The Last Homely House
Middle-Earth => Chamber of Mazarbul => Topic started by: Elf_Lvr on July 29, 2008, 07:43:45 PM
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Hey, guys. I was wondering if any of you all have played (or at least heard of) the game Fire Emblem.
Well, actually, it's a series of games. And some of the best games ever made, by the way.
But anyways, I was thinking about making a DC set dedicated to FE, specifically FE10 (Radiant Dawn). I was wondering how many people would actually show up to review it. You definitely don't have to have played the game before to review, but it'd probably help you out. ;D
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Honestly, I have never even heard of it! :mrgreen:
Thranduil
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Sorry dude im also clueless.
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That's depressing. You sheltered people.
Even if you guys have no idea what it IS, could I count on a review every so often? Please?
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Do my best!
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Right. Now we just need to rope Dain and/or SoP into this...
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I'll try, but I have no idea what Fire Emblem is either. :-\
Tell you what...you review my Halo TCG DCs, and I'll review these. Deal? :hey:
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http://en.wikipedia.org/wiki/Fire_Emblem
Now that no one can complain that they don't know what it is...
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Wait... what the heck is wikipedia?
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I've heard of it, and I'll be interested to see some cool stuff here. You planning to incorporate some of the game features in here? Crits would be awesome.
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Actually, I want to incorporate laguz-form change and mastery skills based on chance. If you know what any of that means. Also character promotion.
I don't know about crits, but I'm sure I'll make a Killing Edge weapon and do something special with swordmasters/assassins.
Glad to have you CG, someone who might have an idea of what I'm talking about...
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I've seen it played, haven't played it myself. But I know how the system works, essentially. Character promotion would be interesting to see.
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Tell you what...you review my Halo TCG DCs, and I'll review these. Deal? :hey:
Honest, Dain, I've never played Halo before (except a couple of multiplayers at parties and such). So... YOU'VE GOT YOURSELF A DEAL!
Anyways, I guess I'd better give you guys a once-over of Fire Emblem: Radiant Dawn's story, so you get where I'm coming from. Okay.
-Prequel-
For the past 3 years, war has gripped the continent of Tellius. The Mad King Ashnard of Daein invaded the neighboring nation of Crimea, and then went on to challenge the Begnion Empire and the country of Gallia. Ashnard's goal? To envelop the country in war to fulfill an ancient prophecy, that states a dark god will rise in a time of great warfare. Crimea's only hope? A mercenary named Ike and his band of warriors, who hold the medallion that imprisons the dark god's soul. Ike's group allies with the nations of Crimea, Begnion, and Gallia to defeat the mad king and end the war; just before the dark god is released. It's all very suspenseful.
-Radiant Dawn-
In FE: Radiant Dawn, the nation of Begnion has assumed control over the Daein empire. Begnion's corrupt senate rules Daein with an iron fist and is brutalizing its people, while hiding its actions from the Apostle (ruler) of Begnion.
Meanwhile, an uprising is... uprising in Crimea. Some believe the newly-reinstated Queen Elincia isn't strong enough to rule, and plan to take the right to rule by force...
Daein breaks free of Begnion's rule with the help of Ashnard's son Pelleas and a new rebel leader known as the "Priestess of Dawn," and Crimea overcomes the rebellion.
Until Begnion's senators imprison the Apostle and invoke a "blood pact" to ensure Daein's obedience. They declare war on Gallia, and, in turn, Crimea. Ike's band joins Crimea's side once more as war erupts around the continent (again). And the medallion glows ever brighter...
You can see where this is going.
We'll expand on that with the individual cards.
-Gameplay-
FE is a tactical RPG. You control an assortment of characters, whom you equip with weapons and send into battle as you attempt to meet certain objectives to complete each level. These characters have classes that affect what kind of weapons that they can wield, and eventually change classes to increase their power and the number of weapons they can use. These characters also gain experience and grow levels (as well as stats) to improve as they kill enemies. Throughout the game you are limited on how many units you can use, and so you pick-and-choose which units you level up each time you play the game. As far as battles between characters go, they are determined by hit chance, damage (Might and Defense), and the chance of a critical hit (which scores triple damage). Affecting all of these battle elements is a weapon triangle. Some weapons are better against others. For example, Swords best Axes, Axes best Lances, and Lances best Swords. This applies to magic, as well - Light bests Dark, Dark bests Elemental, and Elemental bests Light. Within elemental magic there is another triangle. Fire bests Wind, Wind bests Thunder, and Thunder bests fire.
-Cultures-
So, for the DC set, I'm thinking of going with these cultures.
Free Peoples:
[Crimea] (S) (Queen Elincia and the Royal Knights)
[Laguz Alliance] [Moria] (I'll explain more about these guys in a minute)
[Daein] (R) (Pelleas, "Priestess of Dawn" and their group)
[Begnion] (W) (The Apostle and her followers)
[Goldoa] [Orc] (To be explained, maybe unused)
[Mercenary] [Gondor] (Ike and crew)
Shadows:
[Crimea] (S) (The Rebellion)
[Daein] (R) (Pelleas's group as they fight for Begnion)
[Begnion] (W) (The Senate and their followers)
[Ashera] (B) (Again, to be explained later)
[Goldoa] [Orc] (Ditto)
-Key Keywords-
Since, obviously, cultures are going to be pretty much the same between fellowship and shadow, I'm going to add unloaded keywords to characters, similar to the fellowship keyword, only useful. This will distinguish individual groups from each other within cultures.
-Races-
There's gonna be a whopping THREE races in this DC set. Ready for 'em?
Beorc: The equivalent of "man." These are humans, and generally inhabit Daein, Crimea, and Begnion.
Laguz: These are handy little warriors that can change from human-like characters into animals. They don't use weapons. They hail from Gallia, as well as other laguz nations such as Kilvas, Phoenicis, and Goldoa. Collectively, they (except Goldoa) are known as the Laguz Alliance.
Goddess: SPOILERS! The dark god escapes! :o
-Game Mechanics-
So, how do I want to incorporate this into a TCG? Well, that's where I might need a little help. Here's some mechanics I'd like to introduce...
Class Changes: Characters change classes as they grow stronger. Level ups would be difficult to incorporate, so I'm not gonna bother, but Class Changes are perhaps useable. I might make class change cards in a similar manner to laguz (see below) but I'm not sure. If you have any suggestions, I definitely NEED them!
Laguz Form-Shift: Laguz change from weak human-like characters into ferocious beasts stronger than the average Beorc. They do this by filling a small gage in the game, which fills up at the begging of each turn and each time they fight. Conversely, once they transform, this gage decreases with each battle, as well as at the start of each turn. The transient nature of the Laguz is something I definately hope to capture in the cards, but again, I need some help with ideas. My main thought is making "flippable" cards. (See here (http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=78694) for the idea of a "flippable" card).
Critical Hits and the Weapon Triangle: No idea on how to do either of these things. Thoughts?
Mastery Skills: Okay, time for a new bit if information. Once a character has performed two class-changes (probably only one in the TCG, for ease of use) they obtain a Mastery Skill unique to their character-type. These skills rely almost on pure chance to activate, but if used, have devastating effects. I have an idea of how to do this. For example, once Ike has class-changed (however the heck that's represented in the game) he'd have this ability: Mastery- Aether. At the start of each skirmish involving Ike, flip a coin. If it comes up heads, he is damage +2 and each time a minion takes a wound in a skirmish involving him, heal him.
I don't like the coin flip much myself, but I don't have any other ideas, really.
I think that's all I have to cover for right now. It's okay: None of my future posts are going to be this long (I know how lem0n hates long DC posts and so is probably wishing me painful dismemberment at this very moment) so the worst is over (I hope). By the way, masses of :gp: are to be given to anyone who helps out with this, so don't run away in fear just yet. Be real DC reviewers and don't shirk from this monstrosity of a thread.
Anyways, thoughts/opinions appreciated. Lets go.
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I think that's all I have to cover for right now. It's okay: None of my future posts are going to be this long (I know how lem0n hates long DC posts and so is probably wishing me painful dismemberment at this very moment) so the worst is over (I hope).
Ill let you off this once cos you have a cool avatar. But the dismemberment stands if you post more than 5 dc's at a time! And Thran agrees, dont u buddy? :D
So post away crazy man.
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One idea for form-shifts and the weapon triangle would perhaps be tokens. Tokens could be added to work towards a form shift (and then removed while one is in their animalistic form). They could also be added more slowly to increase the chance of criticals and such, with each token representing a coin flip? I dunno, but as soon as you started talking things that seem to work on counters and meters building up over time, my first thought was immediately tokens.
Coin-flipping for mastery skills seems a good enough idea to me. I wouldn't mind pulling out a quarter for the game: you sometimes have to when bidding in LOTR TCG anyway! ;)
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Class changes are easy. Use conditions, modified. The Mastery Skills, I say have them depend on revealing a card from the top of the deck, and having it be a higher twilight cost than a certain value. That adds an interesting twist to gameplay. The higher your twilight cost on cards, the less you can play, but the more often your Mastery Skills activate.
The weapon triangle can just depend on keywords, I'd say. Have Keyword X have a bonus over Keyword Y, which has a bonus over Keyword Z, which has a bonus over Keyword X. (I don't know what the actual weapons are, but I know the concept) Also maybe make the bonuses different.
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I like Carpe's ideas on Class Change and Mastery Skills. Although the triggering of a mastery skill would require the card to be placed on the bottom of the deck; we couldn't have 5 companions activate their skills all in a row.
I'm still not convinced about how to do the weapon triangle, it might be too complex to include in a card game. Same goes for critical hits.
I like Dain's idea on laguz.
As for what weapons a character can wield, I think I have a solution, inspired by Dain's Halo TCG set. Instead of the normal LotR style shield beneath a character's strength value, there will be a symbol corresponding to what weapon they can wield. That symbol will translate as: This character may not bear weapons of a type other than this type.
Anyways, now for some sample cards...
(0) •Ike, Selfless Hero [Gondor]
Companion • Beorc • Hero
Strength: 7
Vitality: 3
Signet: Elincia
Weapon: Sword
Lord (resistance 8).
At the start of the maneuver phase, you may exert Ike. Until the regroup phase, each time Ike is about to take a wound, add a burden instead.
Response: If another [Gondor] companion is about to take a wound, exert Ike to prevent that wound.
"I value your lives more than even my own."
NOLINK0P1
Here's your basic Ike. Notice that "Lord" replaces "Ring-bearer" here. He's got a built in ring-text, since there aren't going to be any one ring substitutes here. I changed his culture to [Mercenary], since I felt like [Crimea], despite being his homeland, didn't quite fit. Also, notice that next to his race is his class. Ike's class is Hero. This'll effect which Class Change conditions he can bear.
That seemed like a pretty normal card. Now lets mess things up a bit.
[3] •Ranulf, Warrior of Gallia [Moria]
Companion • Laguz • Cat
Strength: 5 (9)
Vitality: 4
Signet: Ike
Formshift 5. (At the start of each fellowship phase and at the start of each skirmish involving this character, add a Formshift token here. When the number of tokens here reaches 5, this character is considered Shifted. While shifted, at the start of each fellowship phase and at the start of each skirmish involving this character, remove a Formshift token from here. When the number of Formshift tokens here reaches 0, this character is no longer considered Shifted).
While Ranulf is Shifted, he has Mastery- Rend 4. (At the start of each skirmish involving this character, reveal the top card of your draw deck. If its twilight cost is 4 or greater, you may use this special ability. Place the revealed card beneath your draw deck). Ranulf is strength +5 and all minions he is skirmishing lose fierce and cannot gain fierce.
"I have a bad feeling about this..."
NOLINK0P2
Yes, I know that is a lot of text. This Ranulf would be a starter-deck type character... to explain what the keyword does. And although it has to be explained in a lot of words, it really is quite simple, eh? Note that when shifted, his strength becomes the second listed value, instead of the first.
If anyone has any other suggestions about how to do Formshift/Mastery, please go ahead and discuss it. I'm open to new ideas.
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[3] •Ranulf, Warrior of Gallia [Laguz Alliance]
Companion • Laguz • Cat
Strength: 5 (9)
Vitality: 4
Signet: Ike
Formshift 5. (At the start of each fellowship phase and at the start of each skirmish involving this character, add a Formshift token here. When the number of tokens here reaches 5, this character is considered Shifted. While shifted, at the start of each fellowship phase and at the start of each skirmish involving this character, remove a Formshift token from here. When the number of Formshift tokens here reaches 0, this character is no longer considered Shifted).
While Ranulf is Shifted, he has Mastery - Rend 4. At the start of each skirmish involving Ranulf, reveal the top card of your draw deck. If its twilight cost is 4 or higher, he is strength +5 and the minion he is skirmishing loses fierce and cannot gain fierce. Place the revealed card beneath your draw deck.
"I have a bad feeling about this..."
NOLINK0P2
If you want a card to sample a keyword like Formshift, I suggest that you get rid of all of his text except for that keyword - in this case, the keyword is more than enough text for anyone! I had enough trouble working out what the first part did let alone the second! ;)
Thranduil
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Well its a little early to say whether the gametexts are balanced or whatnot as i have no idea whats going on really as i care for the game not one bit but i said ill review and so i shall!
I really like the formshift thing and its a greatly balanced tactic. How often will the twilight cost be more than 4?
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Glad my crazy Halo TCG has been a little inspirational. Let's hope others get in on the act and start DCing as well! :D
[3] •Ike, Selfless Hero [Mercenary]
Companion • Beorc • Hero
Strength: 7
Vitality: 3
Signet: Elincia
Weapon: Sword
Lord (resistance 8).
At the start of the maneuver phase, you may exert Ike. Until the regroup phase, each time Ike is about to take a wound, add a burden instead.
Response: If another [Mercenary] companion is about to take a wound, exert Ike to prevent that wound.
"I value your lives more than even my own."
NOLINK0P1
Here's your basic Ike. Notice that "Lord" replaces "Ring-bearer" here. He's got a built in ring-text, since there aren't going to be any one ring substitutes here. I changed his culture to [Mercenary], since I felt like [Crimea], despite being his homeland, didn't quite fit. Also, notice that next to his race is his class. Ike's class is Hero. This'll effect which Class Change conditions he can bear.
Awwww...and here I thought this medallion. THAT would have been cool, and I think it would work....
Anyway, the card seems good to me. As the "Lord", wouldn't he be free, though?
One other thought: perhaps do simply [Merc] instead of [Mercenary] sounds cooler that way. :P
I bet you could work out the LOTR and/or MtG symbols to work for your cultures, too. Always better to have symbols than text, if you can work it out. :up: Maybe like this?
[Crimea] - (S)
[Laguz Alliance] - [Moria] (looks like an odd beastie, no? Maybe [Dunland] instead?)
[Daein] - (R)
[Begnion] - (W)
[Mercenary] - [Gondor] ('twould remind me of rangers, which is a good match)
[Goldoa] - [Orc] (Kingdom of Dragons, right? [Orc] looks like a Dragon head....)
[Begnion] - [Elven] (seems regal)
Anyway, just a thought. Back to the cards....
[3] •Ranulf, Warrior of Gallia [Laguz Alliance]
Companion • Laguz • Cat
Strength: 5 (9)
Vitality: 4
Signet: Ike
Formshift 5. (At the start of each fellowship phase and at the start of each skirmish involving this character, add a Formshift token here. When the number of tokens here reaches 5, this character is considered Shifted. While shifted, at the start of each fellowship phase and at the start of each skirmish involving this character, remove a Formshift token from here. When the number of Formshift tokens here reaches 0, this character is no longer considered Shifted).
While Ranulf is Shifted, he has Mastery - Rend 4. At the start of each skirmish involving Ranulf, reveal the top card of your draw deck. If its twilight cost is 4 or higher, he is strength +5 and the minion he is skirmishing loses fierce and cannot gain fierce. Place the revealed card beneath your draw deck.
"I have a bad feeling about this..."
NOLINK0P2
Yes, I know that is a lot of text. This Ranulf would be a starter-deck type character... to explain what the keyword does. And although it has to be explained in a lot of words, it really is quite simple, eh? Note that when shifted, his strength becomes the second listed value, instead of the first.
I assume everything from "At the start of each skirmish..." through "...beneath your draw deck" should be in ()s and italics? It's a description of what Rend 4 means, right?
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Awwww...and here I thought this medallion. THAT would have been cool, and I think it would work....
Well, in the game, there are a number of characters you have to keep alive, or you lose. Ike is one of these. The problem is, most of these characters never lay so much as a hand on the medallion. It's handled by one or two characters for the entire game, so I opted to use these characters as our lords instead.
Anyway, the card seems good to me. As the "Lord", wouldn't he be free, though?
Yeah. When I made it I thought of alternate R-B's, but I think it would work better with him just being free.
I bet you could work out the LOTR and/or MtG symbols to work for your cultures, too. Always better to have symbols than text, if you can work it out. :up: Maybe like this?
[Crimea] - (S)
[Laguz Alliance] - [Moria] (looks like an odd beastie, no? Maybe [Dunland] instead?)
[Daein] - (R)
[Begnion] - (W)
[Mercenary] - [Gondor] ('twould remind me of rangers, which is a good match)
[Goldoa] - [Orc] (Kingdom of Dragons, right? [Orc] looks like a Dragon head....)
[Begnion] - [Elven] (seems regal)
Awesome idea. I'll do that.
I assume everything from "At the start of each skirmish..." through "...beneath your draw deck" should be in ()s and italics? It's a description of what Rend 4 means, right?
Yes and no. The "at the start..." and "beneath your draw deck" parts are universal through mastery skills. But the effects of said skill (for example, Rend including the strength bonus and loss of fierce) will change depending on which mastery skill a character has. I wouldn't want a player to have to memorize what each individual skill did. How about this....
Mastery- Rend 4. (At the start of each skirmish involving this character, reveal the top card of your draw deck. If its twilight cost is 4 or greater, you may use this special ability. Place the revealed card beneath your draw deck). Ranulf is strength +5 and all minions he is skirmishing lose fierce and cannot gain fierce.
This way, for each character after this, all I'd have to do is explain what the individual skill did, because the keyword, Mastery- Skill X would be fixed.
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I like Carpe's ideas on Class Change and Mastery Skills. Although the triggering of a mastery skill would require the card to be placed on the bottom of the deck; we couldn't have 5 companions activate their skills all in a row.
Right, I was assuming as much.
[3] •Ike, Selfless Hero [Mercenary]
Companion • Beorc • Hero
Strength: 7
Vitality: 3
Signet: Elincia
Weapon: Sword
Lord (resistance 8).
At the start of the maneuver phase, you may exert Ike. Until the regroup phase, each time Ike is about to take a wound, add a burden instead.
Response: If another [Mercenary] companion is about to take a wound, exert Ike to prevent that wound.
"I value your lives more than even my own."
NOLINK0P1
Here's your basic Ike. Notice that "Lord" replaces "Ring-bearer" here. He's got a built in ring-text, since there aren't going to be any one ring substitutes here. I changed his culture to [Mercenary], since I felt like [Crimea], despite being his homeland, didn't quite fit. Also, notice that next to his race is his class. Ike's class is Hero. This'll effect which Class Change conditions he can bear.
Oh, very cool. I like this, nice solid card.
[3] •Ranulf, Warrior of Gallia [Laguz Alliance]
Companion • Laguz • Cat
Strength: 5 (9)
Vitality: 4
Signet: Ike
Formshift 5. (At the start of each fellowship phase and at the start of each skirmish involving this character, add a Formshift token here. When the number of tokens here reaches 5, this character is considered Shifted. While shifted, at the start of each fellowship phase and at the start of each skirmish involving this character, remove a Formshift token from here. When the number of Formshift tokens here reaches 0, this character is no longer considered Shifted).
While Ranulf is Shifted, he has Mastery - Rend 4. At the start of each skirmish involving Ranulf, reveal the top card of your draw deck. If its twilight cost is 4 or higher, he is strength +5 and the minion he is skirmishing loses fierce and cannot gain fierce. Place the revealed card beneath your draw deck.
"I have a bad feeling about this..."
NOLINK0P2
Oh, wow. Nice idea, but I think "Formshift" can just be in the rulebook, lol, if this were to ever be real. (which it won't be) That's at least one card's worth of text.
I like how it works, though...but should Formshift be that involuntary? I haven't played the game, so I wouldn't know.
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Good point, Carpe. In the game, you can choose when you transform, once your meter is filled, but for the TCG I think I'll just make the adding token action a "you may" deal.
Anyways, I think we'll start where the story starts: in Daein. Let's see those (R) Free Peoples!
(0) •Micaiah, The Silver-Haired Maiden (R)
Companion • Beorc • Sage
Strength: 3
Vitality: 4
Signet: Micaiah
Weapon: Light
Lord (resistance 10). Dawn Brigade.
At the start of the fellowship phase, you may exert Micaiah to heal another (R) companion.
Response: If Micaiah is about to take a wound in a skirmish, you may add a burden instead. Until the regroup phase, each time Micaiah is about to take a wound, add a burden instead.
"They're said to have a witch among them, a girl called the Silver-Haired Maiden. They say she can heal wounds instantly by laying her hands on any injury."
0C1
The basic Micaiah. Notice that she has a "Dawn Brigade" keyword. At the beginning of the story, Micaiah is at the center of a group dedicated to opposing Begnion's reign; the Dawn Brigade. Also, the ability to heal companions will show up on probably all the versions of Micaiah. She has the unique ability to heal a companion without using an item, but by using some of her Hit Points. That sort of ability, at least, is easy to translate onto a card.
[1] Sacrifice (R)
Event • Fellowship
Exert Miciah and add a burden to heal another (R) companion twice.
"Healing without any tomes or staves is a rare gift--almost NOLINKunheard of."
0C2
[3] •Sothe, Adventurous Rogue (R)
Companion • Beorc • Rogue
Strength: 7
Vitality: 3
Signet: Micaiah
Weapon: Knife
Dawn Brigade.
While you can spot Micaiah, Sothe is twilight cost -1.
Skirmish: Exert Sothe to return a Shadow possession to its owner's hand.
"Danger is part of our work. Leave everything to us!"
0U3
Sothe is another one of the characters you must keep alive and use in the game, and so a Lord version of him will probably appear later. His class is Rogue. While often they do not have much combat ability, they have the unique talent of stealing opponents' items. Thus the skirmish ability. The reason he has higher stats is because he is the strongest character you begin the game with - the only one that has already promoted.
I think with the introduction of these characters, we ought to add some possessions, eh?
[1] •Thani, Treasured Tome (R)
Possession • Ranged Weapon
Strength: +2
Weapon: Light
Spell.
Bearer must be Miciah.
Skirmish: If Micaiah is skirmishing a character of the General or Marshall class, exert her to wound that minion.
A powerful tome of light magic, it appears to be especially damaging to armored foes.
0U4
That's it for now. I also found a partial game script, so hopefully I'll be finding you guys some nice lores. Unfortunately, weapons' lores will probably all be quite bland.
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(0) •Micaiah, The Silver-Haired Maiden [R]
Companion • Beorc • Sage
Strength: 3
Vitality: 4
Signet: Micaiah
Weapon: Light
Lord (resistance 10). Dawn Brigade.
At the start of the fellowship phase, you may exert Micaiah to heal another (R) companion.
Response: If Micaiah is about to take a wound in a skirmish, you may add a burden instead. Until the regroup phase, each time Micaiah is about to take a wound, add a burden instead.
"They're said to have a witch among them, a girl called the Silver-Haired Maiden. They say she can heal wounds instantly by laying her hands on any injury."
0C1
The basic Micaiah. Notice that she has a "Dawn Brigade" keyword. At the beginning of the story, Micaiah is at the center of a group dedicated to opposing Begnion's reign; the Dawn Brigade. Also, the ability to heal companions will show up on probably all the versions of Micaiah. She has the unique ability to heal a companion without using an item, but by using some of her Hit Points. That sort of ability, at least, is easy to translate onto a card.
Nice and simple. No complaints.
[1] Sacrifice [R]
Event • Fellowship
Exert Miciah and add a burden to heal another (R) companion twice.
"Healing without any tomes or staves is a rare gift--almost NOLINKunheard of."
0C2
Cool.
[3] •Sothe, Adventurous Rogue (R)
Companion • Beorc • Rogue
Strength: 7
Vitality: 3
Signet: Micaiah
Weapon: Knife
Dawn Brigade.
While you can spot Micaiah, Sothe is twilight cost -1.
Skirmish: Exert Sothe to return a Shadow possession to its owner's hand.
"Danger is part of our work. Leave everything to us!"
0U3
Sothe is another one of the characters you must keep alive and use in the game, and so a Lord version of him will probably appear later. His class is Rogue. While often they do not have much combat ability, they have the unique talent of stealing opponents' items. Thus the skirmish ability. The reason he has higher stats is because he is the strongest character you begin the game with - the only one that has already promoted.
Depending on the emphasis Shadow has on weapons, this seems fine.
[1] •Thani, Treasured Tome (R)
Possession • Ranged Weapon
Strength: +2
Weapon: Light
Spell.
Bearer must be Miciah.
Skirmish: If Micaiah is skirmishing a character of the General or Marshall class, exert her to wound that minion.
A powerful tome of light magic, it appears to be especially damaging to armored foes.
0U4
Again, depends a bit on seeing these Generals and Marshalls, but seems alright since it's limited to one relatively weak companion.
I also found a partial game script, so hopefully I'll be finding you guys some nice lores. Unfortunately, weapons' lores will probably all be quite bland.
Yeah, I've run into that same problem with trying to pull LOTR TCG DCs out of the game The Third Age. I feel your pain.
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(0) •Micaiah, The Silver-Haired Maiden [R]
Companion • Beorc • Sage
Strength: 3
Vitality: 4
Signet: Micaiah
Weapon: Light
Lord (resistance 10). Dawn Brigade.
At the start of the fellowship phase, you may exert Micaiah to heal another (R) companion.
Response: If Micaiah is about to take a wound in a skirmish, you may add a burden instead. Until the regroup phase, each time Micaiah is about to take a wound, add a burden instead.
"They're said to have a witch among them, a girl called the Silver-Haired Maiden. They say she can heal wounds instantly by laying her hands on any injury."
0C1
Nice and standard. But could be fun.
[1] Sacrifice [R]
Event • Fellowship
Exert Miciah and add a burden to heal another (R) companion twice.
"Healing without any tomes or staves is a rare gift--almost NOLINKunheard of."
0C2
Huh, nice...although I dunno if it's worth the cost.
[3] •Sothe, Adventurous Rogue (R)
Companion • Beorc • Rogue
Strength: 7
Vitality: 3
Signet: Micaiah
Weapon: Knife
Dawn Brigade.
While you can spot Micaiah, Sothe is twilight cost -1.
Skirmish: Exert Sothe to return a Shadow possession to its owner's hand.
"Danger is part of our work. Leave everything to us!"
0U3
Ah, that could be very fun. I like the weapon-bouncing. Keeps things unpredictable. However...there should be a "prevent" text, I think, if there's gonna be any major weapons for the bad guys. Like, ones with special abilities.
[1] •Thani, Treasured Tome (R)
Possession • Ranged Weapon
Strength: +2
Weapon: Light
Spell.
Bearer must be Miciah.
Skirmish: If Micaiah is skirmishing a character of the General or Marshall class, exert her to wound that minion.
A powerful tome of light magic, it appears to be especially damaging to armored foes.
0U4
Ouch! But nifty.
-
[2] •Leonardo, Archer of Dawn (R)
Companion • Beorc • Sniper
Strength: 6
Vitality: 3
Signet: Micaiah
Weapon: Bow
Dawn Brigade. Archer.
Minions skirmishing Leonardo cannot take wounds.
Each time Leonardo wins a skirmish, wound a minion.
"Let's do our best. Yes... Both of us, safe and sound... That's how I want this war to end."
0R5
This guy is based on the idea that Archers in FE can't damage characters that attack them directly - but they can pick off enemies from afar. The other archers probably won't have this ability, but as Leonardo tends to be a "vanilla" character in the game, I figured I'd make him more interesting. Speaking of which...
[2] •Lughnasadh, Royal Gift (R)
Possession • Ranged Weapon
Strength: +2
Weapon: Bow
Bearer must be Leonardo. The first sentence of his gametext does not apply.
Archery: Exert Leonardo to choose a shadow player who must exert one of their minions.
"This bow was a gift from King Pelleas. Use it well."
0R6
And... might as well get Leo over with as soon as I can.
[2] •Leonardo, Cautious Bowman (R)
Companion • Beorc • Sniper
Strength: 6
Vitality: 3
Signet: Micaiah
Weapon: Bow
Dawn Brigade. Archer.
Minions skirmishing Leonardo cannot take wounds.
Each time Leonardo wins a skirmish, you may draw a card.
"What were you two thinking, taking on these bandits alone? That's beyond reckless."
0C7
Only 3 DC's. Enjoy.
-
[2] •Leonardo, Archer of Dawn (R)
Companion • Beorc • Sniper
Strength: 6
Vitality: 3
Signet: Micaiah
Weapon: Bow
Dawn Brigade. Archer.
Minions skirmishing Leonardo cannot take wounds.
Each time Leonardo wins a skirmish, wound a minion.
"Let's do our best. Yes... Both of us, safe and sound... That's how I want this war to end."
0R5
OK....works I guess.
[1] •Lughnasadh, Royal Gift (R)
Possession • Ranged Weapon
Strength: +2
Weapon: Bow
Bearer must be Leonardo. The first sentence of his gametext does not apply.
Archery: Exert Leonardo to choose a shadow player who must exert one of their minions.
"This bow was a gift from King Pelleas. Use it well."
0R6
I would cut the strength bonus to 1...he could bear a sword as well right?
[2] •Leonardo, Cautious Bowman (R)
Companion • Beorc • Sniper
Strength: 6
Vitality: 3
Signet: Micaiah
Weapon: Bow
Dawn Brigade. Archer.
Minions skirmishing Leonardo cannot take wounds.
Each time Leonardo wins a skirmish, you may draw a card.
"What were you two thinking, taking on these bandits alone? That's beyond reckless."
0C7
Only 3 DC's. Enjoy.
I will...for the record since I am fairly busy if I see a post with more than 5 I don't bother reviewing...dain will probably surpass me in post with that but hey...thats life.
ANYWAY you probably have explained dawn brigade...but I didn't see an explanation...so what does ish do?
-
I would cut the strength bonus to 1...he could bear a sword as well right?
Actually, he couldn't. The "Weapon: Bow" bit on the companion prevents him bearing weapons that don't have "Weapon: Bow" themselves.
I will...for the record since I am fairly busy if I see a post with more than 5 I don't bother reviewing...dain will probably surpass me in post with that but hey...thats life.
I probably won't post as many DC's in this thread at once as in my other one, but I understand if I end up posting a lot and you don't have the time to review.
ANYWAY you probably have explained dawn brigade...but I didn't see an explanation...so what does ish do?
It's unloaded. It's gonna work like the Fellowship keyword. Only... in a useful way.
-
[2] •Leonardo, Archer of Dawn (R)
Companion • Beorc • Sniper
Strength: 6
Vitality: 3
Signet: Micaiah
Weapon: Bow
Dawn Brigade. Archer.
Minions skirmishing Leonardo cannot take wounds.
Each time Leonardo wins a skirmish, wound a minion.
"Let's do our best. Yes... Both of us, safe and sound... That's how I want this war to end."
0R5
Very, very interesting.
[1] •Lughnasadh, Royal Gift (R)
Possession • Ranged Weapon
Strength: +2
Weapon: Bow
Bearer must be Leonardo. The first sentence of his gametext does not apply.
Archery: Exert Leonardo to choose a shadow player who must exert one of their minions.
"This bow was a gift from King Pelleas. Use it well."
0R6
NOW we're talking! Maybe cost [2] would be better, though.
[2] •Leonardo, Cautious Bowman (R)
Companion • Beorc • Sniper
Strength: 6
Vitality: 3
Signet: Micaiah
Weapon: Bow
Dawn Brigade. Archer.
Minions skirmishing Leonardo cannot take wounds.
Each time Leonardo wins a skirmish, you may draw a card.
"What were you two thinking, taking on these bandits alone? That's beyond reckless."
0C7
Good stuff. It might make sense storywise, but I MIGHT prefer one of these (probably this version) have an ability that triggers at a different time than simply winning a skirmish. Not strictly necessary, but it would really help set one version apart from the other. :up:
-
NOW we're talking! Maybe cost [2] would be better, though.
Done.
Good stuff. It might make sense storywise, but I MIGHT prefer one of these (probably this version) have an ability that triggers at a different time than simply winning a skirmish. Not strictly necessary, but it would really help set one version apart from the other. :up:
Well, I sorta like the feel of them being in a cycle like that. I can't really think of another ability that fits him, anyway....
Well, sorry to say it, guys, you're gonna be seeing companions and more companions for a while now. There's a whopping 18 unique companions in the (R) culture - plus maybe some more non-unique ones, if I can figure out a theme for them. :roll: Plus multiple copies of some of those unique guys. So bear with me. We can get in two more - plus their toys - right now.
[2] •Edward, Blade of Dawn (R)
Companion • Beorc • Swordmaster
Strength: 6
Vitality: 3
Signet: Micaiah
Weapon: Sword
Dawn Brigade.
While Edward is exhausted, he is damage +1.
Regroup: Exert Edward twice to reveal a shadow player's hand. That shadow player must wound a minion for each shadow card revealed.
"They're worse than useless! We'll be glad to help you."
0R8
Alright. Edward is a Swordmaster - obviously a guy who specializes in swords. But Swordmasters in general also have a high critical hit chance. When a character scores a critical hit in FE, it triples the amount of damage they do. I don't know how I'd represent criticals in the game... and if anyone has an idea, put it forward. But right now, I think they're best represented by giving these characters wounding abilities.
Now, this'll probably seem wrong to us LotR players, but these guys AREN'T dwarves - not even remotely dwarf-like - yet their class is going to get high damage bonuses. Well, Eddie at any rate. Axe users, on the other hand, are going to get some damage as well - but mostly will be charged with high strength and vitality.
Also, you may have noticed that the Dawn Brigade doesn't have much of a unifying theme... and it's true, they don't. They're a hodgepodge of classes... much like Ike's mercenaries. But the way things are (with Leo, Thani, and now Ed) it looks like they're going to be sorta wounding-focused (I'll add a new Sothe to this theme eventually).
Ed's first ability is based on his fixed in-game ability: Wrath. Wrath increases crit chance when he has low health.
Ed's second ability here is mostly to bring Sothe (the original's) possession-returning ability around on the opponents. Like it?
Now that that's done, let's get our second Ed -
[2] •Edward, Hasty Rebel (R)
Companion • Beorc • Swordmaster
Strength: 6
Vitality: 3
Signet: Micaiah
Weapon: Sword
Dawn Brigade.
Each time Edward wins a skirmish, you may exert him to discard a minion involved in that skirmish.
"Well, well, well. Look who decided to show up... Begnion soldiers. They certainly took their time, didn't they?"
0U9
And now HIS unique sword...
[2] •Caladbolg, Royal Gift (R)
Possession • Hand Weapon
Strength: +2
Weapon: Sword
Bearer must be Edward. He is damage +1.
Skirmish: Exert Edward to make him strength + X, where X is his damage bonus.
Given by King Pelleas as a reward for serving Daein...
0U10
[3] •Nolan, Wise Axeman (R)
Companion • Beorc • Fighter
Strength: 7
Vitality: 3
Signet: Micaiah
Weapon: Axe
Dawn Brigade.
To play, spot a Dawn Brigade companion.
Each time Nolan wins a skirmish, you may heal a minion to heal another Dawn Brigade companion.
Response: If a minion uses a special ability in a skirmish involving Nolan, you may exert him to cancel that ability.
"I've never seen so much Begnion activity in this area before. Is there...something we should know?"
0U11
[2] •Tarvos, Royal Gift (R)
Possession • Hand Weapon
Strength: +2
Weapon: Axe
Bearer must be Nolan. He can take no more than 1 wound in each skirmish.
While at a battleground site, Nolan has muster.
"Crafted by the finest smiths in the king's company..."
0C12
-
Haven't you missed a "Weapon: Axe" on that last card? Balance-wise, they all look good. And I really liked Leonardo and I'll give you a :gp: for him!
Thranduil
-
[2] •Edward, Blade of Dawn (R)
Companion • Beorc • Swordmaster
Strength: 6
Vitality: 3
Signet: Micaiah
Weapon: Sword
Dawn Brigade.
While Edward is exhausted, he is damage +1.
Regroup: Exert Edward twice to reveal a shadow player's hand. That shadow player must wound a minion for each shadow card revealed.
"They're worse than useless! We'll be glad to help you."
0R8
Always capitalize "Shadow", whether it be a Shadow card, player, phase...whatever. I think he's good other than that little nitpick, though. :up:
[2] Edward, Hasty Rebel (R)
Companion • Beorc • Swordmaster
Strength: 6
Vitality: 3
Signet: Micaiah
Weapon: Sword
Dawn Brigade.
Each time Edward wins a skirmish, you may exert him to discard a minion involved in that skirmish.
"Well, well, well. Look who decided to show up... Begnion soldiers. They certainly took their time, didn't they?"
0U9
Niiiiiice. Shouldn't he he unique, though? ???
[2] •Caladbolg, Royal Gift (R)
Possession • Hand Weapon
Strength: +2
Weapon: Sword
Bearer must be Edward. He is damage +1.
Skirmish: Exert Edward to make him strength + X, where X is his damage bonus.
Given by King Pelleas as a reward for serving Daein...
0U10
I like it. Pairs especially well with the first version thanks to the skirmish-exerting ability. :up:
[3] •Nolan, Wise Axeman (R)
Companion • Beorc • Fighter
Strength: 7
Vitality: 3
Signet: Micaiah
Weapon: Axe
Dawn Brigade.
Each time Nolan wins a skirmish, you may heal a minion to heal another Dawn Brigade companion.
Response: If a minion uses a special ability in a skirmish involving Nolan, you may exert him to cancel that ability.
"I've never seen so much Begnion activity in this area before. Is there...something we should know?"
0U11
Seems awfully good...perhaps require spotting another Dawn Brigade fellow to play him?
[2] •Tarvos, Royal Gift (R)
Possession • Hand Weapon
Strength: +2
Weapon: Axe
Bearer must be Nolan. He can take no more than 1 wound in each skirmish.
While at a battleground site, Nolan has muster.
"Crafted by the finest smiths in the king's company..."
0C12
Seems fine to me. :up:
-
NOW we're talking! Maybe cost [2] would be better, though.
Done.
Good stuff. It might make sense storywise, but I MIGHT prefer one of these (probably this version) have an ability that triggers at a different time than simply winning a skirmish. Not strictly necessary, but it would really help set one version apart from the other. :up:
Well, I sorta like the feel of them being in a cycle like that. I can't really think of another ability that fits him, anyway....
Well, sorry to say it, guys, you're gonna be seeing companions and more companions for a while now. There's a whopping 18 unique companions in the (R) culture - plus maybe some more non-unique ones, if I can figure out a theme for them. :roll: Plus multiple copies of some of those unique guys. So bear with me. We can get in two more - plus their toys - right now.
[2] •Edward, Blade of Dawn (R)
Companion • Beorc • Swordmaster
Strength: 6
Vitality: 3
Signet: Micaiah
Weapon: Sword
Dawn Brigade.
While Edward is exhausted, he is damage +1.
Regroup: Exert Edward twice to reveal a shadow player's hand. That shadow player must wound a minion for each shadow card revealed.
"They're worse than useless! We'll be glad to help you."
0R8
fine. though could be one exertion...especially with the first ability...
[2] Edward, Hasty Rebel (R)
Companion • Beorc • Swordmaster
Strength: 6
Vitality: 3
Signet: Micaiah
Weapon: Sword
Dawn Brigade.
Each time Edward wins a skirmish, you may exert him to discard a minion involved in that skirmish.
"Well, well, well. Look who decided to show up... Begnion soldiers. They certainly took their time, didn't they?"
0U9
fine
[2] •Caladbolg, Royal Gift (R)
Possession • Hand Weapon
Strength: +2
Weapon: Sword
Bearer must be Edward. He is damage +1.
Skirmish: Exert Edward to make him strength + X, where X is his damage bonus.
Given by King Pelleas as a reward for serving Daein...
0U10
fine by me this could be 1 though IMSO
[3] •Nolan, Wise Axeman (R)
Companion • Beorc • Fighter
Strength: 7
Vitality: 3
Signet: Micaiah
Weapon: Axe
Dawn Brigade.
Each time Nolan wins a skirmish, you may heal a minion to heal another Dawn Brigade companion.
Response: If a minion uses a special ability in a skirmish involving Nolan, you may exert him to cancel that ability.
"I've never seen so much Begnion activity in this area before. Is there...something we should know?"
0U11
fine
[2] •Tarvos, Royal Gift (R)
Possession • Hand Weapon
Strength: +2
Weapon: Axe
Bearer must be Nolan. He can take no more than 1 wound in each skirmish.
While at a battleground site, Nolan has muster.
"Crafted by the finest smiths in the king's company..."
0C12
could cost 1 maybe...especially if it was rare...but as common I guess its good.
-
[1] •Laura, Selfless Cleric (R)
Companion • Beorc • Bishop
Strength: 2
Vitality: 5
Signet: Micaiah
Weapon: Staff
Dawn Brigade.
At the start of each skirmish involving Laura, add 2 burdens.
Regroup: Exert Laura to heal another Dawn Brigade companion.
"I couldn't possibly abandon them now, not even if it meant saving myself."
0R13
[3] •Ilyana, Ravenous and Vengeful (R)
Companion • Beorc • Sage
Strength: 7
Vitality: 3
Signet: Micaiah
Weapon: Lightning
Dawn Brigade.
While you can spot another (R) companion, Ilyana is twilight cost -1.
Skirmish: Discard a possession Ilyana bears to exert a minion she is skirmishing.
"I can fight... I'm...very angry... The food here... It was terrible, and...they gave us hardly any... I... will have vengeance."
0C14
And since they don't have specific weapons for themselves, let's get some generic possessions out of the way.
[1] Elthunder (R)
Possession • Ranged Weapon
Strength: +2
Weapon: Lightning
Bearer must be a Beorc.
While skirmishing a Dragon, Dragonmaster, or Dragonlord, bearer is damage +1.
"I give up. You just grabbed at random, didn't you?"
0C15
[1] Iron Sword (R)
Possession • Hand Weapon
Strength: +2
Weapon: Sword
Bearer must be a Beorc.
While bearer is at a battleground site, bearer is damage +1.
0C16
[1] •Kard, Rogue's Knife (R)
Possession • Hand Weapon
Strength: +2
Weapon: Knife
Bearer must be Sothe.
Skirmish: Discard this possession to wound a minion bearer is skirmishing.
A dagger custom-forged with a serrated edge.
0U17
[1] Throwing Knife (R)
Possession • Ranged Weapon
Strength: +1
Weapon: Knife
Bearer must be a Beorc.
Archery: Discard this possession to wound a minion. If that minion is killed, return this possession to your hand.
0U18
-
Throwing Knife is seriously OP, I believe. "Throwing" weapons, per definition, should be "thrown", like Hand Axe. I, for one, would make it WOUND the minion, and if the minion is killed by any reason (including the wound), THEN return it to your hand (or even attach it to the character again) as a delayed triggered ability, during the regroup phase, for flavor reasons (meaning you throw the weapon, walk over to the corpse after action is over, and grab it back).
-
[1] •Laura, Selfless Cleric (R)
Companion • Beorc • Bishop
Strength: 2
Vitality: 4
Signet: Micaiah
Weapon: Staff
Dawn Brigade.
At the start of each skirmish involving Laura, add 2 burdens.
Regroup: Exert Laura to heal another Dawn Brigade companion.
"I couldn't possibly abandon them now, not even if it meant saving myself."
Not sure why she needs the drawback (compare her to Merry or Pippin, for example). It might be interesting to increase her vitality to 5 or 6 to warrant it, or to give another option for a cost to heal your other companions.
Thranduil
-
[1] •Laura, Selfless Cleric (R)
Companion • Beorc • Bishop
Strength: 2
Vitality: 4
Signet: Micaiah
Weapon: Staff
Dawn Brigade.
At the start of each skirmish involving Laura, add 2 burdens.
Regroup: Exert Laura to heal another Dawn Brigade companion.
"I couldn't possibly abandon them now, not even if it meant saving myself."
Pretty nice, reminds me of a follower, although yeah, I'd go with higher vitality to offset the drawback.
[3] •Ilyana, Ravenous and Vengeful (R)
Companion • Beorc • Sage
Strength: 7
Vitality: 3
Signet: Micaiah
Weapon: Lightning
Dawn Brigade.
While you can spot another (R) companion, Ilyana is twilight cost -1.
Skirmish: Discard a possession Ilyana bears to exert a minion she is skirmishing.
"I can fight... I'm...very angry... The food here... It was terrible, and...they gave us hardly any... I... will have vengeance."
Nifty! Reminds me of a ranger
[1] Elthunder (R)
Possession • Ranged Weapon
Strength: +2
Weapon: Lightning
Bearer must be a Beorc.
While skirmishing a Dragon, Dragonmaster, or Dragonlord, bearer is damage +1.
"I give up. You just grabbed at random, didn't you?"
Nice. Lightning is always good. Reminds me of that one Aragorn sword...
[1] Iron Sword (R)
Possession • Hand Weapon
Strength: +2
Weapon: Sword
Bearer must be a Beorc.
While bearer is at a battleground site, bearer is damage +1.
Nice and simple. Works.
[1] •Kard, Rogue's Knife (R)
Possession • Hand Weapon
Strength: +2
Weapon: Knife
Bearer must be Sothe.
Skirmish: Discard this possession to wound a minion Sothe is skirmishing.
A dagger custom-forged with a serrated edge.
Cool and nifty. That works. Although I'd change "Sothe" to "bearer" the second time.
[1] Throwing Knife (R)
Possession • Ranged Weapon
Strength: +1
Weapon: Knife
Bearer must be a Beorc.
Archery: Discard this possession to wound a minion. If that minion is killed, return this possession to your hand.
I like it. I think it works.
-
More companions. We've gotta get through 'em eventually. I swear, this set is gonna end up being pretty massive.
Oh well.
[2] •Aran, the Unbeliever (R)
Companion • Beorc • Halberdier
Strength: 6
Vitality: 3
Weapon: Lance
Dawn Brigade.
While you can spot Laura, Aran cannot take more than one wound in each skirmish.
Response: If another Dawn Brigade companion is about to take a wound, discard 3 cards from hand to prevent that wound.
"A true Daein? I'm not sure I still am one..."
0U19
[2] •Aimee, Amorous Merchant (R)
Follower
Resistance: +1
Aid - [2]
When you play Aimee, you may play a Staff or Spell from your draw deck.
Maneuver: Exert bearer to discard the top card of your draw deck. If it is a possession of bearer's culture, you may play it.
"You've certainly grown up to be easy on the eyes! I believe I'm a little smitten."
0R20
Note that all Magic ranged weapons are spells. I'm sort of afraid of her being too good - but I think the second ability is obscure enough.
Oh, and she lacks cultural enforcement on purpose - Aimee, and the rest of the traveling merchants, support various groups throughout the game.
Hmm... if you're up to reviewing 3 or so more cards, we can get to some really neat stuff today - still companions, though.
[2] •Volug, Royal Guard (R)
Companion • Laguz • Wolf
Strength: 8
Vitality: 3
Shifted.
Volug may not use his mastery skill unless he bears Satori Sign.
Mastery - Savage 3. Volug is strength +5 and cannot take more than one wound in each skirmish.
"...this is Volug, my loyal servant. Our kingdom lies far east of here."
0C21
Volug is a unique laguz in that he is transformed all the time, and can transform any time he likes. However, this comes at the cost of some of his better talents - in this case his mastery skill. You may have to remind me to make a card for Satori Sign.
[6] •Nailah, the Wolf Queen (R)
Companion • Laguz • Royal Wolf
Strength: 9 (15)
Vitality: 4
Resistance: 8
Formshift 6.
At the start of the maneuver phase, you may exert Nailah to prevent a minion from being assigned to skirmish until the regroup phase. That minion's owner may remove [2] to prevent this.
While Nailah is shifted, she has Mastery - Savage 4. Nailah is strength +5 and cannot take more than one wound in each skirmish.
"Until we met Rafiel, we didn't know there were countries on this side of the desert. After all, no one had ever crossed the Desert of Death and lived to tell of it."
0R22
The Royal Laguz - kings and queens of their respective nations - are, obviously, the most powerful laguz. In the games, they are woefully overpowered - while having physically impossible and god-like stats, they ALSO possess the ability to remain transformed all the time. This is an ability I felt would be a little OP on a card, especially one like this. I think I will make a card later, however, that allows Laguz Royals to remain shifted all the time, for a cost. We'll see how it works out.
And finally, perhaps the most interesting companion yet...
(0) •Rafiel, Eldest Heron Prince (R)
Companion • Laguz • Heron
Strength: 0
Vitality: 2
Resistance: 10
Formshift 2.
To play, spot Nailah or Micaiah and add a burden.
At the start of each of your turns, heal a companion.
While Rafiel is Shifted, if he has resistance 6 or more, each other companion is strength +2.
"Oh, goddess! I'm...not alone. Not anymore..."
0R23
This is probably a guy I'm gonna have to change A LOT to get and keep balanced. Let me give some game-wise explanation for Rafiel: In FE, the heron tribe of laguz have no means of fighting, nor do they have very many hit points. Thusly, if they are exposed to battle, they WILL die... unless you've maxed them out in levels. And then they might get by with only severe damage. In return, however, they have the ability to heal adjacent members of your team each turn, and the ability to allow a unit to move again. There are 3 Herons in the game - and Rafiel here is the first.
The movement part of the Heron's abilities will be explored on later versions - Rafiel isn't the best one for the job, by far.
I *almost* made this guy a follower, but I wanted to express the vulnerability of herons by making him this way.
Also, I'll make sure you can't have all 3 Herons in play at once, unless you want to deal with some freaky spotting requirements.
-
More companions. We've gotta get through 'em eventually. I swear, this set is gonna end up being pretty massive.
Heheh. Believe me, I know EXACTLY where you're coming from.
[2] •Aran, the Unbeliever (R)
Companion • Beorc • Halberdier
Strength: 6
Vitality: 3
Weapon: Lance
Dawn Brigade.
While you can spot Laura, Aran cannot take more than one wound in each skirmish.
Response: If another Dawn Brigade companion is about to take a wound, discard 3 cards from hand to prevent that wound.
"A true Daein? I'm not sure I still am one..."
0U19
Samus? Is it Samus Aran? No? Darn. :'(
Anyway, I think "can take no more than one wound" would be better wording, but seems fine otherwise. Certainly makes everyone much tougher, which is nice.
[2] •Aimee, Amorous Merchant (R)
Follower
Resistance: +1
Aid - [2]
When you play Aimee, you may play a Staff or Spell from your draw deck.
Maneuver: Exert bearer to discard the top card of your draw deck. If it is a possession, you may play it.
"You've certainly grown up to be easy on the eyes! I believe I'm a little smitten."
0R20
I agree that the maneuver ability worries me a bit. Perhaps it would be better if the Staff/Spell played AND the possession be limited to those of Aimee's or bearer's culture. Then she is still sort of a jack-of-all-cultures, but a LITTLE more limited and balanced.
[2] •Volug, Royal Guard (R)
Companion • Laguz • Wolf
Strength: 8
Vitality: 3
Shifted.
Volug may not use his mastery skill unless he bears Satori Sign.
Mastery - Savage 3. Volug is strength +5 and cannot take more than one wound in each skirmish.
"...this is Volug, my loyal servant. Our kingdom lies far east of here."
0C21
Seems okay, though I think [3] would be a better cost based on stats alone.
[6] •Nailah, the Wolf Queen (R)
Companion • Laguz • Royal Wolf
Strength: 9 (15)
Vitality: 4
Resistance: 8
Formshift 6.
At the start of the maneuver phase, you may exert Nailah to prevent a minion from being assigned to skirmish until the regroup phase. That minion's owner may pay [2] to prevent this.
While Nailah is shifted, she has Mastery - Savage 4. Nailah is strength +5 and cannot take more than one wound in each skirmish.
"Until we met Rafiel, we didn't know there were countries on this side of the desert. After all, no one had ever crossed the Desert of Death and lived to tell of it."
0R22
Unless you're planning on changing the wording across the board, it should be "remove [2]" instead of "pay [2]".
She seems fine otherwise thanks to her high cost.
(0) •Rafiel, Eldest Heron Prince (R)
Companion • Laguz • Heron
Strength: 0
Vitality: 2
Resistance: 10
Formshift 2.
To play, spot Nailah or Micaiah.
At the start of each of your turns, heal a companion.
While Rafiel is Shifted, if he has resistance 6 or more, each other companion is strength +2.
"Oh, goddess! I'm...not alone. Not anymore..."
0R23
I'd still give him SOME strength, like 2, and probably a cost of [1] so he's not super-easy to start with (since, if memory serves, you CAN start with Micaiah, and having an auto-healer from the get-go like that shouldn't come completely free. Either that or make him like Smeagol with some other cost to play, like a burden or two.
MIGHT be okay other than that, but it's awfully hard to judge without playing with it.
-
[2] •Aran, the Unbeliever (R)
Companion • Beorc • Halberdier
Strength: 6
Vitality: 3
Weapon: Lance
Dawn Brigade.
While you can spot Laura, Aran cannot take more than one wound in each skirmish.
Response: If another Dawn Brigade companion is about to take a wound, discard 3 cards from hand to prevent that wound.
"A true Daein? I'm not sure I still am one..."
0U19
maybe if you have initiative and 2 cards...
[2] •Aimee, Amorous Merchant (R)
Follower
Resistance: +1
Aid - [2]
When you play Aimee, you may play a Staff or Spell from your draw deck.
Maneuver: Exert bearer to discard the top card of your draw deck. If it is a possession, you may play it.
"You've certainly grown up to be easy on the eyes! I believe I'm a little smitten."
0R20
play it instead perhaps?
[2] •Volug, Royal Guard (R)
Companion • Laguz • Wolf
Strength: 8
Vitality: 3
Shifted.
Volug may not use his mastery skill unless he bears Satori Sign.
Mastery - Savage 3. Volug is strength +5 and cannot take more than one wound in each skirmish.
"...this is Volug, my loyal servant. Our kingdom lies far east of here."
0C21
I obviously missed what savage and shifted does...refresher course?
[6] •Nailah, the Wolf Queen (R)
Companion • Laguz • Royal Wolf
Strength: 9 (15)
Vitality: 4
Resistance: 8
Formshift 6.
At the start of the maneuver phase, you may exert Nailah to prevent a minion from being assigned to skirmish until the regroup phase. That minion's owner may pay [2] to prevent this.
While Nailah is shifted, she has Mastery - Savage 4. Nailah is strength +5 and cannot take more than one wound in each skirmish.
"Until we met Rafiel, we didn't know there were countries on this side of the desert. After all, no one had ever crossed the Desert of Death and lived to tell of it."
0R22
may remove 2, not pay 2...
(0) •Rafiel, Eldest Heron Prince (R)
Companion • Laguz • Heron
Strength: 0
Vitality: 2
Resistance: 10
Formshift 2.
To play, spot Nailah or Micaiah.
At the start of each of your turns, heal a companion.
While Rafiel is Shifted, if he has resistance 6 or more, each other companion is strength +2.
"Oh, goddess! I'm...not alone. Not anymore..."
0R23
ok this would make a lot more sense if I took the time to read what shifted did, but I will just wait and let you explain ;)
-
Limited the maneuver ability. Gave Rafiel a burden cost, and changed Nailah's wording. :gp: to both of you.
I obviously missed what savage and shifted does...refresher course?
Shifted is unloaded. On every laguz (except this guy) it's a thing that happens when they reach the full amount of formshift tokens and lasts until they run out of formshift tokens. If you don't remember what Formshift X does:
Start of each fellowship phase or skirmish involving this companion, add a formshift token here. Once this companion has X tokens here, it is considered shifted until it has no more formshift tokens here. While shifted, at the start of each fellowship phase or skirmish involving this companion, remove a formshift token here.
It's a lot of text for a (fairly) easy to understand ability.
Mastery - Skill X lets you reveal the top card of your draw deck at the start of a skirmish involving that companion. If the twilight cost of the revealed card is X or more, you trigger the ability listed.
-
got it.
thanks, and GP.
-
More. Companions. Yay. :roll: But I think we're nearing the end of the (R) companion splurge. Note that these don't have the Dawn Brigade keyword.
[3] •Jill, Daein Veteran (R)
Companion • Man • Dracoknight
Strength: 7
Vitality: 3
Resistance: 6
Weapon: Axe
While skirmishing a (W) minion, Jill is damage +1.
Skirmish: Exert Jill to make her strength +1 for each of the following you can spot: Sothe, Ike, Haar.
"Just give the word!"
0C24
Note that both Ike and Haar are companions of different cultures.
[4] •Tauroneo, King's Right Hand (R)
Companion • Man • General
Strength: 7
Vitality: 4
Resistance: 6
Weapon: Sword
Tauroneo is strength +1 for each of the following you can spot: Pelleas, Micaiah, Ike.
"Certainly. Daein needs all the courage we can muster."
0R25
[3] •Zihark, Daein Swordsman (R)
Companion • Man • Swordmaster
Strength: 7
Vitality: 3
Resistance: 6
Weapon: Sword
Zihark is damage +1 for each of the following you can spot: Lyre, Lethe, Mordecai.
"It's time we put these vermin in their place."
0U26
[1] •Izuka, Crazed Revolutionary (R)
Follower
Strength: +1
Aid - Add a burden.
When you transfer Izuka to a companion, you may draw a card (or two cards if bearer is Pelleas).
"What a coincidence! Or is it fate? Or maybe it's my unrivaled skill as a revolutionary organizer?"
0C27
-
[3] •Jill, Daein Veteran (R)
Companion • Man • Dracoknight
Strength: 7
Vitality: 3
Resistance: 6
Weapon: Axe
While skirmishing a (W) minion, Jill is damage +1.
Skirmish: Exert Jill to make her strength +1 for each of the following you can spot: Sothe, Ike, Haar.
"Just give the word!"
0C24
I think I would make the other companions more like this one with 1 minor ability first (perhaps broad culture hate if you feel it's appropriate - I can't comment on the background here at all, I'm afraid).
Thranduil
-
More. Companions. Yay. :roll: But I think we're nearing the end of the (R) companion splurge. Note that these don't have the Dawn Brigade keyword.
[3] •Jill, Daein Veteran (R)
Companion • Man • Dracoknight
Strength: 7
Vitality: 3
Resistance: 6
Weapon: Axe
While skirmishing a (W) minion, Jill is damage +1.
Skirmish: Exert Jill to make her strength +1 for each of the following you can spot: Sothe, Ike, Haar.
"Just give the word!"
0C24
I'm thinking either drop her strength 1 or drop the first ability...
[4] •Tauroneo, King's Right Hand (R)
Companion • Man • General
Strength: 8
Vitality: 4
Resistance: 6
Weapon: Sword
Tauroneo is strength +1 for each of the following you can spot: Pelleas, Micaiah, Ike.
"Certainly. Daein needs all the courage we can muster."
0R25
definitly drop strength 1.
[3] •Zihark, Daein Swordsman (R)
Companion • Man • Swordmaster
Strength: 7
Vitality: 3
Resistance: 6
Weapon: Sword
Zihark is damage +1 for each of the following you can spot: Lyre, Lethe, Mordecai.
"It's time we put these vermin in their place."
0U26
fine
[1] •Izuka, Crazed Revolutionary (R)
Follower
Strength: +1
Aid - Add a burden.
When you transfer Izuka to a companion, you may draw a card (or two cards if bearer is Pelleas).
"What a coincidence! Or is it fate? Or maybe it's my unrivaled skill as a revolutionary organizer?"
0C27
fine
-
[3] •Jill, Daein Veteran (R)
Companion • Man • Dracoknight
Strength: 7
Vitality: 3
Resistance: 6
Weapon: Axe
While skirmishing a (W) minion, Jill is damage +1.
Skirmish: Exert Jill to make her strength +1 for each of the following you can spot: Sothe, Ike, Haar.
"Just give the word!"
0C24
Seems alright, actually. MAYBE give her a minor spotting requirement to play.
[4] •Tauroneo, King's Right Hand (R)
Companion • Man • General
Strength: 8
Vitality: 4
Resistance: 6
Weapon: Sword
Tauroneo is strength +1 for each of the following you can spot: Pelleas, Micaiah, Ike.
"Certainly. Daein needs all the courage we can muster."
0R25
Yeah, I agree with SoP: 7 strength would be much better.
[3] •Zihark, Daein Swordsman (R)
Companion • Man • Swordmaster
Strength: 7
Vitality: 3
Resistance: 6
Weapon: Sword
Zihark is damage +1 for each of the following you can spot: Lyre, Lethe, Mordecai.
"It's time we put these vermin in their place."
0U26
Yowch. I GUESS it's alright, but I'd be happier with something like 6/4 stats as long as that isn't too odd storywise.
[1] •Izuka, Crazed Revolutionary (R)
Follower
Strength: +1
Aid - Add a burden.
When you transfer Izuka to a companion, you may draw a card (or two cards if bearer is Pelleas).
"What a coincidence! Or is it fate? Or maybe it's my unrivaled skill as a revolutionary organizer?"
0C27
Seems okay to me.
-
[2] •Fiona, Stewardess of Marado (R)
Companion • Man • Paladin
Strength: 5
Vitality: 3
Weapon: Lance
While you cannot spot a threat, Fiona is damage +1.
While you cannot spot a burden, Fiona has muster.
While no opponent controls a site, Fiona has hunter 2.
"I'll have nothing to do with you and your monstrous tactics!"
0C28
Gosh darned vanilla characters. Let me know if I've used this text somewhere else because I probably have/will eventually. #-o
(0) •Pelleas, Heir of Daein (R)
Companion • Man • Sage
Strength: 7
Vitality: 3
Weapon: Dark
Lord (Resistance 3).
Pelleas is resistance +1 for each (R) companion you can spot.
Skirmish: Add a burden to make Pelleas strength +2 until the regroup phase (limit +2). Each time he is about to take a wound, add a burden instead.
"No man can, and certainly no prince... I cannot look away when my people suffer."
0R29
That's it for the (R) companions, I think. At least the unique ones, and I probably won't add any non-unique ones. So, pretty soon we can flesh out this culture a bit more with some events/possessions/conditions. Anything but more companions. Amen.
-
[2] •Fiona, Stewardess of Marado (R)
Companion • Man • Paladin
Strength: 5
Vitality: 3
Weapon: Lance
While you cannot spot a threat, Fiona is damage +1.
While you cannot spot a burden, Fiona has muster.
While no opponent controls a site, Fiona has hunter 2.
"I'll have nothing to do with you and your monstrous tactics!"
Meh. Will the (R) culture be able to deal with those three?
(0) •Pelleas, Heir of Daein (R)
Companion • Man • Sage
Strength: 7
Vitality: 3
Resistance: 3
Pelleas is resistance +1 for each (R) companion you can spot.
Skirmish: Add a burden to make Pelleas strength +2 until the regroup phase (limit +2). Each time he is about to take a wound, add a burden instead.
"No man can, and certainly no prince... I cannot look away when my people suffer."
I don't care for limits so I would make it an "At the start of the skirmish phase..." action.
Thranduil
-
[2] •Fiona, Stewardess of Marado (R)
Companion • Man • Paladin
Strength: 5
Vitality: 3
Weapon: Lance
While you cannot spot a threat, Fiona is damage +1.
While you cannot spot a burden, Fiona has muster.
While no opponent controls a site, Fiona has hunter 2.
"I'll have nothing to do with you and your monstrous tactics!"
Seems fine. Could be huge.
(0) •Pelleas, Heir of Daein (R)
Companion • Man • Sage
Strength: 7
Vitality: 3
Resistance: 3
Pelleas is resistance +1 for each (R) companion you can spot.
Skirmish: Add a burden to make Pelleas strength +2 until the regroup phase (limit +2). Each time he is about to take a wound, add a burden instead.
"No man can, and certainly no prince... I cannot look away when my people suffer."
I assume he's supposed to be a Lord?
-
I would make the skirmish ability +3 perhaps?
-
One last (R) companion for now. Maybe a few more will come later.
[5] •Stefan, Pride of the Desert (R)
Companion • Man • Trueblade
Strength: 9
Vitality: 3
Signet: Micaiah
Weapon: Sword
Damage +1.
Mastery - Astra 5. Exhaust each minion skirmishing Stefan.
To play, spot Miciah or a Laguz.
Skirmish: Exert Stefan and discard a (R) card from hand to wound a minion he is skirmishing.
"You... You're a lot like me. I won't let you die."
0R30
Stefan is one of the last obtainable characters in the game, and he is only recruitable by Micaiah or a laguz (under specific circumstances). He starts as a third-tier unit, and so as a card he automatically has his mastery ability. However, to temper it, you have to reveal a pretty high costing card to trigger it. Like other swordmasters we've seen (and that we will see) he has a damage bonus and a wounding ability.
Anyways, we still have a posts-worth of basic weapons to cover for (R), but I pretty much don't feel like subjecting you to that boredom today. However, I do want you to note (for future reference) that the culture of weapons generally won't effect who can bear them, although I'll make a generic weapon of some sort for each culture (for each weapon type). This will matter for weapons that are unique but not character specific.
Now, for some conditions and events.
[1] Team Attack (R)
Event • Assignment
Spot a Dawn Brigade companion to wound a minion. That companion may not be assigned to skirmish until the regroup phase.
"You strike the brutes from afar with your magic. But be sure not to get too close to them. Then, I'll move in when they're weak. That's the safest strategy."
0C31
[1] Ranged Strategy (R)
Condition • Support Area
Skirmish: Exert a (R) companion not assigned to skirmish to exert a minion skirmishing a (R) companion.
"Remember to keep your distance from the enemy. Team up and bring them down one by one!"
0C32
-
[2] Team Attack (R)
Event • Assignment
Spot a Dawn Brigade companion to wound a minion. That companion may not be assigned to skirmish until the regroup phase.
"You strike the brutes from afar with your magic. But be sure not to get too close to them. Then, I'll move in when they're weak. That's the safest strategy."
Costing [1] seems fine to me.
[1] Ranged Strategy (R)
Condition • Support Area
Skirmish: Exert a (R) companion not assigned to skirmish to exert a minion.
"Remember to keep your distance from the enemy. Team up and bring them down one by one!"
I'd prefer "Exert a (R) companion not assigned to a skirmish to exert a minion skirmishing a (R) companion." or perhaps "assigned to" instead of "skirmishing" if you think it needs a bit more flexibility, but I don't really think so.
Thranduil
-
One last (R) companion for now. Maybe a few more will come later.
[5] •Stefan, Pride of the Desert (R)
Companion • Man • Trueblade
Strength: 9
Vitality: 3
Signet: Micaiah
Weapon: Sword
Damage +1.
Mastery - Astra 5. Exhaust each minion skirmishing Stefan.
To play, spot Miciah or a Laguz.
Skirmish: Exert Stefan and discard a (R) card from hand to wound a minion he is skirmishing.
"You... You're a lot like me. I won't let you die."
fine
[2] Team Attack (R)
Event • Assignment
Spot a Dawn Brigade companion to wound a minion. That companion may not be assigned to skirmish until the regroup phase.
"You strike the brutes from afar with your magic. But be sure not to get too close to them. Then, I'll move in when they're weak. That's the safest strategy."
cut cost to 1 IMSO
[1] Ranged Strategy (R)
Condition • Support Area
Skirmish: Exert a (R) companion not assigned to skirmish to exert a minion.
"Remember to keep your distance from the enemy. Team up and bring them down one by one!"
fine
-
Yeah, Thran and SoP are all over these cards. I just second them. :up:
-
[1] Steel Bow (R)
Possession • Ranged Weapon
Strength: +1
Weapon: Bow
Bearer is an archer.
0C33
[1] Silver Lance (R)
Possession • Hand Weapon
Strength: +2
Weapon: Lance
While bearer is mounted, bearer is damage +1.
Skirmish: Discard this possession to wound a minion bearer is skirmishing.
0U34
[1] Iron Axe (R)
Possession • Hand Weapon
Strength: +2
Weapon: Axe
Bearer is damage +1.
0C35
Basic possessions. Had to get 'em done. Next time: Dark Magic.
-
[1] Steel Bow (R)
Possession • Ranged Weapon
Strength: +1
Weapon: Bow
Bearer is an archer.
Each time bearer wins a skirmish, the first Shadow player must exert a minion.
fine
[1] Silver Lance (R)
Possession • Hand Weapon
Strength: +2
Weapon: Lance
While bearer is mounted, bearer is damage +1.
Skirmish: Discard this possession to wound a minion bearer is skirmishing.
maybe or twice if some criteria is fulfilled?
[1] Iron Axe (R)
Possession • Hand Weapon
Strength: +2
Weapon: Axe
Bearer is damage +1.
I feel like it should have some sort of condition on the damage 1...
Basic possessions. Had to get 'em done. Next time: Dark Magic.
-
[1] Steel Bow (R)
Possession • Ranged Weapon
Strength: +1
Weapon: Bow
Bearer is an archer.
Each time bearer wins a skirmish, the first Shadow player must exert a minion.
Um.... compare to Elven Bow? :o Take out the strength bonus and make it cost [2].
[1] Silver Lance (R)
Possession • Hand Weapon
Strength: +2
Weapon: Lance
While bearer is mounted, bearer is damage +1.
Skirmish: Discard this possession to wound a minion bearer is skirmishing.
Compare this to the weapon below. Again, I'd make it cost [2]. It's FP right?
[1] Iron Axe (R)
Possession • Hand Weapon
Strength: +2
Weapon: Axe
Bearer is damage +1.
This is fine - cards like Rohirrim Axe are not worth it.
Thranduil
-
[1] Steel Bow (R)
Possession • Ranged Weapon
Strength: +1
Weapon: Bow
Bearer is an archer.
Each time bearer wins a skirmish, the first Shadow player must exert a minion.
Hard to balance since we're still learning your game (and how strong archery will be overall), but I tend to agree with Thran: needs to cost [2] at the very least, or have archer be conditional.
[1] Silver Lance (R)
Possession • Hand Weapon
Strength: +2
Weapon: Lance
While bearer is mounted, bearer is damage +1.
Skirmish: Discard this possession to wound a minion bearer is skirmishing.
Iffy on the cost. PROBABLY should be [2], but as I recall, you don't have many lancers, right?
[1] Iron Axe (R)
Possession • Hand Weapon
Strength: +2
Weapon: Axe
Bearer is damage +1.
No complaints here.
-
Hard to balance since we're still learning your game (and how strong archery will be overall), but I tend to agree with Thran: needs to cost [2] at the very least, or have archer be conditional.
I'll make a change - but keep in mind that Weapon: Bow people are fairly scarce.
Iffy on the cost. PROBABLY should be [2], but as I recall, you don't have many lancers, right?
There's 2 (R) guys that start with Weapon: Lance (Aran, Fiona) and two more than can gain it by changing classes, which I haven't gotten to yet.
Also, I'll probably start making weapons culture-specific. There's enough of them that it should be possible.
Anyways, I promised some dark magic, so here it is.
Now, know that Pelleas is one of two FP characters that can use Dark Magic, so most of this stuff is custom-tailored for him.
A few new mechanics in this post. So enjoy.
[2] Fenrir (R)
Possession • Ranged Weapon
Strength: +2
Weapon: Dark
Spell.
Each time bearer wins a skirmish, the first Shadow player must discard a card from hand.
0U36
[3] •Balberith (R)
Possession • Ranged Weapon
Strength: +2
Vitality: +1
Weapon: Dark
Spell.
While skirmishing a character with Weapon: Light, bearer is strength +3.
0R37
[1] Master Crown [Cultureless: Fellowship]
Event • Fellowship
Play a Class Change condition from your draw deck.
0C38
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Also, I'll probably start making weapons culture-specific. There's enough of them that it should be possible.
That alone would be a HUGE help in terms of balance. :up:
[2] Fenrir (R)
Possession • Ranged Weapon
Strength: +2
Weapon: Dark
Spell.
Each time bearer wins a skirmish, the first Shadow player must discard a card from hand.
Seems fair enough. Weird to have a spell as a weapon, but I get the concept.
[3] •Balberith (R)
Possession • Ranged Weapon
Strength: +2
Vitality: +1
Weapon: Dark
Spell.
While skirmishing a character with Weapon: Light, bearer is strength +3.
There are minions that fight with Light, whereas this companion would be fighting with Dark? A little odd, that. :P But seems balanced, especially considering that I imagine the Light strenght boost won't be triggered very often.
[1] Master Crown [Cultureless: Fellowship]
Event • Fellowship
Play a Class Change condition from your draw deck.
Iiiiiiiinteresting. Impossible to judge without seeing Class Changes, but it's probably fine.
-
[3] •Balberith (R)
Possession • Ranged Weapon
Strength: +2
Vitality: +1
Weapon: Dark
Spell.
While skirmishing a character with Weapon: Light, bearer is strength +3.
I'd like to see some other ability as well on this card.
[1] Master Crown [Cultureless: Fellowship]
Event • Fellowship
Play a Class Change condition from your draw deck.
Hmmm... Show us more! :-k
Thranduil
-
Haven't seen this thread in over a month. I'm sort of ashamed of myself.
Anyways, I think I'll skip ahead to another culture pretty soon - there's one I'm pretty excited about - and post the more vanilla possessions in cycles later. Or just added onto other posts. I don't really know. And I'll probably come back to the (R) Free Peoples eventually. For now, I have a few more cards to finish off the culture...
[1] •Noble Sacrifice (R)
Condition
Resistance: +1
Bearer must be Sothe.
Response: If an exhausted (R) companion is about to be killed, place Sothe in the dead pile to prevent that.
"I'm not leaving your side. I swore I'd protect you, no matter what. I keep my promises. If I can't talk you out of this insanity, I'll fight Commander Ike and his men."
[1] Order to Charge (R)
Event • Skirmish
Make a (R) companion strength +1 for each wound on each character in this skirmish.
"Everyone! Take your positions! Attack!"
-
[1] Noble Sacrifice (R)
Condition
Resistance: +1
Bearer must be Sothe.
Response: If an exhausted (R) companion is about to be killed, place Sothe in the dead pile to prevent that.
"I'm not leaving your side. I swore I'd protect you, no matter what. I keep my promises. If I can't talk you out of this insanity, I'll fight Commander Ike and his men."
Perhaps and "Heal that companion." Also have no idea who Sothe is and so i don't know how good +4 resistance is on him. I'd probably make this card unique anyway - it feels unique.
[1] Order to Charge (R)
Event • Skirmish
Make a (R) companion strength +1 for each wound on each character in this skirmish.
"Everyone! Take your positions! Attack!"
"in his or he skirmish" is clearer. Could easily be free, or [1]/[2] for +2.
Thranduil
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Alright! Since Dain probably isn't gonna be around for a while, I'll accept one review on these two simple cards. :gp: to Thran.
I'll be back to the (R) culture, and not just for its shadow portion. But until I get a feel for some other cultures I'll leave this one behind.
The next culture I'm gonna move on to is (S). A.K.A. Crimea. This culture is probably gonna run like a combination of [gondor]'s Knights and [Rohan]. Whereas I didn't have a direction in mind when I started (R) (STUPID EL! ](*,)), I already (mostly) know what's happening here. But what's life without a little surprise?
Anyways, I little re-run of who the heck Crimea is: It's the first country that Daein's Mad King invaded, and the homeland of Ike and his mercenaries. The country is ruled by Queen Elincia, after her father was killed by Daein, and her uncle kidnapped.
The story for Radiant Dawn - Some militant fractions think that Elincia isn't ready to take the throne. To be honest, she isn't sure either. But no one really wants a civil war on their hands - too bad they get one.
The Queen's first (and last, really) NOLINKline of defense are the Royal Knights, a group of elite mounted warriors that head the army.
Now we get somewhere. Let's get some DCing done, eh?
[4] •Geoffrey, Captain of the Royal Knights (S)
Companion • Beorc • Paladin
Strength: 7
Vitality: 4
Signet: Elincia
Weapon: Lance
Royal Knight.
When you play Geoffrey (except in your starting fellowship) you may play a possession on him from your draw deck.
Each time you move during the regroup phase, you may take a (S) event from your discard pile into hand.
"I myself will march into Felirae and seize Ludveck and his rebels."
Geoffrey's the first (S) companion we'll get into. He's the queen's right-hand man and Captain of the Royal Knights. Not much else to say besides, well, he's a beast.
This guy is gonna be a staple in all decks that use Royal Knights, and probably (S) decks in general. His ability is useful to pull his weapon whenever you play him, or even a mount (which you'll see later is really helpful).
[4] •Geoffrey, Queen's Guard (S)
Companion • Beorc • Paladin
Strength: 7
Vitality: 4
Signet: Elincia
Weapon: Lance
Royal Knight.
At the start of your fellowship phase, you may heal a companion with the Elincia signet.
Regroup: Exert Geoffrey and add 3 threats to reconcile your hand.
"Actually, I'm more worried about the queen's safety. Make sure the guards stay sharp."
Yay for signets.
Let me know if the Regroup ability is overpowered. This culture is probably going to have next to nothing in the realms of threat removal.
[1] •Brave Lance, Captain's NOLINKLong Spear (S)
Possession • Hand Weapon
Strength: +2
Weapon: Lance
Bearer must be a (S) companion. Bearer is damage +1.
If bearer is Geoffrey and he is mounted, the first time he wins a skirmish at this site, you may assign a minion not assigned to skirmish to him to suspend the current phase. Begin a skirmish involving Geoffrey and that minion. When it ends, resume the suspended phase.
Geoffrey's weapon was made so he could strike more quickly while mounted.
In FE, when one character fights another, both get to attack, the one who initiated first. Then, if one character is a lot faster than the other, they get an additional attack. The Brave Lance (yeah, there IS a reason for such a horribly-titled unique weapon) is a weapon that always comes with Geoffrey that allows double the amount of usual attacks. If you'd normally attack once, you attack twice before the opponent has a chance to strike. If you'd attack twice, well, you get to FOUR times. Yeah. The DC version of this weapon is meant to be as much of a minion destroyer as in-game. With mounts and a built in damage bonus, this thing can let a companion land 3 wounds on a minion not assigned to skirmish.
[3] •Geoffrey's Charge (S)
Condition • Support Area
Epic.
While you cannot spot an unmounted companion, the move limit is +1.
Each time the fellowship moves during the regroup phase, each player may draw 2 cards.
Skirmish: If the fellowship has moved more than once this turn, exert a (S) companion to make an (S) companion (except the Lord) strength +2.
"Set lances! All forces, charge!"
Named for one of my favorite chapters in the game, this card is the staple of (S) decks. It only works while each companion is mounted, but it's still really powerful. A lot of (S) companions will automatically be considered mounted (unfortunately, Geoffrey isn't one of these).
I wasn't sure what abilities to tack onto this card and what abilities to give to individual companions. I really want your ideas on whether is card is OP or not, or what other abilities I could put on it if something doesn't fit right.
One thing I'd like to explain: mounted guys in FE have a very special talent - after they move in a turn, instead of stopping, they may use their remaining movement to move again, although they can't attack, putting them at a bit of a disadvantage if, say, they charge into the middle of a horde of enemies.
Card representation? Increasing the move limit! But, of course, moving twice can land you in a load of minions if you don't kill enough first...
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Not even ONE review?
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[4] •Geoffrey, Captain of the Royal Knights (S)
Companion • Beorc • Paladin
Strength: 8
Vitality: 4
Signet: Elincia
Weapon: Lance
Royal Knight.
When you play Geoffrey (except in your starting fellowship) you may play a possession on him from your draw deck.
Each time you move during the regroup phase, you may take a (S) event from your discard pile into hand.
"I myself will march into Felirae and seize Ludveck and his rebels."
Sorry, I meant to get back to this but then forgot about it... #-o Depending on how useful "lance", "Elincia" and "Royal Knight" are he might be overpowered, mainly from the regroup ability. I suspect that his strength should be 7 or his vitality 3.
[4] •Geoffrey, Queen's Guard (S)
Companion • Beorc • Paladin
Strength: 8
Vitality: 4
Signet: Elincia
Weapon: Lance
Royal Knight.
At the start of your fellowship phase, you may heal a companion with the Elincia signet.
Regroup: Exert Geoffrey and add 3 threats to reconcile your hand.
"Actually, I'm more worried about the queen's safety. Make sure the guards stay sharp."
This guy, on the other hand, seems fair enough (though he overshadows King In Exile but that Aragorn is not especially good). That said, he could easily have strength 7 to match the other version if you change it.
[1] •Brave Lance, Captain's NOLINKLong Spear (S)
Possession • Hand Weapon
Strength: +2
Weapon: Lance
Bearer must be a (S) companion. Bearer is damage +1.
If bearer is Geoffrey and he is mounted, each time he wins a skirmish, you may assign a minion not assigned to skirmish to him to suspend the current phase. Begin a skirmish involving Geoffrey and that minion. When it ends, resume the suspended phase.
Geoffrey's weapon was made so he could strike more quickly while mounted.
I think, actually, that this currently says "kill all surviving minions": you leave Geoffrey's skirmish till last, he wins so you fight an unassigned minion, he wins again so you fight another unassigned minion and so on and so forth. In fact, if you didn't kill a particular minion because they have high vitality (like Menace, for example) you could keep coming back alternately to fight them and so eventually kill them. This is too good! I would word it slightly differently which should conform to intentions:
"If bearer is Geoffrey and he is mounted, each time he wins a non-fierce skirmish you may assign an unassigned minion to him."
This means you would be assigned when the fierce assignment phase came along and would therefore fight a fierce skirmish with a minion who is not necessarily fierce.
The concept of this card, though, is fun and interesting!
[3] •Geoffrey's Charge (S)
Condition • Support Area
Epic.
While you cannot spot an unmounted companion, the move limit is +1.
Each time the fellowship moves during the regroup phase, each player may draw 2 cards.
Skirmish: If the fellowship has moved more than once this turn, exert a (S) companion to make an (S) companion (except the Lord) strength +2.
"Set lances! All forces, charge!"
This is fun! I keep asking you to re-explain "Epic" and you never do...
Thranduil
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Sorry, I meant to get back to this but then forgot about it... #-o Depending on how useful "lance", "Elincia" and "Royal Knight" are he might be overpowered, mainly from the regroup ability. I suspect that his strength should be 7 or his vitality 3.
I'll lower strength.
I think, actually, that this currently says "kill all surviving minions": you leave Geoffrey's skirmish till last, he wins so you fight an unassigned minion, he wins again so you fight another unassigned minion and so on and so forth. In fact, if you didn't kill a particular minion because they have high vitality (like Menace, for example) you could keep coming back alternately to fight them and so eventually kill them. This is too good!
Massive my bad. I really didn't think about the fact that it would trigger off of itself.
I would word it slightly differently which should conform to intentions: "If bearer is Geoffrey and he is mounted, each time he wins a non-fierce skirmish you may assign an unassigned minion to him."
This means you would be assigned when the fierce assignment phase came along and would therefore fight a fierce skirmish with a minion who is not necessarily fierce.
Yeah, but that'd also stop him fighting other minions that ARE fierce. It seems, I don't know, slower than I intended the card to be. I was thinking about changing "each time" to "the first time... this turn," but that would stop it triggering from fierce skirmishes, which I'd again really like to be able to do, from a flavor point of view. I was thinking about adding an "except from this card's effect" or "You may not assign additional minions to Geoffrey until the next assignment phase" clause. Do you think that'd be too wordy? I think I have plenty of text already....
This is fun! I keep asking you to re-explain "Epic" and you never do...
I'm sure I do!
Sometimes.
Maybe... 40% of the time.
Anyways, Epic means the condition can't be discarded. I hope it doesn't make the condition too powerful, but I doubt it would, since you still give your opponent a little bonus when you move.
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Yeah, but that'd also stop him fighting other minions that ARE fierce. It seems, I don't know, slower than I intended the card to be. I was thinking about changing "each time" to "the first time... this turn," but that would stop it triggering from fierce skirmishes, which I'd again really like to be able to do, from a flavor point of view. I was thinking about adding an "except from this card's effect" or "You may not assign additional minions to Geoffrey until the next assignment phase" clause. Do you think that'd be too wordy? I think I have plenty of text already....
Yes that would be too wordy. I would go for your first suggestion.
I'm sure I do!
Sometimes.
Maybe... 40% of the time.
Anyways, Epic means the condition can't be discarded. I hope it doesn't make the condition too powerful, but I doubt it would, since you still give your opponent a little bonus when you move.
You really don't, but thank you! :gp:
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(0) •Elincia, Queen of Crimea (S)
Companion • Beorc • Queen
Strength: 5
Vitality: 4
Signet: Elincia
Weapon: Sword, Staff
Lord (Resistance 7).
Maneuver: Exert Elincia. Until the start of the regroup phase, each time Elincia is about to take a wound, add a burden instead and Elincia has Mastery - Stun 5. Wound each minion skirmishing Elincia and cancel this skirmish.
"If we allow hatred to rule our hearts, we become prisoners of our past."
Well, here she is. The (S) Lord and the Queen, Elincia. She's probably woefully overpowered... Or maybe underpowered. Here's the thing - she's a pre-promoted unit. Meaning? She can already use multiple weapons, and she should already have her mastery skill. Since she is the Lord, I made it's cost high (Mastery - Skill 5 is probably the highest cost we'll see), meaning that the card you'd topdeck would have to have a cost of 5 or more to trigger. Plus she has to "wear the Ring" to use it, and you have to chance her being in a skirmish she'd probably lose otherwise. So, I think it can possibly be balanced. Plus, I wanted a break from the massive strength bonuses pretty much every other mastery skill is gonna give. The rule that "Ring-bearers" can't cancel skirmishes is void in FE DC's now, I guess, but I wasn't planning on making canceling cards anyways - canceling a battle is just something that generally doesn't happen in FE.
Since I think I'm gonna have to make some changes, she's the only card for right now. We'll see how long it takes for my like, one reviewer to respond. :roll:
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sorry I
ve been busy.
anyway I think you raelly could make her stun 4. I mean how mean twilight cost 4 or more cards are you going to have? I don't know if I like the have 2 weapons thing...but hey, whatever floats your boat.
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I'm having trouble reviewing this card because I'm not entirely sure of its implications. How significant is having Sword and Staff? And can I have a detailed description of Mastery and Stun?
Thranduil
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I'm having trouble reviewing this card because I'm not entirely sure of its implications. How significant is having Sword and Staff? And can I have a detailed description of Mastery and Stun?
Now this is something I actually explained once. :P
Anyways, here's what Mastery is in all its italics and glory:
Mastery - Skill X. (At the start of each skirmish involving this character, reveal the top card of your draw deck. If its twilight cost is X or greater, you may use this special ability. Place the revealed card beneath your draw deck). Insert Special Ability here.
So, you'd have to reveal a card with cost 5 or greater from the top of your deck, then you would be able to cancel her skirmish and wound each minion involved.
SoP suggests making the cost lower; what do you think?
Anyways, as for wielding two weapons, it's something that most class-changed characters will be able to do, so it's by no means a unique ability (nor an ability limited to the Free Peoples...) But it could be very powerful. For example, a character with "Weapon: Sword" and "Weapon: Lance" could wield both a sword AND a lance, even though both are hand weapons. So obviously this would be a better combination to have. Sword/Staff, though, gives the user Gandalf-like status in weapon wielding. It means Elincia will be able to get pretty much just a mount (no weapon requirement) a sword, and a staff. Staves won't add to strength, but some may add to vitality, or be able to heal, replace sites, or have other abilities. The best thing you have to compare it to right now, I guess, is Gandalf bearing Glamdring and Gandalf's Staff. Not so overpowered, really.
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I knew you'd explained this one, but I'd just forgotten! :mrgreen:
Now that I understand the card, I think it's fine. [5] is not too hard to come by anyway - it basically means you reveal a minion - and it makes deckbuilding more interesting.
Thranduil
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I'll keep it at 5 for now. I may make a second version of her later. I don't know. Anyways, we've got a couple more companions and some more support cards to do today!
[3] •Kieran, Hot-Blooded Knight (S)
Companion • Beorc • Paladin
Strength: 7
Vitality: 3
Signet: Elincia
Weapon: Axe
Royal Knight.
While you can spot a Royal Knight, Kieran is twilight cost -1.
At the start of each skirmish involving Kieran, you may make him strength -1 to make him damage +1 until the end of the skirmish.
"And the rest are a bunch of amateurs! You should see them flop around on their horses like rag dolls. They won't last long against the finely tuned skills of our Crimean Royal Knights."
[2] •Astrid, Dame Damiell (S)
Companion • Beorc • Paladin
Strength: 5
Vitality: 3
Signet: Elincia
Weapon: Bow
Royal Knight. Archer.
If Astrid is about to lose a skirmish, you may exert a Royal Knight not assigned to skirmish to have that companion replace Astrid in this skirmish.
[2] Royal Steed (S)
Possession • Mount
Strength: +1
Bearer must be a Royal Knight. While at a battleground, bearer has muster.
At the start of each skirmish involving bearer, each minion skirmishing bearer must exert.
"But how?! Quickly! Rally the troops! We must return to Melior at once!"
[1] Sweeping Stroke (S)
Event • Skirmish
Make a (S) companion strength +2 (or strength +5 if the fellowship has moved more than once this turn).
"Listen up! We're to sweep aside the rebels and punch through the fortress gate!"
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hee hee,oops I forgot minions ;) than 5 is fine. I thought you had to reveal a freeps card or something...or I just plain forgot IDK
I'll keep it at 5 for now. I may make a second version of her later. I don't know. Anyways, we've got a couple more companions and some more support cards to do today!
[3] •Kieran, Hot-Blooded Knight (S)
Companion • Beorc • Paladin
Strength: 7
Vitality: 3
Signet: Elincia
Weapon: Axe
Royal Knight.
While you can spot a Royal Knight, Kieran is twilight cost -1.
At the start of each skirmish involving Kieran, you may make him strength -1 to make him damage +1 until the end of the skirmish.
"And the rest are a bunch of amateurs! You should see them flop around on their horses like rag dolls. They won't last long against the finely tuned skills of our Crimean Royal Knights."
nice and balanced
[2] •Astrid, Dame Damiell (S)
Companion • Beorc • Paladin
Strength: 5
Vitality: 3
Signet: Elincia
Royal Knight. Archer.
If Astrid is about to lose a skirmish, you may exert a Royal Knight not assigned to skirmish to have that companion replace Astrid in this skirmish.
seems like she should have weapon: bow...fine.
[2] Royal Steed (S)
Possession • Mount
Strength: +1
Bearer must be a Royal Knight. While at a battleground, bearer has muster.
At the start of each skirmish involving bearer, each minion skirmishing bearer must exert.
"But how?! Quickly! Rally the troops! We must return to Melior at once!"
gains muster perhaps? It almost seems too good...if I were you i would cut the muster or the strength. IDK
[1] Sweeping Stroke (S)
Event • Skirmish
Make a (S) companion strength +2 (or strength +5 if the fellowship has moved more than once this turn).
"Listen up! We're to sweep aside the rebels and punch through the fortress gate!"
where have I seen a card like this before?
fine.
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[3] •Kieran, Hot-Blooded Knight (S)
Companion • Beorc • Paladin
Strength: 7
Vitality: 3
Signet: Elincia
Weapon: Axe
Royal Knight.
While you can spot a Royal Knight, Kieran is twilight cost -1.
At the start of each skirmish involving Kieran, you may make him strength -1 to make him damage +1 until the end of the skirmish.
"And the rest are a bunch of amateurs! You should see them flop around on their horses like rag dolls. They won't last long against the finely tuned skills of our Crimean Royal Knights."
You don't need "until the end of that skirmish" as this is already implied by no timing specifications at all. Otherwise, he seems alright.
[2] •Astrid, Dame Damiell (S)
Companion • Beorc • Paladin
Strength: 5
Vitality: 3
Signet: Elincia
Weapon: Bow
Royal Knight. Archer.
If Astrid is about to lose a skirmish, you may exert a Royal Knight not assigned to skirmish to have that companion replace Astrid in this skirmish.
Interesting, and I think good.
[2] Royal Steed (S)
Possession • Mount
Strength: +1
Bearer must be a Royal Knight. While at a battleground, bearer has muster.
At the start of each skirmish involving bearer, each minion skirmishing bearer must exert.
"But how?! Quickly! Rally the troops! We must return to Melior at once!"
Depending on how common Royal Knights are, the muster could be a bit much.
[1] Sweeping Stroke (S)
Event • Skirmish
Make a (S) companion strength +2 (or strength +5 if the fellowship has moved more than once this turn).
"Listen up! We're to sweep aside the rebels and punch through the fortress gate!"
Yeah, it's a good template so why change it?
Thranduil
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[3] •Kieran, Hot-Blooded Knight (S)
Companion • Beorc • Paladin
Strength: 7
Vitality: 3
Signet: Elincia
Weapon: Axe
Royal Knight.
While you can spot a Royal Knight, Kieran is twilight cost -1.
At the start of each skirmish involving Kieran, you may make him strength -1 to make him damage +1 until the end of the skirmish.
"And the rest are a bunch of amateurs! You should see them flop around on their horses like rag dolls. They won't last long against the finely tuned skills of our Crimean Royal Knights."
In addition to dropping the "until the end of the skirmish", I think you can also drop the second "to make him". I understand why it's in there, but it's really superfluous.
[2] •Astrid, Dame Damiell (S)
Companion • Beorc • Paladin
Strength: 5
Vitality: 3
Signet: Elincia
Weapon: Bow
Royal Knight. Archer.
If Astrid is about to lose a skirmish, you may exert a Royal Knight not assigned to skirmish to have that companion replace Astrid in this skirmish.
Nifty. I think I'd like it a little better if Astrid replaced others instead, but either way is okay as long as you don't have super-powered royal knights I haven't noticed yet.
[2] Royal Steed (S)
Possession • Mount
Strength: +1
Bearer must be a Royal Knight. While at a battleground, bearer has muster.
At the start of each skirmish involving bearer, each minion skirmishing bearer must exert.
"But how?! Quickly! Rally the troops! We must return to Melior at once!"
I must be the only one that thinks this is fine.
[1] Sweeping Stroke (S)
Event • Skirmish
Make a (S) companion strength +2 (or strength +5 if the fellowship has moved more than once this turn).
"Listen up! We're to sweep aside the rebels and punch through the fortress gate!"
Oldie but a goodie. :up:
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I kinda spaced this a stupid way, because there's only one royal knight left to do and I'd really rather have done 'em in pairs. Oh well.
Anyways...
[2] •Makalov, Transient Cavalier (S)
Companion • Beorc • Paladin
Strength: 6
Vitality: 3
Signet: Elincia
Weapon: Sword
Royal Knight.
Each time Makalov wins a skirmish, you may exert him to discard a fierce minion involved in that skirmish.
Makalov remained as a Royal Knight because the empire was "too strict." Miraculously, he was never fired.
[1] At Any Cost (S)
Event • Skirmish
Make a (S) companion strength +2 (or make a Royal Knight +1 for each mounted companion you can spot).
"I am hesitant to resort to the sword without at least attempting diplomacy. At all costs, I must stop the people of Crimea from fighting one another."
[2] •Resolved to Battle (S)
Condition • Support Area
You may play this condition any time you could play a skirmish event.
When you play this condition, you may add a (S) token here for each wound on each minion you can spot.
Skirmish: Remove an (S) token from here to make an (S) companion strength +1.
"I refuse to run from this problem any longer."
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They all look good to me. I like Resolved to Battle.
Thranduil
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[2] •Makalov, Transient Cavalier (S)
Companion • Beorc • Paladin
Strength: 6
Vitality: 3
Signet: Elincia
Weapon: Sword
Royal Knight.
Each time Makalov wins a skirmish, you may exert him to discard a fierce minion he was skirmishing.
Makalov remained as a Royal Knight because the empire was "too strict." Miraculously, he was never fired.
Go with wording similiar to Horn of the Mark, so therefore: "...you may exert him to discard a fierce minion involved in that skirmish."
[1] At Any Cost (S)
Event • Skirmish
Make a (S) companion strength +2 (or you may make a Royal Knight +1 for each mounted companion you can spot).
"I am hesitant to resort to the sword without at least attempting diplomacy. At all costs, I must stop the people of Crimea from fighting one another."
"(or make a Royal Knight strength +1 for each...)". Couple things that needed a little cleaning in there. But I like the card. :up:
[2] •Resolved to Battle (S)
Condition • Support Area
You may play this condition any time you could play a skirmish event.
When you play this condition, you may add a (S) token here for each wound on each minion you can spot.
Skirmish: Remove an (S) token from here to make an (S) companion strength +1.
"I refuse to run from this problem any longer."
Awesome! Perhaps discard it at the end of the turn, unless you don't really have any token reinforcement.
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listen to the dwarf.
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Time for another addition to this thread. Gosh, I really wish I had more time for consistent DC-posting.
Anywho...
[1] •Amiti, Queen's Blade (S)
Possession • Hand Weapon
Strength: +1
Vitality: +1
Weapon: Sword
Bearer must be Elincia.
Skirmish: Discard 2 cards from hand to exert a minion skirmishing Elincia.
The Queen's sword was small and light, made to be wielded alongside staves.
We haven't seen a non-unique companion yet. So let's throw in a couple.
[2] Crimean Cavalier (S)
Companion • Beorc • Paladin
Strength: 5
Vitality: 3
Weapon: Lance
Royal Knight.
This companion is considered to be mounted.
While skirmishing a wounded minion, this companion is strength +2 and damage +1.
"Sir, the rebels have been routed! Some managed to escape, but most have surrendered their weapons."
[3] Geoffrey's Vanguard (S)
Companion • Beorc • Paladin
Strength: 7
Vitality: 3
Weapon: Bow
Royal Knight.
This companion is considered to be mounted.
Each time this companion wins a skirmish, you may exert an unmounted minion.
"Send some men out to investigate the old highway."
(0) Dire Warning (S)
Event • Regroup
Exert 2 (S) companions (or a Royal Knight) and add 2 threats to remove all twilight from the twilight pool.
"Light the flares to notify the capital. Move, man!"
[5] Routed (S)
Event • Regroup
Toil 1.
Spot a Royal Knight to discard each wounded minion.
"Sir, the rebels have been routed!"
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Time for another addition to this thread. Gosh, I really wish I had more time for consistent DC-posting.
Don't we all. ;)
[1] •Amiti, Queen's Blade (S)
Possession • Hand Weapon
Strength: +1
Vitality: +1
Weapon: Sword
Bearer must be Elincia. She may take no more than 1 wound in each skirmish.
Skirmish: Discard 2 cards from hand to exert a minion skirmishing Elincia.
The Queen's sword was small and light, made to be wielded alongside staves.
Never been a big fan of weapons that add vitality and prevent wounds (which I think are better left to armor and shields and such). That all being said, I think this is okay, but not at [1]. Seems like it should be at least [2] to me.
[2] Crimean Cavalier (S)
Companion • Beorc • Paladin
Strength: 5
Vitality: 3
Weapon: Lance
Royal Knight.
This companion is considered to be mounted.
While skirmishing a wounded minion, this companion is strength +2 and damage +1.
"Sir, the rebels have been routed! Some managed to escape, but most have surrendered their weapons."
Awfully nice non-unique, but probably okay as long as there isn't a huge bevy of cards that greatly benefit being mounted.
[3] Geoffrey's Vanguard (S)
Companion • Beorc • Paladin
Strength: 7
Vitality: 3
Weapon: Bow
Royal Knight.
This companion is considered to be mounted.
Each time this companion wins a skirmish, you may exert an unmounted minion.
"Send some men out to investigate the old highway."
Ditto here.
(0) Dire Warning (S)
Event • Regroup
Exert 2 (S) companions (or a Royal Knight) and add 2 threats to remove all twilight from the twilight pool.
"Light the flares to notify the capital. Move, man!"
Seems fair enough.
[3] Routed (S)
Event • Regroup
Exert 2 (S) companions to discard each wounded minion.
"Sir, the rebels have been routed!"
Same lore as used up above, but I understand it can be hard to come by with games, so I can overlook it. ;) Might be better to make this cost a little more, have some toil, and spot a Royal Knight. So something like:
[5] Routed (S)
Event • Regroup
Toil 1.
Spot a Royal Knight to discard each wounded minion.
"Sir, the rebels have been routed!"
Perhaps then an "end your regroup phase" or something to prevent combos with Dire Warning. Or perhaps have Routed trigger when actually moving, which I think might give it more flavor anyway.... :-k
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[1] •Amiti, Queen's Blade (S)
Possession • Hand Weapon
Strength: +1
Vitality: +1
Weapon: Sword
Bearer must be Elincia. She may take no more than 1 wound in each skirmish.
Skirmish: Discard 2 cards from hand to exert a minion skirmishing Elincia.
The Queen's sword was small and light, made to be wielded alongside staves.
Yeah, I think it should cost [2] without the wound prevention text (though I understand in a set revolving around different sorts of weapons you should make cards to represent those weapons and swords are good defensive weapons). Or, [2] with the prevention text and without the vitality bonus.
[2] Crimean Cavalier (S)
Companion • Beorc • Paladin
Strength: 5
Vitality: 3
Weapon: Lance
Royal Knight.
This companion is considered to be mounted.
While skirmishing a wounded minion, this companion is strength +2 and damage +1.
"Sir, the rebels have been routed! Some managed to escape, but most have surrendered their weapons."
[3] Geoffrey's Vanguard (S)
Companion • Beorc • Paladin
Strength: 7
Vitality: 3
Weapon: Bow
Royal Knight.
This companion is considered to be mounted.
Each time this companion wins a skirmish, you may exert an unmounted minion.
"Send some men out to investigate the old highway."
Seem fine. Could have a cost reduction on the Vanguard (for example, spotting Geoffrey).
(0) Dire Warning (S)
Event • Regroup
Exert 2 (S) companions (or a Royal Knight) and add 2 threats to remove all twilight from the twilight pool.
"Light the flares to notify the capital. Move, man!"
Fun.
[3] Routed (S)
Event • Regroup
Exert 2 (S) companions to discard each wounded minion.
"Sir, the rebels have been routed!"
I don't think the combo is too good, as long as there's no event recursion (especially in the regroup phase) it seems fine to me.
Thranduil
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Time for another addition to this thread. Gosh, I really wish I had more time for consistent DC-posting.
Anywho...
[1] •Amiti, Queen's Blade (S)
Possession • Hand Weapon
Strength: +1
Vitality: +1
Weapon: Sword
Bearer must be Elincia. She may take no more than 1 wound in each skirmish.
Skirmish: Discard 2 cards from hand to exert a minion skirmishing Elincia.
The Queen's sword was small and light, made to be wielded alongside staves.
fine. make it if you have initiative IMSO though.
[2] Crimean Cavalier (S)
Companion • Beorc • Paladin
Strength: 5
Vitality: 3
Weapon: Lance
Royal Knight.
This companion is considered to be mounted.
While skirmishing a wounded minion, this companion is strength +2 and damage +1.
"Sir, the rebels have been routed! Some managed to escape, but most have surrendered their weapons."
you have the rebels have been routed two cards down as well...fine though.
[3] Geoffrey's Vanguard (S)
Companion • Beorc • Paladin
Strength: 7
Vitality: 3
Weapon: Bow
Royal Knight.
This companion is considered to be mounted.
Each time this companion wins a skirmish, you may exert an unmounted minion.
"Send some men out to investigate the old highway."
mounted knights using bows...okkaaayyy
(0) Dire Warning (S)
Event • Regroup
Exert 2 (S) companions (or a Royal Knight) and add 2 threats to remove all twilight from the twilight pool.
"Light the flares to notify the capital. Move, man!"
fine.
[3] Routed (S)
Event • Regroup
Exert 2 (S) companions to discard each wounded minion.
"Sir, the rebels have been routed!"
fine
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Well, I might add more to Royal Knights later, after I finish posting some other stuff, but I think their culture is pretty well rounded off. Well, except for possessions, but I'm saving those for later...
Anyways, there's more to (S) than just Royal Knights. Here's a few other (S) companions for ya...
[4] •Brom, Battle-Hardened Veteran (S)
Companion • Beorc • General
Strength: 7
Vitality: 4
Signet: Elincia
Weapon: Axe
While you can spot another companion with the Elincia signet, Brom is damage +1.
Fellowship: If you have initiative, discard 2 cards from hand to heal Brom.
"We been to war. When y'all were hidin' in cellars and attics, we were toe-to-toe with Daein. And look at us now..."
[2] •Nephenee, Reluctant Soldier (S)
Companion • Beorc • Halberdier
Strength: 6
Vitality: 3
Signet: Elincia
Weapon: Lance
While you can spot another companion with the Elincia signet, Nephenee is strength +1.
Response: If Nephenee is about to take a wound in a skirmish, discard 2 cards from hand to prevent that wound.
"'Let me at 'em! and Bring 'em on!' Hmph! You know spit about war!"
[2] •Heather, Deviant Rogue (S)
Companion • Beorc • Rogue
Strength: 5
Vitality: 3
Weapon: Knife
Each time Heather wins a skirmish, you may draw a card.
Skirmish: Exert Heather to discard a possession borne by a minion.
"More men fussing over nothing, I'm sure. Bigger fools were never made."
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[4] •Brom, Battle-Hardened Veteran (S)
Companion • Beorc • General
Strength: 7
Vitality: 4
Signet: Elincia
Weapon: Axe
While you can spot another companion with the Elincia signet, Brom is damage +1.
Fellowship: If you have initiative, discard 2 cards from hand to heal Brom.
"We been to war. When y'all were hidin' in cellars and attics, we were toe-to-toe with Daein. And look at us now..."
I don't think his healing would be too good in the maneuver phase.
[2] •Nephenee, Reluctant Soldier (S)
Companion • Beorc • Halberdier
Strength: 6
Vitality: 3
Signet: Elincia
Weapon: Lance
While you can spot another companion with the Elincia signet, Nephenee is strength +1.
Response: If Nephenee is about to take a wound in a skirmish, discard 2 cards from hand to prevent that wound.
"'Let me at 'em! and Bring 'em on!' Hmph! You know spit about war!"
Yep, fair enough.
[2] •Heather, Deviant Rogue (S)
Companion • Beorc • Rogue
Strength: 5
Vitality: 3
Weapon: Knife
Each time Heather wins a skirmish, you may draw a card.
Skirmish: Exert Heather to discard a possession borne by a minion.
"More men fussing over nothing, I'm sure. Bigger fools were never made."
I think it should discard possessions borne by minions skirmishing her and then she could have strength 6.
Thranduil
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[4] •Brom, Battle-Hardened Veteran (S)
Companion • Beorc • General
Strength: 7
Vitality: 4
Signet: Elincia
Weapon: Axe
While you can spot another companion with the Elincia signet, Brom is damage +1.
Fellowship: If you have initiative, discard 2 cards from hand to heal Brom.
"We been to war. When y'all were hidin' in cellars and attics, we were toe-to-toe with Daein. And look at us now..."
Thran's got a point. I think maneuver healing would give him a little more oomph.
Fun idea: have him cost only [3], but enter play with a wound or two to represent his battle-hardened nature.
[2] •Nephenee, Reluctant Soldier (S)
Companion • Beorc • Halberdier
Strength: 6
Vitality: 3
Signet: Elincia
Weapon: Lance
While you can spot another companion with the Elincia signet, Nephenee is strength +1.
Response: If Nephenee is about to take a wound in a skirmish, discard 2 cards from hand to prevent that wound.
"'Let me at 'em! and Bring 'em on!' Hmph! You know spit about war!"
Neato.
[2] •Heather, Deviant Rogue (S)
Companion • Beorc • Rogue
Strength: 5
Vitality: 3
Weapon: Knife
Each time Heather wins a skirmish, you may draw a card.
Skirmish: Exert Heather to discard a possession borne by a minion.
"More men fussing over nothing, I'm sure. Bigger fools were never made."
Thran's idea is good, but she's okay as is.
-
Well, I might add more to Royal Knights later, after I finish posting some other stuff, but I think their culture is pretty well rounded off. Well, except for possessions, but I'm saving those for later...
Anyways, there's more to (S) than just Royal Knights. Here's a few other (S) companions for ya...
[4] •Brom, Battle-Hardened Veteran (S)
Companion • Beorc • General
Strength: 7
Vitality: 4
Signet: Elincia
Weapon: Axe
While you can spot another companion with the Elincia signet, Brom is damage +1.
Fellowship: If you have initiative, discard 2 cards from hand to heal Brom.
"We been to war. When y'all were hidin' in cellars and attics, we were toe-to-toe with Daein. And look at us now..."
funny...brom...
[2] •Nephenee, Reluctant Soldier (S)
Companion • Beorc • Halberdier
Strength: 6
Vitality: 3
Signet: Elincia
Weapon: Lance
While you can spot another companion with the Elincia signet, Nephenee is strength +1.
Response: If Nephenee is about to take a wound in a skirmish, discard 2 cards from hand to prevent that wound.
"'Let me at 'em! and Bring 'em on!' Hmph! You know spit about war!"
the lore doesn't seem to be reluctant...fine.
[2] •Heather, Deviant Rogue (S)
Companion • Beorc • Rogue
Strength: 5
Vitality: 3
Weapon: Knife
Each time Heather wins a skirmish, you may draw a card.
Skirmish: Exert Heather to discard a possession borne by a minion.
"More men fussing over nothing, I'm sure. Bigger fools were never made."
fine
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[2] •Nephenee, Reluctant Soldier (S)
Companion • Beorc • Halberdier
Strength: 6
Vitality: 3
Signet: Elincia
Weapon: Lance
While you can spot another companion with the Elincia signet, Nephenee is strength +1.
Response: If Nephenee is about to take a wound in a skirmish, discard 2 cards from hand to prevent that wound.
"'Let me at 'em! and Bring 'em on!' Hmph! You know spit about war!"
the lore doesn't seem to be reluctant...fine.
Hah... I know. But she's ACTUALLY mocking people who are too excited about fighting. It just doesn't sound that way out of context.
Anyways... a few more guys, tonight (this morning...)
[3] •Lucia, Geoffrey's Sister (S)
Companion • Beorc • Swordmaster
Strength: 7
Vitality: 3
Signet: Elincia
Weapon: Sword
While you can spot Elincia or Geoffrey, Lucia is twilight cost -1.
Skirmish: Discard 3 cards from hand to exert a minion skirmishing a companion with the Elincia signet.
"I guess that means we do this the hard way."
Eh, I got tired. We'll stop there.
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I'd say make it if you have initiative and 2 cards.
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Seems fine, though SoP's suggestion is worth repeating if you have any kind of good card drawing potential with these guys.
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Yeah it's fine.
Thranduil