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macheteman |
Posted: Fri Jun 22, 2007 8:50 am |
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Joined: 07 Dec 2006
Posts: 1200
Location: The Jungle
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OK, here we go:
Foresight
•Violent J, Of The Dark Carnival
Companion • Man
Strength: 5
Vitality: 3
Resistance: 5
Juggalo. Violent J is strength +1 and resistance +1 for each pipeweed you can spot.
Skirmish: Discard a card stacked on a pipweed to reveal the top card of your draw deck. If that card is a card, you may play it.
Side Note: is [Juggalo].
Thranduil
• Thranduil, Wise Elf
Companion • Elf
Str: 7
Vit: 4
Res: 7
Thranduil is resistance +X where X is the number of wounds in his skirmish.
’Long will I tarry, ere I begin this war for gold.’
BW
•Guardian of the Shire, Ranger of the North
Companion • Man
7 Strength
3 Vitality
7 Resistance
Ranger.
Response: If your follower is about to be discarded, exert Guardian of the Shire or discard 2 cards from hand to prevent that and place that follower into your support area.
"They were, in fact, sheltered..."
NB
•Hareth, Skilled Assassin
Strength: 8
Vitality: 3
Site Number: 4
Southron. Hunter 2.
Each time Hareth wins a skirmish, you may exert him to wound an unbound companion.
CG
•Morluin, Fallen Istar
Minion • Wizard
Strength: 6
Vitality: 3
Site: 4
While you can spot 2 conditions, you may play Morluin from your discard pile.
Skirmish: Discard a condition to make a companion skirmishing Morluin strength -3. (limit once per skirmish)
Once one of the Five, he had been greatly corrupted.
WLC
•Nimae, Dreamer
Companion • Elf
Strength: 4
Vitality: 4
Resistance: 8
At the start of each maneuver and archery phase you may exert Nimae. That phase no events may be played.
Skirmish: Discard two events from hand to cancel a skirmish involving Nimae.
He was not your usual Elf.
spartiatis
•Boromir, High Warden of the White Tower
Companion - Man
Strength: 8
Vitality: 3
Resistance: 5
Knight.
While Boromir has resistance 3 or more and you can spot another knight,
each companion is strength +1.
"Let the armies of Mordor Know this: Never again will the Land of my people fall into enemy Hands"
SoP
Tuilin, Elven Ranger
Companion • Elf
Strength • 7
Vitality • 3
Resistance • 7
Archer, Ranger.
If Tuilin bears a ranged weapon, each time a minion takes a wound in the archery phase, you may exert Tuilin and add to wound that minion again (limit once per phase).
L3333
●Dunedan Ranger
Companion - Man
Strength 7
Vitality 3
Resistance 7
Maneuver: Exert Dunedan Ranger to wound a minion
Regroup: Exert Dunedan Ranger twice to reconcile your hand
CBB
[14] •Gorgothruin, Balrog Commander
Minion • Balrog
Strength: 17
Vitality: 5
Site Number: 4
Dark Fire. Damage +1.
Each other Balrog is twilight cost -1 and strength +1.
When you play Gorgothruin, Discard two Free Peoples cards that belong to the following classes: Hand Weapon, Ranged Weapon, Armor.
"He was known, next to Gothmog, as the most Evil and cunning of the Valaraukar."
Designer’s Notes:
Dark fire
This is a loaded keyword. Its ability is simple: "When you play this minion, you may spot a companion. Until the regroup phase, that companion may not be assigned to any non-fierce skirmish.
EL
*Haldir, Greycloak
Companion * Elf
Strength: 5
Vitality: 3
Resistance: 7
Hunter 1.
While you can spot a wounded minion, Haldir is strength +2.
Maneuver: Remove 2 tokens to exert a minion (or to wound an Orc).
They were clad in shadowy-grey, and could not be seen among the tree-stems, unless they moved suddenly.
Dain
•Rorin, Dwarven Adventurer
Companion • Dwarf
Strength: 6
Vitality: 3
Resistance: 6
Damage +1. Hunter 1.
While you can spot 3 Free Peoples races, Rorin’s twilight cost is -1.
When you play Rorin (except in your starting fellowship), you may play a possession on him from your draw deck.
Rorin is strength +1 for each minion in his skirmish.
“Baruk Sigin-tarâg!”
AP
• Gimli, Sturdy Dwarf
Companion • Dwarf
Strength: 6
Vitality: 3
Resistance: 6
Damage +1. Hunter 1.
If the fellowship has moved more than once this turn, each minion skirmishing Gimli is strength –X, where X is Gimli’s vitality.
”’The legs of Men will lag on a rough road, while a Dwarf goes on, be the burden twice his own weight….’”
Glamdring
• Hunthor, Turin’s Companion
Companion • Man
Strength: 7
Vitality: 3
Resistance: 5
Ranger
Hunthor cannot take wounds during fierce skirmishes involving him. While at a forest site, Hunthor gains archer.
[size=9]"The Rangers of the south efficiently knew how to use the bow and arrow, while learning to track the signs in the forest."
macheteman
•Gorki, Ice Bay Chieftan
Companion • Man
Strength: 6
Vitality: 4
Resistance: 4
Defender +1. Enduring. Damage +1. Hunter 1.
------------------------------------------------------------------
AKiE:
•Aragorn, Son of Arathorn
Companion • Man
Strength: 8
Vitality: 4
Resistance: 8
Ranger.
Skrimish: If Aragorn is unassigned to a skirmish, you may exert him to replace the Ring-bearer in a skirmish. The shadow player may exert a minion or remove to prevent this.
"’I am Aragorn, son of Arathorn; and if by life or death, I can save you, I will.’"
Remember, give some brief feedback to these designers, and vote for your 3 favorite in descending order.
-mm |
Last edited by macheteman on Sat Jun 23, 2007 10:02 am; edited 5 times in totalCheck out my best article The Utterly Corrupt Corruption,
If at first you don't succeed...Sky-diving isn't for you.
"Combat is dangerous. It tends to interupt your breathing process."
ROLF!!! |
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lem0nhead |
Posted: Fri Jun 22, 2007 9:07 am |
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Joined: 02 Apr 2007
Posts: 2981
Location: Blood Island
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macheteman wrote:
Foresight
 • Violent J, Of The Dark Carnival
Companion • Man
Strength: 5
Vitality: 3
Resistance: 5
Juggalo. Violent J is strength +1 and resistance +1 for each  pipeweed you can spot.
Skirmish: Discard a card stacked on a  pipweed to reveal the top card of your draw deck. If that card is a  card, you may play it.
Dont get this at all as it clearly need sother cards in a set. Could be good if i knew more about the "juggalo" culture.
Side Note:  is [Juggalo].
Thranduil
 • Thranduil, Wise Elf
Companion • Elf
Str: 7
Vit: 4
Res: 7
Thranduil is resistance +X where X is the number of wounds in his skirmish.
’Long will I tarry, ere I begin this war for gold.’
Too costly for not amazing ability.
BW
 •Guardian of the Shire, Ranger of the North
Companion • Man
7 Strength
3 Vitality
7 Resistance
Ranger.
Response: If your  follower is about to be discarded, exert Guardian of the Shire or discard 2  cards from hand to prevent that and place that follower into your support area.
"They were, in fact, sheltered..."
Quite like this guy but limited use.
NB
 •Hareth, Skilled Assassin
Strength: 8
Vitality: 3
Site Number: 4
Southron. Hunter 2.
Each time Hareth wins a skirmish, you may exert him to wound an unbound companion.
I like him he’s cool! Maybe would make him cost 4 but hey ho still neat.
CG
 •Morluin, Fallen Istar
Minion • Wizard
Strength: 6
Vitality: 3
Site: 4
While you can spot 2 conditions, you may play Morluin from your discard pile.
[b]Skirmish: Discard a condition to make a companion skirmishing Morluin strength -3. (limit once per skirmish)
Once one of the Five, he had been greatly corrupted.
[b]This guy is smart as well. Kudos.
WLC
 •Nimae, Dreamer
Companion • Elf
Strength: 4
Vitality: 4
Resistance: 8
At the start of each maneuver and archery phase you may exert Nimae. That phase no events may be played.
Skirmish: Discard two events from hand to cancel a skirmish involving Nimae.
He was not your usual Elf.
Overpowered abilities for me. And strange strength and vitality choices. Nice try with the "unusual" approach but too mental for my liking.
spartiatis
 •Boromir, High Warden of the White Tower
Companion - Man
Strength: 8
Vitality: 3
Resistance: 5
Knight.
While Boromir has resistance 3 or more and you can spot another knight,
each  companion is strength +1.
"Let the armies of Mordor Know this: Never again will the Land of my people fall into enemy Hands"
Bit bland But ok.
SoP
 Tuilin, Elven Ranger
Companion • Elf
Strength • 7
Vitality • 3
Resistance • 7
Archer, Ranger.
If Tuilin bears a ranged weapon, each time a minion takes a wound in the archery phase, you may exert Tuilin and add  to wound that minion again (limit once per phase).
This guy is awesome. By far id want him in my deck. Cool!
L3333
 ●Dunedan Ranger
Companion - Man
Strength 7
Vitality 3
Resistance 7
Maneuver: Exert Dunedan Ranger to wound a minion
Regroup: Exert Dunedan Ranger twice to reconcile your hand
Way OP.
CBB
[14] •Gorgothruin, Balrog Commander
Minion • Balrog
Strength: 17
Vitality: 5
Site Number: 4
Dark Fire. Damage +1.
Each other Balrog is twilight cost -1 and strength +1.
When you play Gorgothruin, Discard two Free Peoples cards that belong to the following classes: Hand Weapon, Ranged Weapon, Armor.
"He was known, next to Gothmog, as the most Evil and cunning of the Valaraukar."
Interesting. Erm. Very powerful. Not bad but not sure how well he’d work in game.
Designer’s Notes:
Dark fire
This is a loaded keyword. Its ability is simple: "When you play this minion, you may spot a companion. Until the regroup phase, that companion may not be assigned to any non-fierce skirmish.
EL
 *Haldir, Greycloak
Companion * Elf
Strength: 5
Vitality: 3
Resistance: 7
Hunter 1.
While you can spot a wounded minion, Haldir is strength +2.
Maneuver: Remove 2  tokens to exert a minion (or to wound an Orc).
They were clad in shadowy-grey, and could not be seen among the tree-stems, unless they moved suddenly.
He’s ok certainly useful but doesnt jump out and grab me.
Dain
 • Rorin, Dwarven Adventurer
Companion • Dwarf
Strength: 6
Vitality: 3
Resistance: 6
Damage +1. Hunter 1.
While you can spot 3 Free Peoples races, Rorin’s twilight cost is -1.
When you play Rorin (except in your starting fellowship), you may play a  possession on him from your draw deck.
Rorin is strength +1 for each minion in his skirmish.
“Baruk Sigin-tarâg!”
Alright. Not too shabby. Maybe bit strong.
AP
 • Gimli, Sturdy Dwarf
Companion • Dwarf
Strength: 6
Vitality: 3
Resistance: 6
Damage +1. Hunter 1.
If the fellowship has moved more than once this turn, each minion skirmishing Gimli is strength –X, where X is Gimli’s vitality.
”’The legs of Men will lag on a rough road, while a Dwarf goes on, be the burden twice his own weight….’”
Very cool Gimli. Wd AP. Shame its a bit limited, unless you make a mental double/treble move deck.
Glamdring
 • Hunthor, Turin’s Companion
Companion • Man
Strength: 7
Vitality: 3
Resistance: 5
Ranger
Hunthor cannot take wounds during fierce skirmishes involving him. While at a forest site, Hunthor gains archer.
[size=9] "The Rangers of the south efficiently knew how to use the bow and arrow, while learning to track the signs in the forest."
Nothing wrong with this guy.
macheteman
 •Gorki, Ice Bay Chieftan
Companion • Man
Strength: 6
Vitality: 4
Resistance: 4
Defender +1. Enduring. Damage +1. Hunter 1.
Dont know who gorki is. Name rings a bell but ok. Erm hes ok. Strange not having gametext kinda like a freeps horror of harad. Fair enough.
-mm
1. SoP
2. NB
3. CG |
Ban shampoo, demand real poo.
My Trade List and CC References
"Smart guy, especially considering his head is filled with lemon juice and seeds. That boy’s juicy brain is FULL of good stuff" ~ DainIronfoot
"No fair! And all I got was an oily unconscious steward!" ~ Pippin.
"Okay, stop me if you've heard this one. An elf, a man, and a dwarf walk into the Riddermark..." ~ Eomer |
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Thranduil |
Posted: Fri Jun 22, 2007 11:57 am |
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Joined: 01 May 2007
Posts: 2256
Location:
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The ones I think have the most potential are:
BW
EL
NB
But AP’s and mm’s were close.
Thranduil |
'We do what we do because of who we are. If we did otherwise, we would not be ourselves.'
- Dream of the Endless
Check out my block based on The Hobbit, my remake of Age's End, and the Fall of Eregion
Vote for your favourite Bilbo, Retired Adventurer(V) |
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NBarden |
Posted: Fri Jun 22, 2007 12:08 pm |
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Joined: 28 Dec 2006
Posts: 5468
Location: I don't know...
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macheteman wrote: Foresight
 • Violent J, Of The Dark Carnival
Companion • Man
Strength: 5
Vitality: 3
Resistance: 5
Juggalo. Violent J is strength +1 and resistance +1 for each  pipeweed you can spot.
Skirmish: Discard a card stacked on a  pipweed to reveal the top card of your draw deck. If that card is a  card, you may play it.
Side Note:  is [Juggalo].
Um...WEIRD! What in the world is this? I’ll wait to see what you do with it...
Thranduil
 • Thranduil, Wise Elf
Companion • Elf
Str: 7
Vit: 4
Res: 7
Thranduil is resistance +X where X is the number of wounds in his skirmish.
’Long will I tarry, ere I begin this war for gold.’
Interesting. Not sure about it though.
BW
 •Guardian of the Shire, Ranger of the North
Companion • Man
7 Strength
3 Vitality
7 Resistance
Ranger.
Response: If your  follower is about to be discarded, exert Guardian of the Shire or discard 2  cards from hand to prevent that and place that follower into your support area.
"They were, in fact, sheltered..."
Nice. A potent ability, but not bad. A little cheap, though, I would have made it
CG
•Morluin, Fallen Istar [b]
Minion • Wizard
Strength: 6
Vitality: 3
Site: 4
While you can spot 2 conditions, you may play Morluin from your discard pile.
[b]Skirmish: Discard a condition to make a companion skirmishing Morluin strength -3. (limit once per skirmish)
Once one of the Five, he had been greatly corrupted.
[b]Wow. Um...kinda...powerful. But with the small stats, I think its okay. Wow.
WLC
 •Nimae, Dreamer
Companion • Elf
Strength: 4
Vitality: 4
Resistance: 8
At the start of each maneuver and archery phase you may exert Nimae. That phase no events may be played.
Skirmish: Discard two events from hand to cancel a skirmish involving Nimae.
He was not your usual Elf.
To powerful. He should be at least .
spartiatis
 •Boromir, High Warden of the White Tower
Companion - Man
Strength: 8
Vitality: 3
Resistance: 5
Knight.
While Boromir has resistance 3 or more and you can spot another knight,
each  companion is strength +1.
"Let the armies of Mordor Know this: Never again will the Land of my people fall into enemy Hands"
Perfect.
SoP
 Tuilin, Elven Ranger
Companion • Elf
Strength • 7
Vitality • 3
Resistance • 7
Archer, Ranger.
If Tuilin bears a ranged weapon, each time a minion takes a wound in the archery phase, you may exert Tuilin and add  to wound that minion again (limit once per phase).
Nice. Needs unique, but still like this guy.
L3333
 ●Dunedan Ranger
Companion - Man
Strength 7
Vitality 3
Resistance 7
Maneuver: Exert Dunedan Ranger to wound a minion
Regroup: Exert Dunedan Ranger twice to reconcile your hand
Um...overpowered? Legolas, Greenleaf comes to mind.
CBB
[14] •Gorgothruin, Balrog Commander
Minion • Balrog
Strength: 17
Vitality: 5
Site Number: 4
Dark Fire. Damage +1.
Each other Balrog is twilight cost -1 and strength +1.
When you play Gorgothruin, Discard two Free Peoples cards that belong to the following classes: Hand Weapon, Ranged Weapon, Armor.
"He was known, next to Gothmog, as the most Evil and cunning of the Valaraukar."
Designer’s Notes:
Dark fire
This is a loaded keyword. Its ability is simple: "When you play this minion, you may spot a companion. Until the regroup phase, that companion may not be assigned to any non-fierce skirmish.
Nice.
EL
 *Haldir, Greycloak
Companion * Elf
Strength: 5
Vitality: 3
Resistance: 7
Hunter 1.
While you can spot a wounded minion, Haldir is strength +2.
Maneuver: Remove 2  tokens to exert a minion (or to wound an Orc).
They were clad in shadowy-grey, and could not be seen among the tree-stems, unless they moved suddenly.
Perfect.
Dain
 • Rorin, Dwarven Adventurer
Companion • Dwarf
Strength: 6
Vitality: 3
Resistance: 6
Damage +1. Hunter 1.
While you can spot 3 Free Peoples races, Rorin’s twilight cost is -1.
When you play Rorin (except in your starting fellowship), you may play a  possession on him from your draw deck.
Rorin is strength +1 for each minion in his skirmish.
“Baruk Sigin-tarâg!”
Perfect.
AP
 • Gimli, Sturdy Dwarf
Companion • Dwarf
Strength: 6
Vitality: 3
Resistance: 6
Damage +1. Hunter 1.
If the fellowship has moved more than once this turn, each minion skirmishing Gimli is strength –X, where X is Gimli’s vitality.
”’The legs of Men will lag on a rough road, while a Dwarf goes on, be the burden twice his own weight….’”
Nice, but I can’t see this one used over Eager Hunter. Because of course this one’s for brute strength, and Eager Hunter does better.
Glamdring
 • Hunthor, Turin’s Companion
Companion • Man
Strength: 7
Vitality: 3
Resistance: 5
Ranger
Hunthor cannot take wounds during fierce skirmishes involving him. While at a forest site, Hunthor gains archer.
[size=9] "The Rangers of the south efficiently knew how to use the bow and arrow, while learning to track the signs in the forest."
Nice. A bit overpowered, maybe ?
macheteman
 •Gorki, Ice Bay Chieftan
Companion • Man
Strength: 6
Vitality: 4
Resistance: 4
Defender +1. Enduring. Damage +1. Hunter 1.
OP. Make him 5 strength at least, maybe 4.
Elf Lvr
Dain Ironfoot
Spartiatis
Very close. There are some great DCs in herer. Honorable mention to SoP. |
-Trade With Me
Add the popcorn smiley to your sig, help it achieve world domination.
What if the hokey pokey really IS what its all about?
As I lay in bed staring at the stars last night, I thought to myself, "where the heck is the ceiling?"
Spotlight on....Sense of Obligation. |
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sickofpalantirs |
Posted: Fri Jun 22, 2007 1:16 pm |
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Joined: 23 Mar 2006
Posts: 7750
Location: somwhere, over the rainbow way up high. There's a land that I heard of once in a lullaby.
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macheteman wrote: OK, here we go:
Foresight
 • Violent J, Of The Dark Carnival
Companion • Man
Strength: 5
Vitality: 3
Resistance: 5
Juggalo. Violent J is strength +1 and resistance +1 for each  pipeweed you can spot.
Skirmish: Discard a card stacked on a  pipweed to reveal the top card of your draw deck. If that card is a  card, you may play it.
Side Note:  is [Juggalo].
me confused...
Thranduil
 • Thranduil, Wise Elf
Companion • Elf
Str: 7
Vit: 4
Res: 7
Thranduil is resistance +X where X is the number of wounds in his skirmish.
’Long will I tarry, ere I begin this war for gold.’
bland bland blander then bland
BW
 •Guardian of the Shire, Ranger of the North
Companion • Man
7 Strength
3 Vitality
7 Resistance
Ranger.
Response: If your  follower is about to be discarded, exert Guardian of the Shire or discard 2  cards from hand to prevent that and place that follower into your support area.
"They were, in fact, sheltered..."
I like this guy
NB
 •Hareth, Skilled Assassin
Strength: 8
Vitality: 3
Site Number: 4
Southron. Hunter 2.
Each time Hareth wins a skirmish, you may exert him to wound an unbound companion.
erm...seems overcosted and a little bland
CG
 •Morluin, Fallen Istar [B ]
Minion • Wizard
Strength: 6
Vitality: 3
Site: 4
While you can spot 2 conditions, you may play Morluin from your discard pile.
[b]Skirmish: Discard a [b ] condition to make a companion skirmishing Morluin strength -3. (limit once per skirmish)
Once one of the Five, he had been greatly corrupted.
What are the names of the 5?interesting
WLC
 •Nimae, Dreamer
Companion • Elf
Strength: 4
Vitality: 4
Resistance: 8
At the start of each maneuver and archery phase you may exert Nimae. That phase no events may be played.
Skirmish: Discard two events from hand to cancel a skirmish involving Nimae.
He was not your usual Elf.
reminds me of a thread on D, TPBM or something where some guy was expressing how much he liked uruviel... weird
spartiatis
 •Boromir, High Warden of the White Tower
Companion - Man
Strength: 8
Vitality: 3
Resistance: 5
Knight.
While Boromir has resistance 3 or more and you can spot another knight,
each  companion is strength +1.
"Let the armies of Mordor Know this: Never again will the Land of my people fall into enemy Hands"
interesting...cool!
L3333
 ●Dunedan Ranger
Companion - Man
Strength 7
Vitality 3
Resistance 7
Maneuver: Exert Dunedan Ranger to wound a minion
Regroup: Exert Dunedan Ranger twice to reconcile your hand
kinda interesting...
CBB
[14] •Gorgothruin, Balrog Commander
Minion • Balrog
Strength: 17
Vitality: 5
Site Number: 4
Dark Fire. Damage +1.
Each other Balrog is twilight cost -1 and strength +1.
When you play Gorgothruin, Discard two Free Peoples cards that belong to the following classes: Hand Weapon, Ranged Weapon, Armor.
"He was known, next to Gothmog, as the most Evil and cunning of the Valaraukar."
very interesting
Designer’s Notes:
Dark fire
This is a loaded keyword. Its ability is simple: "When you play this minion, you may spot a companion. Until the regroup phase, that companion may not be assigned to any non-fierce skirmish.
EL
 *Haldir, Greycloak
Companion * Elf
Strength: 5
Vitality: 3
Resistance: 7
Hunter 1.
While you can spot a wounded minion, Haldir is strength +2.
Maneuver: Remove 2  tokens to exert a minion (or to wound an Orc).
They were clad in shadowy-grey, and could not be seen among the tree-stems, unless they moved suddenly.
i never liked 5 companions with possibilities to be 7
Dain
 • Rorin, Dwarven Adventurer
Companion • Dwarf
Strength: 6
Vitality: 3
Resistance: 6
Damage +1. Hunter 1.
While you can spot 3 Free Peoples races, Rorin’s twilight cost is -1.
When you play Rorin (except in your starting fellowship), you may play a  possession on him from your draw deck.
Rorin is strength +1 for each minion in his skirmish.
“Baruk Sigin-tarâg!”
cool!
AP
 • Gimli, Sturdy Dwarf
Companion • Dwarf
Strength: 6
Vitality: 3
Resistance: 6
Damage +1. Hunter 1.
If the fellowship has moved more than once this turn, each minion skirmishing Gimli is strength –X, where X is Gimli’s vitality.
”’The legs of Men will lag on a rough road, while a Dwarf goes on, be the burden twice his own weight….’”
nice!
Glamdring
 • Hunthor, Turin’s Companion
Companion • Man
Strength: 7
Vitality: 3
Resistance: 5
Ranger
Hunthor cannot take wounds during fierce skirmishes involving him. While at a forest site, Hunthor gains archer.
[size=9] "The Rangers of the south efficiently knew how to use the bow and arrow, while learning to track the signs in the forest."
kinda cool!
macheteman
 •Gorki, Ice Bay Chieftan
Companion • Man
Strength: 6
Vitality: 4
Resistance: 4
Defender +1. Enduring. Damage +1. Hunter 1.
no thank you. interesting but...
1. BW
2. CBB
3. CG |
Sop's haves/ top wants
(mm)"SoP: you will always be the Official CC Spammer in my heart"
"DáinIronfoot"
Spammers really are amazing creatures. You can learn all there is to know about their ways in a month. And yet, after a hundred years, they can still surprise you.  |
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NBarden |
Posted: Fri Jun 22, 2007 1:34 pm |
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Joined: 28 Dec 2006
Posts: 5468
Location: I don't know...
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elf lvr |
Posted: Fri Jun 22, 2007 1:37 pm |
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Joined: 13 Jun 2006
Posts: 3065
Location: Rivendell
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SoP, my Haldir has Hunter 1. So he can be 8 strength. Ooooh!
macheteman wrote: OK, here we go:
Foresight
 • Violent J, Of The Dark Carnival
Companion • Man
Strength: 5
Vitality: 3
Resistance: 5
Juggalo. Violent J is strength +1 and resistance +1 for each  pipeweed you can spot.
Skirmish: Discard a card stacked on a  pipweed to reveal the top card of your draw deck. If that card is a  card, you may play it.
Side Note:  is [Juggalo].
Okay... weird.
Quote: Thranduil
 • Thranduil, Wise Elf
Companion • Elf
Str: 7
Vit: 4
Res: 7
Thranduil is resistance +X where X is the number of wounds in his skirmish.
’Long will I tarry, ere I begin this war for gold.’
I’ll wait to see what you do with resistance before making a judgement.
Quote: BW
 •Guardian of the Shire, Ranger of the North
Companion • Man
7 Strength
3 Vitality
7 Resistance
Ranger.
Response: If your  follower is about to be discarded, exert Guardian of the Shire or discard 2  cards from hand to prevent that and place that follower into your support area.
"They were, in fact, sheltered..."
A man. Sweetness. A bit limmited, but still. I’d have made it "about to be discarded or returned to hand..." becuase of Set Up.
Quote: NB
 •Hareth, Skilled Assassin
Strength: 8
Vitality: 3
Site Number: 4
Southron. Hunter 2.
Each time Hareth wins a skirmish, you may exert him to wound an unbound companion.
Needs to be "Minion * Man", and I’d have made him cost 4.
Quote: CG
 •Morluin, Fallen Istar
Minion • Wizard
Strength: 6
Vitality: 3
Site: 4
While you can spot 2 conditions, you may play Morluin from your discard pile.
[b]Skirmish: Discard a condition to make a companion skirmishing Morluin strength -3. (limit once per skirmish)
Once one of the Five, he had been greatly corrupted.
The limit just keeps it from being overpowered.
Quote: WLC
 •Nimae, Dreamer
Companion • Elf
Strength: 4
Vitality: 4
Resistance: 8
At the start of each maneuver and archery phase you may exert Nimae. That phase no events may be played.
[b]Skirmish: Discard two events from hand to cancel a skirmish involving Nimae.
He was not your usual Elf.
Too powerful. The ability to skip phases (or drastically limit them) is way strong. And the second ability is also a bit powerful... I might have added some additional cost to that.
Quote: spartiatis
 •Boromir, High Warden of the White Tower
Companion - Man
Strength: 8
Vitality: 3
Resistance: 5
Knight.
While Boromir has resistance 3 or more and you can spot another knight,
each  companion is strength +1.
"Let the armies of Mordor Know this: Never again will the Land of my people fall into enemy Hands"
Sweet card for knights. Simple, but good. I like it.
Quote: SoP
 Tuilin, Elven Ranger
Companion • Elf
Strength • 7
Vitality • 3
Resistance • 7
Archer, Ranger.
If Tuilin bears a ranged weapon, each time a minion takes a wound in the archery phase, you may exert Tuilin and add  to wound that minion again (limit once per phase).
Besides the fact that he needs to be unique, he’s really awesome.
Quote: L3333
 ●Dunedan Ranger
Companion - Man
Strength 7
Vitality 3
Resistance 7
Maneuver: Exert Dunedan Ranger to wound a minion
Regroup: Exert Dunedan Ranger twice to reconcile your hand
Ultra greenleaf with Reconcile. No-no.
Quote: CBB
[14] •Gorgothruin, Balrog Commander
Minion • Balrog
Strength: 17
Vitality: 5
Site Number: 4
Dark Fire. Damage +1.
Each other Balrog is twilight cost -1 and strength +1.
When you play Gorgothruin, Discard two Free Peoples cards that belong to the following classes: Hand Weapon, Ranged Weapon, Armor.
"He was known, next to Gothmog, as the most Evil and cunning of the Valaraukar."
Designer’s Notes:
Dark fire
This is a loaded keyword. Its ability is simple: "When you play this minion, you may spot a companion. Until the regroup phase, that companion may not be assigned to any non-fierce skirmish.
Really interesting. Fairly balanced, I guess.
Quote: EL
 *Haldir, Greycloak
Companion * Elf
Strength: 5
Vitality: 3
Resistance: 7
Hunter 1.
While you can spot a wounded minion, Haldir is strength +2.
Maneuver: Remove 2  tokens to exert a minion (or to wound an Orc).
They were clad in shadowy-grey, and could not be seen among the tree-stems, unless they moved suddenly.
Perfect. What more can I say?
Quote: Dain
 • Rorin, Dwarven Adventurer
Companion • Dwarf
Strength: 6
Vitality: 3
Resistance: 6
Damage +1. Hunter 1.
While you can spot 3 Free Peoples races, Rorin’s twilight cost is -1.
When you play Rorin (except in your starting fellowship), you may play a  possession on him from your draw deck.
Rorin is strength +1 for each minion in his skirmish.
“Baruk Sigin-tarâg!”
He’s cool.
Quote: AP
 • Gimli, Sturdy Dwarf
Companion • Dwarf
Strength: 6
Vitality: 3
Resistance: 6
Damage +1. Hunter 1.
If the fellowship has moved more than once this turn, each minion skirmishing Gimli is strength –X, where X is Gimli’s vitality.
”’The legs of Men will lag on a rough road, while a Dwarf goes on, be the burden twice his own weight….’”
Really neat. Dwarves ought to double a lot anyways. And with a bunch of Endurance, the ability can get big.
Quote: Glamdring
 • Hunthor, Turin’s Companion
Companion • Man
Strength: 7
Vitality: 3
Resistance: 5
Ranger
Hunthor cannot take wounds during fierce skirmishes involving him. While at a forest site, Hunthor gains archer.
[size=9] "The Rangers of the south efficiently knew how to use the bow and arrow, while learning to track the signs in the forest."
Sort of like Heathen. He’s okay.
Quote: macheteman
 •Gorki, Ice Bay Chieftan
Companion • Man
Strength: 6
Vitality: 4
Resistance: 4
Defender +1. Enduring. Damage +1. Hunter 1.
Interesting. Be careful not to make it overpowered by the end!
Faves:
SoP
DI
spartiatis |
Happy Hunting! Elf Lvr
Winner of Best Personality in the FPCA. Thanks!
Archduke Elf Lvr - Archidoux of the Chosen Ones
AMV Maker In-Training! Check out my newest production, Katsu!- A Diedara Tribute!
And behold, EL declared it good. And there was morning, and there was evening, the first (new) day. ~ DainIronfoot |
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sickofpalantirs |
Posted: Fri Jun 22, 2007 2:11 pm |
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Joined: 23 Mar 2006
Posts: 7750
Location: somwhere, over the rainbow way up high. There's a land that I heard of once in a lullaby.
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do you mean I am your fav, or 3 fav?
elf lvr wrote: SoP, my Haldir has Hunter 1. So he can be 8 strength. Ooooh!
pwned me!
but it wouldn’t really have changed my votes...I will give you a GP though. |
Sop's haves/ top wants
(mm)"SoP: you will always be the Official CC Spammer in my heart"
"DáinIronfoot"
Spammers really are amazing creatures. You can learn all there is to know about their ways in a month. And yet, after a hundred years, they can still surprise you.  |
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legoles3333 |
Posted: Fri Jun 22, 2007 2:52 pm |
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Joined: 28 Nov 2006
Posts: 861
Location: In a place that is beyond your imagination
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SP
BW
CG
and why is my card OP? you get to either wound 2 minions or reconcil! that is not OP where i come from |
Here's My Trade List
I have taken an oath of poverty, to annoy me, send money
I am a trained assassin catcher |
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CarpeGuitarrem |
Posted: Fri Jun 22, 2007 5:39 pm |
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Joined: 07 Apr 2006
Posts: 3361
Location: Franciscan University of Steubenville
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Quick note...I forgot that [ b ] doesn’t give you the "black mana" symbol but bold coding. Cobra really needs to change that. Anyway, can you change it to [ black ]? |
"ok, change of plans. the Cobracards christmas party is coming to my house, and we’re gunna teach FM how to hunt." (mm) |
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