Check out the magic section. I have elemental spells listed and defined.
Heaven's Arrow is pretty powerful. If you roll a 2, you basically break even since you use a round to cast then fire double the arrows when you shoot. But if you roll a 3+ in the casting round, you roll triple arrows or more. Of course, if you roll 0 next round, you'll hate yourself!
EDIT - I added detail that ties the number you roll to any variable. So for entangle, a 2 entangles a 20 ft radius, a 3 entangles a 30 ft radius, etc.
Nice! The only question I have is do nymphs start out with both water and earth magic at level 1, or do they pick the second magic up later? Our visit with Aphrodite in Nyse sort of implied later, but if Kell can call on earth or water spells, I want her to take advantage of that.
I'm not settled on a limit for attack cards, but since you can only use one of each type at a time, I think scarcity creates a limit. You can only cast two elements, so you'd either have 1 or 2 element cards on you in a card game.
I think it's not a game-breaker to say that Ireth's character can learn the Earth spells and you both cast them. For now, let's say the "Nature's Call" staff is your "Earth Card." Later, you might find a way to cast Earth spells without it as a quest reward.
Also, I'll add duration: # minutes... and maybe # hours for plants and frozen ground. The only point of having duration is so, if you want to guarantee you have an ice sword, you can cast outside a lair and guarantee you'll have one. Once in the lair, clock's ticking.
@tbgg, I know you asked if the game would come with a board. My oldest daughter agrees there should be a board, so I might test the game with one.
If the board works, spells that cover areas will probably cover squares rather than radial areas. Minions come in groups, so a large pawn or whatever might actually represent ten human-sized enemies. So entangle would then slow 20+ enemies or create a path that slows them for 2 rounds.
Wallflower would cover lines instead of squares. It's Lv.4, so even the lowest roll would allow you to leave an enemy in a flowery holding cell for 4+ hours. I'm thinking fairies can fit between the flowers and flying creatures can pass over them. Creatures who can't fly can't pass through. If you break the flowers, more sprout up.
I'll make a separate post in the magic thread for this variation.
Oh... and movement on the board would be 1 square per move. So you can move and attack, or move twice to run. If entangled, you'd lose one move, so it's move OR attack.
Just had a thought on how the board would work. It serves as a means of tracking location AND enemy health AND even a way to track enemy defense and wounds on creatures that are meant to be torn apart.
I updated my update by defining specific effects for Earth ("Crash"), Air ("Electricity"), Water ("Snowball") and Fire ("Explode").
The snowball effect means that when you roll a combo, you re-roll 2 dice instead of 1. You can't roll more dice than you had to begin with, so this clearly benefits the amazon more than the nymph. But I think it's fair. The nymph can get ice armor with a high Blades of Ice roll, and the amazon will usually fail when she casts magic.
I got rid of "encase in ice" as an ice weapon/projectile effect because it's boring. You can't hurt an enemy encased in ice, so only the Frozen! spell will do that. It'll freeze every enemy for an hour, so you can just take off. If you encase a giant creature, it will break free. I'm treating Frozen! like a hold-person/hold-animal spell, but one that you use when you want to run away from a fight.
I feel like the Lv.4 spells should be once per day. They're powerful, which is intentional—separating the magical creatures from the humans. I just don't know if they're too powerful. Eventually, the nymph would roll 5 or 6 dice for magic. With 6 dice, you can expect to roll in the 3-7 range pretty regularly.
I'm thinking…
Lv.1 & 3 - as often as you want
Lv.2 & 5 - once per battle
Lv.4 - once per day
EDIT - Yeah… the Lv.4 stuff is pretty overpowered if you can do that all you want. If a nymph trapped enemies with Wallflower than cast the Lv.5 version Entangle, you'd have enemies trapped in a flowery prison getting beaten to death by thorny tendrils!
I'm not against this happening. I'm just against it happening every battle.
I'm going to try to come up with items that are more about you being able to tweak the story than have a new advantage in battle (which of course would just end up be balanced by more powerful opponents).
It's not that Kell's being ignored. More like Sigrlinn had more involvement in the Artemis-Apollo part of the story, where Kell has more involvement in the Hera-Alala part of the story.
Woo, magic items! Do we get to keep our old ones, like Sig's feather cloaks (raven and swan) and the outfit-change badge and Kell's scrunchy? Or the breel-hide armor Sig made for herself?
I'll get breel hide back to you as soon as I figure out how to handle that, since that is a Huntress ability in the Lv.1-4 set.
The scrunchy is technically unnecessary with the nymph's ability to magically make clothing. Even for huntress outfits, I want to keep the power level low. (That, or she can make stuff for the party, then power level isn't really an issue if I do it that way.)
But I really like the idea of an item that messes with the story. From a my-character-can-wreck-your-character perspective, that phœnix arrow sucks. But as far as impacting the story, it's quite powerful. I just handed you a power to undo one tragic NPC death. That death could be one I planned, or one that happens because you lose a battle (since I'm not killing off PCs, but losing still needs to suck). In either case, you get to undo a death! And I won't be a jerk and have a piano fall on whoever you save.
I can't help myself. I feel like the last two cards had the wow factor that the two before them lacked. Redoing Hurl Power and Beauty and the Beasts… though I'm keeping the unicorn. I just want to draw the unicorn closer up.
Sorry about the delay. I came up with a cool concept for the Fairy, and even had a story for it. It made me wonder if that idea could work for this game.
I'll spare you the details, but I had several ideas, one of which involved adding male characters to the game. I would've had a samurai and a "cowboy" (bounty hunter - would've used Buck L'Orange for the art). The third was a gladiator - with the yellow dice being for "charm" not magic. But I liked having magic, so gladiator no longer worked as a magic class, so knight? Paladin? Templar? Then I ended up with a mental image of a fully armored character whose gender isn't obvious. So THAT led me to thinking that the Iron Maiden is just way cooler than all of these guys I keep coming up with.
So… the Iron Maiden will be back. And forget the samurai—Fighting Nun (Wu Chen). And as for the female bounty hunter who may or may not be referred to as a Cowgirl, she will be Buck L'Orange's relative. She'll have Haitian traits, tall, dark, thin, and I'll probably have an outfit that includes long pants. I'm debating about the hair… between my daughter's friends and some of my students, she might look more like she's from Ghana than Haiti. Seeing how the game doesn't take place on Earth, I don't need to commit.
As for abilities, I was finding the card game was getting convoluted with so many ability cards. I just want to draw attack cards and monster cards! So the Huntress deck with just be 7 cards—the characters with Lv.1 stats and only ONE bonus ability. (That doesn't mean you have to lose stuff.)
The Amazon and Iron Maiden have more HP (and they can lift heavy stuff too), the Huntress and Nymph each have their own way of mass-stunning, and the Fighting Nun and the Cowgirl will likely end up with a quickdraw bonus.
Here's how I'm currently organizing the cards:
Maybe it's odd that he fairy's close-up makes her appear to be the biggest character, but I like that she's actually life-size in that drawing!
Anyway…
The Fairy will actually have her own set of items. She'll only have three dice, but she rolls all three at once for defense, meaning she has no weak defense. She'll have her own set of "attack" cards, which will include weapons that enhance a heroine's attack: so a fairy sword would mean she adds her one pink die to another heroine's fight roll. She'll have weird abilities like "Master of Unlocking," which lets her fly through a keyhole to open a door or treasure chest. And as she levels and gains HP, she can sacrifice her own HP to heal others (which is what Phœbe is doing now).
Basically, the Fairy isn't an equal to other heroines. She's a sidekick who has the ability to fly out of attack range—and she should!
PS- Not sure if I can print them, but I made a 1.5" x 2.5" card back for the fairy. It's still the same picture I used for the Huntress/Attack/Monster decks, but I moved the fairy above the Huntress' head so she's centered on the card. She leaves a trail of fairy dust from the attack card to her own tiny card.
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