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NBarden |
Posted: Mon Mar 05, 2007 9:39 pm |
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Joined: 28 Dec 2006
Posts: 5468
Location: I don't know...
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sickofpalantirs |
Posted: Mon Mar 05, 2007 9:55 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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NBarden wrote:
 •Narya, Gandalf’s Ring
Artifact • Ring
Vitality: +1
Bearer must be Gandalf.
While this artifact is stacked on a  condition, each Ent is resistance +2.
Response: If an Ent is about to take a wound, you may add a threat to prevent that wound.
Response: If this ring is about to be discarded, stack it on a  condition instead.
00R111
maybe cut the response ability.
 Boulder
Possession • Ranged Weapon
Strength: +1
Bearer must be an Ent.
Archery: Discard this possession to wound a minion.
00C112
cut cost to 1 maybe
 Large Rock
Possession • Ranged Weapon
Toil
Bearer must be an Ent.
Archery: Discard this possession to discard a shadow card (except a minion).
00R113
make it only cost 2, or add 1 strength
 •Giant Boulder
Possession • Ranged Weapon
Toil
Bearer must be an Ent.
Each minion gains this ability: “Each time this minion is about to take a wound during the regroup phase, you may discard a shadow card to prevent that wound.”
Regroup: Exert bearer twice and discard this possession to place wound X minions, where X is the twilight cost of bearer.
00R+114
to place X wounds on minions... ok I guess
 •Final March of the Ents
Condition • Support Area
Tale.
Each time the fellowship moves, discard this condition or add a threat.
Each  minion is strength -1.
Fellowship or Maneuver: Discard this condition to discard a shadow card for each  companion you spot. (Limit: 5)
00R115
to make the shadow player discard IMO
 •Going to Our Doom
Condition • Support Area
To play, exert an Ent.
At the start of each skirmish involving an Ent, each minion in that skirmish must exert.
00C116
you may exert that ent to exert each minion in that skirmish IMHO
 The Destruction of the Dam
Event • Regroup
Heal each Ent.
00U117 ’
sure |
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: Thu Mar 08, 2007 5:47 pm |
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Joined: 28 Dec 2006
Posts: 5468
Location: I don't know...
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sickofpalantirs |
Posted: Thu Mar 08, 2007 7:09 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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I posted on the chosen ones thread alerting to the fact. |
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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macheteman |
Posted: Thu Mar 08, 2007 7:31 pm |
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Joined: 07 Dec 2006
Posts: 1200
Location: The Jungle
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NBarden wrote: Finally, the end of the  culture, with its rather unique Ent possessions. Ent archery? That’s right. But more than Ent Archery. Ents now have...well, you’ll see...
 •Narya, Gandalf’s Ring
Artifact • Ring
Vitality: +1
Bearer must be Gandalf.
While this artifact is stacked on a  condition, each Ent is resistance +2.
Response: If an Ent is about to take a wound, you may add a threat to prevent that wound.
Response: If this ring is about to be discarded, stack it on a  condition instead.
00R111
interesting, resistance doesn’t seem to be a thing ents need. i would make it: each ent is strength +1.
 Boulder
Possession • Ranged Weapon
Strength: +1
Bearer must be an Ent.
Archery: Discard this possession to wound a minion.
00C112
to keep it with the storyline, and give it some uniqueness, i would put it at  and add "(and discard a machine if you have initiative)"
 Large Rock
Possession • Ranged Weapon
Toil
Bearer must be an Ent.
Archery: Discard this possession to discard a shadow card (except a minion).
00R113
good.
 •Giant Boulder
Possession • Ranged Weapon
Toil
Bearer must be an Ent.
Each minion gains this ability: “Each time this minion is about to take a wound during the regroup phase, you may discard a shadow card to prevent that wound.”
Regroup: Exert bearer twice and discard this possession to place X wounds on minions, where X is the twilight cost of bearer.
00R+114
neat.
 •Final March of the Ents
Condition • Support Area
Tale.
Each time the fellowship moves, discard this condition or add a threat.
Each  minion is strength -1.
Fellowship or Maneuver: Discard this condition to discard a shadow card for each  companion you spot. (Limit: 5)
00R115
too powerful. make it limit 3.
 •Going to Our Doom
Condition • Support Area
To play, exert an Ent.
At the start of each skirmish involving an Ent, each minion in that skirmish must exert.
00C116
make it play on an ent. like the rohan mounts.
 The Destruction of the Dam
Event • Regroup
Heal each Ent.
00U117
eesh. that’s pretty powerful. up to 8 wounds healed with 2 twilight. i would make it cost .
good job. neat idea with the ent archery.
-mm |
Check 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."
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NBarden |
Posted: Sat Mar 10, 2007 9:48 pm |
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Joined: 28 Dec 2006
Posts: 5468
Location: I don't know...
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I hate DC’s, they’re tough to make, but I have an interesting new subculture for the shadow side. That being said, I still don’t lke FP cards...so I only made four. Enjoy!
•Deagol, Bearer of Birthday Presents
Companion
Strength: 3
Vitality: 4
Resistance: (5)
To play, add a burden.
While you can spot Smeagol, Deagol is resistance +5.
While Deagol is the ring-bearer, each time the fellowship moves, add three burdens or wound him twice.
Response: If Deagol is about to be killed, make Smeagol the Ring-Bearer.
00R+118
•Smeagol, Slippery as Fishes
Companion
Strength: 3
Vitality: 4
Resistance: 5
To play, add a burden.
Each time the fellowship moves to a marsh, add a threat.
While at a marsh, Smeagol cannot be overwhelmed unless his strength is tripled.
Skirmish: If the fellowship is at a marsh, exert Smeagol twice to cancel a skirmish involving him.
00R119
Fishing Pole
Possession
Strength: +1
Bearer must be Smeagol or Deagol. Limit one per bearer.
Regroup: Exert bearer twice to heal a companion.
00U120
Secret Ways
Event - Fellowship or Regroup
Exert Smeagol to play the fellowship’s next site. If that site is a marsh, you may reinforce a token.
00U121 |
Last edited by NBarden on Fri Mar 16, 2007 5:12 pm; edited 7 times in total -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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Anonymous Prodigy |
Posted: Sat Mar 10, 2007 9:59 pm |
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Joined: 10 Jan 2006
Posts: 4197
Location: United States
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NBarden wrote:  Deagol, Bearer of Birthday Presents
Companion
Strength: 3
Vitality: 4
Resistance: (5)
To play, add a burden.
While you can spot Smeagol, Deagol is resistance +5.
While Deagol is the ring-bearer, each time the fellowship moves, add three burdens or wound him twice.
Response: If Deagol is about to be killed, make Smeagol the Ring-Bearer.
00R+118
Interesting... nice card!
NBarden wrote:  Smeagol, Slippery as Fishes
Companion
Strength: 3
Vitality: 4
Resistance: 5
To play, add a burden.
Smeagol cannot be overwhelmed unless his strength is tripled.
Skirmish: If the fellowship is at a marsh, exert Smeagol twice to cancel a skirmish involving him.
00R119
Simple, but nice.
NBarden wrote:  Fishing Pole
Possession
Strength: +1
Bearer must be Smeagol or Deagol. Limit one per bearer.
Regroup: Exert bearer to heal a companion.
00U120
I would raise the cost to ; otherwise, you could splash in Smeagol to be a healing machine.
NBarden wrote: [  Secret Ways
Event - Fellowship or Regroup
Exert Smeagol to play the fellowship’s next site.
00U121
Simple, but simple, but nice. But simple.  |
I had to put something here. |
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DáinIronfoot |
Posted: Sat Mar 10, 2007 11:20 pm |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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NBarden wrote:  *Deagol, Bearer of Birthday Presents
Companion
Strength: 3
Vitality: 4
Resistance: (5)
To play, add a burden.
While you can spot Smeagol, Deagol is resistance +5.
While Deagol is the ring-bearer, each time the fellowship moves, add three burdens or wound him twice.
Response: If Deagol is about to be killed, make Smeagol the Ring-Bearer.
00R+118
Useless without Smeagol, but I guess that’s the point.
NBarden wrote:  *Smeagol, Slippery as Fishes
Companion
Strength: 3
Vitality: 4
Resistance: 5
To play, add a burden.
Smeagol cannot be overwhelmed unless his strength is tripled.
Skirmish: If the fellowship is at a marsh, exert Smeagol twice to cancel a skirmish involving him.
00R119
The skirmish text is awfully specific, but makes sense and is backed up by other text, so I think that’s okay. The overwhelming text is nice, though it completely invalidates Smeagol, Hurried Guide in my opinion. Might want to make it conditional.
NBarden wrote:  Fishing Pole
Possession
Strength: +1
Bearer must be Smeagol or Deagol. Limit one per bearer.
Regroup: Exert bearer to heal a companion.
00U120
I’d drop the strength bonus. Doesn’t really make sense for a fishing rod.
NBarden wrote:  Secret Ways
Event - Fellowship or Regroup
Exert Smeagol to play the fellowship’s next site.
00U121
Pretty much completely irrelevant when compared to One Good Turn Deserves Another and especially Still Far Ahead. Sorry, but I don’t think this would ever be used with those around. Give it some additional benefit, even if it’s just a benefit you get when you play a certain site (like an underground site or marsh).
NBarden wrote: On the laptop, so the dots don’t work, but I’ll fix that ASAP.
I would think you could still grab them from the Character Map and copy-n-paste. Just a thought for future reference.  |
Best regards, Dáin, Vice Aftokrator of the Chosen Ones
Check out Lasting Alliances, The Road Ahead, and Ages of Middle-earth, three of my five dream card sets that make up Wars of the Ring. Oh, and I have a trade list now!
Also, if you're into DCs or RPGs (or even if you're not!), check out Realms of Middle-earth, the sequel to CG's "DC Adventure", Realms of the North! |
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NBarden |
Posted: Sat Mar 10, 2007 11:29 pm |
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Joined: 28 Dec 2006
Posts: 5468
Location: I don't know...
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macheteman |
Posted: Sat Mar 10, 2007 11:31 pm |
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Joined: 07 Dec 2006
Posts: 1200
Location: The Jungle
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your laptop should have a function key also, then use the num lk key. but yeah copy and paste the dot works too. |
Check 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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