposed to be depicting), so the possibility that they knew one another as children isn't unrealistic unless I've missed something somewhere. I had a mental image of the artwork being them as young children, one of them chasing the other with a pillow along a first floor balcony with Doji Satsume just visible on the ground floor grimacing disapprovingly up (and Kakita Toshimoko stood next to him, laughing his backside off).
  • That resulted in the idea of an attachment "Childhood Friendship". A big part of the Hotaru/Kachiko dynamic, and something that happens to no small part of other friends and couples in the setting in the RPG, is what happens when your childhood friend/sweetheart turns up unexpectedly at the wedding/to give testimony at court/in the ranks of the enemy army.
  • Essentially, if you have two childhood friends on either sides of the two players' board, they won't want to be in conflicts against one another. I think prohibiting a character from participating in a conflict is a bit too harsh - and doesn't fit the 'drama' idea; sometimes you might have to - but instead slap on a hefty penalty if you do commit them; either dishonouring them and/or forcing the player (as the lord ordering them to endanger their childhood friend) to discard some honour directly.
  • What I'm not sure about is how to 'attach' it to a specific other character. I guess it could be something like "attach to a character you control" and then you could have the card mandate that "when you do, search your deck to find a second copy and attach it to one of your opponent's characters"? Might also need a 'discard any currently in play', since it wouldn't be able to distinguish between the other 'half' of the Childhood Friendship you played, and a Childhood Friendship your opponent played.
    • Can anyone think of a more elegant way for an attachment to 'tag' a character on the other team?

 

 

 

* go read it if you want to, lets' not start it again here.

Edited by Magnus Grendel

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12 hours ago, Magnus Grendel said:

I had a random idea - need some thoughts on the mechanic, though.

Chain of events:

  • Was looking through the older threads on the forum. Came across the "Pillow-Fight" thread, which was essentially criticising the idea of a card art of a Hotaru/Kachiko pillow-fight and FFG's response to the request*.
  • I agree that shouldn't be a thing. One thing FFG's version of L5R has so far managed to avoid is too much fantasy-setting-cheesecake art, and I agree with that wholeheartedly - and, given the art choice voted for "Worldly Shiotome", it sounds like most other people do too.
  • A random thought popped into my head, though, of "well, technically the request didn't specify they had to be adults" and the idea of two kids at a winter court somewhere having a cheerful pillow fight occurred.
  • We know the two have been very close for at least five years (since that's when the intro fiction for the RPG is set - and it's implied that that iconic artwork of the two of them under a parasol is supposed to be depicting), so the possibility that they knew one another as children isn't unrealistic unless I've missed something somewhere. I had a mental image of the artwork being them as young children, one of them chasing the other with a pillow along a first floor balcony with Doji Satsume just visible on the ground floor grimacing disapprovingly up (and Kakita Toshimoko stood next to him, laughing his backside off).
  • That resulted in the idea of an attachment "Childhood Friendship". A big part of the Hotaru/Kachiko dynamic, and something that happens to no small part of other friends and couples in the setting in the RPG, is what happens when your childhood friend/sweetheart turns up unexpectedly at the wedding/to give testimony at court/in the ranks of the enemy army.
  • Essentially, if you have two childhood friends on either sides of the two players' board, they won't want to be in conflicts against one another. I think prohibiting a character from participating in a conflict is a bit too harsh - and doesn't fit the 'drama' idea; sometimes you might have to - but instead slap on a hefty penalty if you do commit them; either dishonouring them and/or forcing the player (as the lord ordering them to endanger their childhood friend) to discard some honour directly.
  • What I'm not sure about is how to 'attach' it to a specific other character. I guess it could be something like "attach to a character you control" and then you could have the card mandate that "when you do, search your deck to find a second copy and attach it to one of your opponent's characters"? Might also need a 'discard any currently in play', since it wouldn't be able to distinguish between the other 'half' of the Childhood Friendship you played, and a Childhood Friendship your opponent played.
    • Can anyone think of a more elegant way for an attachment to 'tag' a character on the other team?

 

 

 

* go read it if you want to, lets' not start it again here.

Childhood friendship

1 cost neutral conflict card

+0/+0

Attachment

Attach to a character you control. When you attach this card, choose a character an opponent has in play.

Forced Reaction: If attached character participates in a conflict with the opposing character chosen - dishonor both characters and lose 2 Honor. 

"You said we would be friends forever"

Edited by BayushiFugu

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I agree with the just 'Choose an opposing character' route and relying on memory issues. As it is it just punishes you, though, so you probably would want to do 'Attach to any character' and 'Choose a character you control' so that you put it on an opposing character. Currently, it's an attachment you put on your own character that can only dishonor the attached character :P

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4 hours ago, BayushiFugu said:

Childhood friendship

1 cost neutral conflict card

+0/+0

Attachment

Attach to a character you control. When you attach this card, choose a character an opponent has in play.

Forced Reaction: If attached character participates in a conflict with the opposing character chosen - dishonor both characters and lose 2 Honor. 

"You said we would be friends forever"

Still seems like too good an effect.  I'd maybe go with an event.  

1 Cost neutral Event

Action:  Target a character you control and a character controlled by an opponent - the opponent must choose either move both selected characters home bowed and then honor them or dishonor the character they controlled. 

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4 hours ago, BayushiFugu said:

Seppun Elite

3 cost

4/1

Glory 3

Imperial Guard

Seppun Elite does not bow from conflict resolution if you control another Imperial character with higher cost. 

 

The stats are a bit too high for a  neutral card. All neutral cards effectively have a -1 across the board on stats.
I think eventually they will make a role or stronghold that will give certain neutral personalities like Imperial or Mantis Clan a net +1 to stats across the board to those cards instantly making them all more viable.

Also, there is a term for the elite guards from the Seppun family-- Miharu.

The fact that there are Seppun Shugenja and Seppun Courtiers (more rare) makes the "Elite" a bit unclear. It would be like having a card called "Bayushi Elite" or "Yoritomo Elite" and expecting that alone to convey what the card does.

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Dragon's Milk

0 cost Scorpion Event

poison

Reaction: Play when one of your Shonobi characters enters a duel - If your character wins the duel, discard the loser in addition to any other effects.

"Their weapons are coated in a milky white fluid"

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On 1/30/2019 at 1:29 PM, Stéphane81 said:

Hi guy,

Could you share the templates you used for your fan made cards ?

Thanks

They are way, way up in this thread.  The Fox ones and the Mantis ST had to be heavily photoshopped.

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Recent lore has given me some ideas.

 

Trapped in Ningen-Do

1 cost neutral attachment

Condition

Attach to a unique character. Attaches to P'an Ku for 1 less fate

Action: During a conflict that attached character is participating in - Move attached character home then bow it. After the resolution of this conflict straighten attached character.

 

Elemental Unbalancing

1 cost neutral event

Reaction: When honor dials are revealed during the draw phase - players reverse the honor transfer for this phase. The higher bid gets the honor and the lower bid loses it.

 

Moth Bushi

2 cost neutral character

Moth Clan, Bushi

2/2

1 Glory

Action: During a conflict - Bow a non-bushi, non-shugenja, non-courtier character with more glory than Moth Bushi.

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41 minutes ago, P'an Ku said:

 

Elemental Unbalancing

1 cost neutral event

Reaction: When honor dials are revealed during the draw phase - players reverse the honor transfer for this phase. The higher bid gets the honor and the lower bid loses it.

 

 

Completely  broken as you just made Dishonor essentially unbeatable once they get you down to 3-5 honor and are forced into the bid 1 or loose phase of the game.

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1 minute ago, Schmoozies said:

Completely  broken as you just made Dishonor essentially unbeatable once they get you down to 3-5 honor and are forced into the bid 1 or loose phase of the game.

What do you suggest as an alternative? Higher cost? Negate the transfer entirely instead? I just feel honor dials are really boring and more that interacts with them would help.

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15 minutes ago, P'an Ku said:

What do you suggest as an alternative? Higher cost? Negate the transfer entirely instead? I just feel honor dials are really boring and more that interacts with them would help.

The problem is it is a massive advantage for dishonor decks as you are granting them card advantage and taking away the only down side to it.  We've already seen with Duty (which has the potential to do the exact same thing) how powerful an effect it can be.

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5 minutes ago, Schmoozies said:

The problem is it is a massive advantage for dishonor decks as you are granting them card advantage and taking away the only down side to it.  We've already seen with Duty (which has the potential to do the exact same thing) how powerful an effect it can be.

Duty is a much stronger card plus it stops the honor loss from anything. A fate to stop some honor loss seems fair but if it needs to be 2 or 3 then that could be much better.

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I had an idea that Kolat cards could be cards that really mess with the meta and rules, but that they are not favorable to any particular player (although the player who puts it into his deck would probably know how to play around it).

 
Also, I'm using the sect names after the Clan Wars in the OL5R, as I think they are more interesting. I'm just assuming that in the new L5R, they could have changed these titles to be used before the Clan Wars as well.
 
*Master Chrysanthemum
Unique Neutral Dinasty character - cost 4
3 MIL / 4 POL / 0 Glory
Kolat.
The Imperial Favor cannot be claimed
Forced Reaction: When this character is played or put into play - the controller of the Imperial Favor discards it.
 
*Master Coin
Unique Neutral Dinasty character - cost 3
2 MIL / 4 POL / 0 Glory
Kolat.
Players do not gain one fate for passing first during the dinasty phase.
Forced Reaction: At the end of the conflict phase - each player loses 1 fate.
 
*Master Jade
Unique Neutral Dinasty character - cost 3  
2 MIL / 2 POL / 0 Glory
Kolat.
Ring effects are not resolved when they are claimed.
During the fate phase do not place fate on unclaimed rings.
 
*Master Steel
Unique Neutral Dinasty character - cost 3  
3 MIL / 0 POL / 0 Glory
Kolat.
Each player may choose to declare 2 MIL conflicts or 2 POL conflicts (instead of 1 MIL conflict and one political conflict).
Forced Reaction: When a player loses a conflict as an attacking player - that player loses 2 honor. (Unlimited)
 
*Master Lotus
Unique Neutral Dinasty character - cost 3  
Kolat.
3 MIL / 1 POL / 0 Glory
During the regroup phase, each player must discard each faceup card on his or her provinces.
During the dinasty phase, each player only turns up two facedown dynasty card in each of his or her provinces faceup.
 
*Master Silk
Unique Neutral Dinasty character - cost 3  
Kolat.
2 MIL / 2 POL / 0 Glory
During the draw phase, each player may not select a number higher than 2 during the honor bid. 
Forced Reaction: At the beginning of the fate phase - each player chooses and discard one card from his or her hand.
 

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For @Suzume Chikahisa

Unyielding Seppun

2 Fate. 2 Military. 1 Political. 2 Glory

Bushi. Imperial.

Interrupt: When the effects of an event targetting an Imperial card you control would initiate, put this character into play - cancel those effects.

"...the guard just stood his ground, an impassive wall of determination and armor."

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Miya Herald

3 fate neutral character

Calvary, Courtier, Imperial, Scout

2/2

1 glory

Action: Discard a card - Move this character into the conflict and draw a card.

 

Minor Clan Advocate

1 Fate neutral Character

Mantis Clan, Courtier

1/1

1 glory

Reaction: After transferring exactly one honor during honor bids - gain one honor.

 

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Drawing Breath, Drawing Steel

0 cost Crane event

Action: Target a character you control, they challenge an opponent's character to a Mil dual - Resolve the dual. The loser is sent home then until end of conflict if it moves bow it.

2 influence

 

Tactical Advantage

1 cost Lion Event

Action: Discard a card from your hand - Give each commander you control a Mil bonus equal to the discarded cards cost until end of conflict.

2 influence

 

Two Steady Breaths

1 cost Lion Event

Technique

Action: During the Dynasty phase target a face up character in one of your provinces - Give that character the text 'When this character enters play draw a card and turn the card that fills the province it entered from face up.' until end of turn.

Reaction: When this card is put into your discard pile from your hand: Shuffle a face up dynasty card into your dynasty deck and then refill that province face up.

3 influence

 

The Final Lesson

1 cost Scorpion Event

Philosophy

Action: Target up to two characters you control during the conflict phase - They each gain Courtesy and Sincerity until end of phase.

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