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Enigmatic Immortal
07-10-14, 01:40 PM
So many of you have heard that I have been creating an Althanas Board Game, and the truth is that it's nearing production of the first play test. This is exciting news for any game being developed as it will help knock out all the kinks and issues that were unforeseen during planning.

As we all know, the game is based around Power Groups, aka Factions, that strive to achieve their own faction goals before the others in a WORLD quest. Each faction can purchase heroes from the Silver Pub to work with their faction and go out on quests to help further their faction's agenda.

More details will come when not on a mobile device.

Regardless, I have hit the wall with this project mostly due to the daunting fact that at this current time, I have over 500 individual cards to create. Of those numbers is 100 heroes, which to be honest is difficult to find their stats, perks and flaws. Balance will be nigh impossible at this stage, but that's to be expected. However, without some kind of template to create the cards lickity split, this task alone is estimated to take months.

So I know we got pretty creative cats on this site and I'm sending out an S.O.S to help me create a template I can use to zip through this process.

I'm also calling on the masses of Althanas to share with me your desires to see your characters in the game. All I need is your rough estimate, 1-6 scale, of what your scores would be in the following categories:

Military: your fighting prowess, leadership, and combat skills.
Diplomacy: the exact opposite of Military, this is also your presence in the world, and how likely people will know you and listen to your words.
Subterfuge: willingness to do whatever it takes to get the job done. The higher you score, the more depraved and lost you are.
Adventure: your ability to go out in the world and survive the wilds of adventures.
Trade: your skills in negotiations and deal making.

Perk: a reason why you are good. Something unique you bring to the faction.
Flaw: a not so desirable trait that you hope nobody notices that hampers you.

Likes: what factions you will jump at the chance to fight for.
Hates: factions you refuse to play for.

There is no limit to how many characters you enter, nor limit to what you can do. I will be final say in all this anyway. So feel free to go with your gut.

Thanks for any and all help, and keep in mind I will post all the rules to the game shortly. I need all I can get so bring them forwards and please let me know if you can help with the templates and artwork. Hell I'll pay you.

Enigmatic Immortal
07-10-14, 01:41 PM
Althanas Board Game:

Objective to Win: Be the first player to have your Power Group complete their world quest Objective.

Players: 2-6 (Each Player represents one Power Group.)

Game Contents:
15 - World Event Cards
(Corpse War
Dragon's Flight
Eiskalt War
Corone Civil War
Reclaiming The Red Forest
The Demon Wars
The Gisela Tournament
The War of Winter
Secrets Buried in the Sands
The Queens Gambit
War of Heaven
The Hateful Peace
The Return of the Forgotten
The Eternal Tap
Bazzaar War



1- Pamphlet of World Event explanation and Power Group Motivations and win conditions.
100- Mercenary Cards
60- Equipment/Magic/Enchantment Cards.
100- Quest/Event cards (Good ratio feels like 80-20)

60- Fate/Karma Cards (30 skill cards/30 general)

20 Plot Twist Cards
Night of Debauchery
Heavy Storms
Power Struggle
Clan War

6 Faction Boards (IK, Mizbiz, Order, Blk Sails Arm, Trading Company, Chronicle)
6 Leader Cards
15 Faction Cards

Premise:
At the start of the game, everyone randomly selects a Faction Board (Best way is everyone rolls a D12 to see who gets to pick first, or truly randomize it by shuffling and passing out.

Once Factions have been established, The last Player to pick his faction gets to randomly pick the World Event. The Player who picked first gets to read the pamphlet on the World Event.

Sample: Calvin picked his Faction last, getting the Ixian Knights. He draws from the bottom the World Event Card and puts the others back in the box as they will not be needed. He flips over the World Event and reveals the Eiskalt War.

Andy, who picked first and got the Trading Company, reads the following prompt about the war, and then looks for his factions motivations and reads his:

Sample: Eiskalt War:
The small nation of Eiskalt has been chosen as a stomping ground for Misery Incorporated to take over to establish their permanent HQ. Needing help, the Nation asked for all allies available to aid. The Most prominent name to assist is the Ixian Knights, and it's inevitable that war must be had to end the strife.

Ixian Knights: Victory must be had through might in this instance. You must secure 30 Military VP's to win control of Eiskalt.
Misery Incorporated: You need to have this land, but it can't be bogged down by eternal war. You will need to strengthen your resolve and your diplomatic skills to win. have 25 Military VP's and 5 Trading VP's to control Eiskalt.
The Order of the Crimson Hand: Deciding to assist the group Misery Incorporated is going to be tricky as the Ixian Knights military is stronger and better armed, but that doesn't mean opportunity can't come knocking. Win 15 Military VP's, and 15 Subterfuge Military VP's to help win the war.
The Trading Company: Nothing boosts the coffers like good old fashioned Military contracts. And War, as everyone knows, is the best place to get them. Securing a financial gold mine is not easy however, and logistics may be tricky, but if you can pull it off, Eiskalt will make you very much richer. Score 25 Trading VP's and 5 Subterfuge VP's (To hide your tracks from aiding either side.)
Black Sails Armada: Being out at sea and out of the wider picture has left the Black Sails Armada looking weak. What better way than to win a war to prove you're still king of the sea? And if you assist the Ixian Knights, public fame will spread like wildfire...Win, and we're back baby! Score 20 Military VP's, 5 Trading VP's, and 5 Diplomacy VP's.
The Chronicle: Eiskalt treasures and natural historical sights should probably be preserved or something. Uhm...go save the day. I dunno...what do you even do? Score like, some points or some shit. 5 Military VP's, 25 Adventuring sounds about right…
The Ice Reavers:
The Bandit Brotherhood:
The Red Hand:
The Gol’Bron:
Imperial:
Order of the Golden Sun?:
Facade Incorporated
Malice
Purifiers



What, no Bandit Brotherhood? Red Hand? What is this? Ah! Thanks! I needed ideas for more groups! I would love more, so toss them at me, but please no N.W.O unless we have a better name for it that won’t be such a blatant rip off.

Earning VP's: There are 4 categories of VP's to earn. Each one may not be worth your faction earning, but some are required in order to achieve your victory. The Four are:

Military: Be it battling, military armies marching against one another, or winning tournaments for fame, this stat is about martial might and prowess.
Diplomacy: This is about your faction in the public eye, or manipulating things in public. Any activity, be it actual negotiations, or arranging land deeds and what not, is covered here.
Subterfuge: Any of the underhanded, seedy and dastardly tricks to getting the edge.
Trading: Managing resources and securing contracts to better help your faction's standing.
Adventuring: The sense of adventure and exploring new places. Finding hidden treasures of forgotten ages. Other such fun activities.


These VP's are given as rewards for completing Quests, and some factions excel so well at one type that they earn extra VP's just for completing their preferred total.

Quests: Quests are cards that have a specific requirement to meet to complete the quest. To meet these requirements are simple. each Hero has a number associated with one of the Categories. Let's look at Sei Orlouge

Sei Orlouge: Leader of the Ixian Knights
Military: 4
Diplomacy: 6
Adventuring: 4
Subterfuge: 0
Trading: 2

So as we can see, Sei is rather good at Diplomacy. Now we need to look at what he needs to do to pass a Quest. Why is Sei good at Diplomacy? He has Military, Adventuring and Trading scores, but I don’t see anything that would have to do with Diplomacy. I realized halfway through that regular old adventures were hard to fit into a place without it being forced, like diplomacy. So....maybe 5 categories are in order. Adventuring is for those quests that are just about fun. Like adventurers crown. Or exploring sunken ruins.

Quests:
At the start of the game turn, before any player goes, each starting with the first player to pick his faction draws one Quest card and puts it into the Quest pool. Each Quest will have a target requirement needed to pass it. When you Draw a quest card, can you keep it in your hand until you are ready to partake that quest? Or does it have to be lain face up for all the other players to see? Do you have to go on a quest right away? Ah ha! Good question. The answer is no, it must be played face up. (Most likely will have a quest board graphic. ^_^) you do not have to play YOUR quest, in fact, you can jump into any quest you want. Or none at all.

Sample Quest: Vaults of Winter - Deep in the Frozen Tundra of Salvar is rumors of an ancient Vault filled with many treasures most wondrous and arcane. Marshall up a search party and prepare to fight the hidden Guardians within.
Military: 15
Adventuring: 25
Rewards: +1 Military and Adventuring VP. Draw three Equipment cards and keep two, discarding the third. (This ignores costs.)
Penalties: No additional Penalties.

To complete a quest, a player nominates how many of his heroes he wishes to send on the quest. Once a hero has been assigned a quest, they may not partake in any other quest. At the end of the game turn, each player starting with the first player rolls a D12 and adds the cumulative total of each hero to the relevant category. So for instance, in the above sample, Sei would roll a D12 and add his Military to see what he scored for Military.
Please note, for speed, roll once and add each category separately.

Sei rolls the dice and gets a 12. 12 +3 = 15. He succeeds in passing the Military requirement for the Quest, however, despite his amazing roll, Sei didn’t pass his adventuring roll. The quest is not complete, and he’ll need to roll again for both requirements next turn.

When a hero is on a quest, he cannot be in your factions home. This means he cannot be assigned another quest until it’s completed.

Note that other players may jump in on the same quest. Whoever rolls the total needed first is the winner of the quest and scores all the Rewards. Those that failed suffer any penalties. Regardless of failure or success, when a hero is finished with a quest they suffer one wound.

Keep in mind, when a hero is on a quest, that is when your opponent can target your heros with their spells and fate/Karma cards.

Hero Cards:
When it’s your turn to play or draw cards, you can choose to draw from the Mercenary Deck. Draw three heroes, and decide if you want to purchase any hero for their cost. Any you do not purchase are left face up in the Silver Pub. You can also choose to just purchase from the mercenary pool. How many heroes can you have in total? You said you can draw three, are you allowed a maximum of three heroes? It seems like you need more than one hero on a quest at any given time, as the scores for them are rather high and it would be impossible for that Sei card to roll a high enough score in the Adventuring category. To address this issue, the answer is currently each faction can start with 5 hero's to purchase, with ways to increase that as the game continues. No limit to how many you can send on a quest. Keep in mind, whoever is player one resolves his quest first, and if he succeeds then everyone else is outta luck. Then player two resolves one quest. Rotate until all quest "parties" have resolved. (So for instance, we were playing and I flubbed my roll on a quest you jumped in on. When your turn comes you make your roll. If you passed, the quest instantly resolves.

Each hero card has the four categories and how much they contribute, a cost a membership and possible hatred for factions, an advantage, and a flaw. At the bottom will be their health. The health doesn’t just represent their life, but more their time with a faction. When their health reach 0, they return to the mercenary pool. Usually, after a quest, successful or not, a hero will lose 1 wound. The only exception to this is the Leaders. They never return to the mercenary pool, and never suffer a wound for succeeding or failing a quest. (Penalties however still apply.) If a Leaders health equals 0 as a result of dubious means, they go back to your faction home and you must wait one turn before they can be used again. I think there needs to be a way to permanently kill a Hero so that they cannot come back. There will be, except for Leaders. Leaders are exempt from ever being removed from play. (The term for permanent death.)

Cost: How much it costs to purchase this hero from the pool. When a hero is purchased, he is considered to be in contract for you until his HP hits zero, where you need to buy him again to make a new contract.

Membership: If a hero has the same symbol as the faction you represent, you purchase that hero for half his cost.

Hate: A hero who hates a faction can never be purchased by them.

Advantage: This is an ability that somehow boosts their effectiveness, or your factions effectiveness by being in your army.

Flaw: This is an ability that somehow burdens their effectiveness, or your factions effectiveness by being in your army.

Seth Dahlios: Cost 8
Military: 5
Diplomacy: 2
Adventuring: 4
Subterfuge: 4
Trade: 0
Member: Ixian Knights
Hate: The Order of the Crimson Hand
Advantage: Gift of the Maji: Seth heals all damage on him. Use once per contract.
Flaw: Lavinian Demon: Seth cannot decline Challenges.
Health: 4

Can Heroes be stolen/bought/bribed to change sides while they are in base? Can some heroes be like Ninjas and actually try to infiltrate the base of another faction? Are there ways to completely destroy a faction? Yes, there are ways to coerce a hero away. No infiltration rules at this time. Perhaps in the future. No, you'll never be able to destroy a faction. That is essentially removing a player from the game.

Attack it however, I think can be done.

Event Cards: Sometimes, when you draw a quest, you may draw an event card. Event cards can be anywhere from instantly earning a bonus, to instantly being forced to partake in a quest that has no rewards and offers huge penalties. Each one must be addressed when drawn and only affects the player unless otherwise stated.

Sample Event Card:
The Cult of Blessed Torture is raiding your holdings! You have to deal with them or suffer catastrophic effects.
Military: 15
Reward: Nothing.
Penalty: Randomly have the player next to you return one hero to the Silver Pub. You do not gain any gold from your holdings that turn.

Please note, regardless of your factions bonuses, you’ll never, ever, gain VP’s for an event unless otherwise stated.

Draw Phase: After all quests have been revealed, the first player gets to draw from either the mercenary, equipment/enchant/magic deck, or the Fate/Karma deck. When they draw they only get one card, and if they choose not to purchase it, they place the card in the appropriate area.

Fate/Karma: These cards are tricks or curses or other bonuses or penalties you can play on your own heroes or against enemy heroes. These cards could be simple traps to make their roll difficult, or boost your own roll. Unless stated otherwise, these cards can only target a hero when he is on a Quest.

Sample Fate/Karma Card: Pitfall!
An ancient trap, or a cleverly disguised trap, has sprung. Only quick reflexes can pass this!
Militray: 10. Target Enemy Hero on any quest.

In the above example, the target number needed to pass is 10, and the target hero is the only one to roll against the test. There is a limit of five cards from this deck you can hold at anytime, discarding when you hold too many. In addition, unlike the other decks, you always keep the card you drew.

Mercenary: Draw a hero, choose if you wish to purchase him for his gold cost, or choose not to and place him in the Silver Pub, where you can instead purchase another Hero.

Equipment/Magic/Enchant: These are cards that help out your heroes, and are usually items you assign with them on their quests. When the quest is over, the item is usually discarded unless stated otherwise.

Sample: Zodiac Weapon - Libra (2 Gold)
When this weapon is played on a Hero, Subtract his highest stat from his lowest stat (Minimum 1). All his stats now equal that stat until end of Quest.
Legend: If this card is equipped on William Arcus, The Revenant - All his stats equal his highest stat. When the quest is over, keep this card equipped to William until he is returned to the Silver Pub. Then discard it.

Legend: If a card has the legend trait, it means it is an iconic weapon/spell/item of a specific individual. It will state who, and give you different effects than equipped to a different hero.

Example Legend:
Lawmaker: Cost 4
Add 3 to military and 1 to Adventure.
Legend: Letho Ravenheart-Marshall of Corone. If equipped to Letho, he gains military +5, Adventure +2, and this item doesn't get discarded until he is returned to the mercenary pool.

Plot Twists:
During the game, every four turns the player in last (roll off for tied) draws from the plot twist deck and places it face up on the world event. The card will be in effect immediately and all players must abide by the card effects. Debating on if the player in last is immune to Plot Twists, and gives him a chance to catch up. Really shake things up and keep the game strategic and competitive. My going thought is every new round, it rotates who is first player so that nobody has an edge for long.

Sample Plot Twist:
Heavy Storms: The weather has made it impossible for any form of trade and supplies to get through. Until the Next Plot Twist, all players do not gain any gold from any of their holdings except their HQ.

Gold:
Each Power Group card has an official amount of gold you get each turn. This is your money you use to pay for costs of any cards you wish to play, buy, or negotiate with. Some quests may give you temporary gold increases, or even permanent, and every player has a faction deck. You can always look at your faction deck and pull out whatever Faction Holding card you want. After you pay the initial costs, the following turn you get any benefits for having it in play. This could be gold producing, or a barracks that allows you more heroes to have in your army. When referring to the HQ of a power group, this is referring to the Faction Deck Card you picked out at the start of the game. (Will probably have a little slider for gold built into the faction card. Or a rotating wheel. That or tell players to keep track of their own shit. Dunno yet...)

Enigmatic Immortal
07-10-14, 01:42 PM
Completed or Needs Review from Source

Madison Freebird (Misery Buisness) Cost 6 HP: 4
M: 5
A:4
D: 3
S:4
T:1
Perk: Scientific Genius: If you roll a 12 on the dice on a quest Madison is part of, draw one equipment card.
Flaw: Technical Difficulties: If you ever roll a 1 on the dice on a quest Madison is a part of, take one wound.


Witchblade (Neutral) Cost: 8 HP: 5
M: 5
A: 4
D: 0
S: 2
T: 0
Perk: Incredible Resolve: Witchblade is not returned to the Silver Pub until you roll for the Quest. (In simpler terms, this means no matter what, Witchblade cannot be forced to leave a quest until you try to resolve it, then after she is removed.)
Flaw: Doesn’t Play Well: If Witchblade is on a quest that has more faction allies than neutral Heroes, you dice roll is a -2. (This means that if she’s on the IK, and Jensen and Seth and Witch go on a quest, there is a -2 on the D12 roll, because Seth and Jensen are IK, and Witch is Neutral.)

Silence Sei Orlouge (Ixian Knights: Leader) Cost: N/A HP: 5
M: 4
A: 5
D: 6
S: 0
T: 3
Perk: Brilliant Strategist: When on a quest, Sei can discard one card from his hand to draw a card from the Equipment or Karma deck.
Flaw: Pacifist: You cannot play or make any actions that would involve removing any hero, friend or foe, from a quest while Sei is at the same quest. If damage is forced to remove them from any source but End of Quest penalties, that damage is negated.

Max Dirks (Ixian Knights,Misery Business) Cost: 8 HP: 4
M: 3
A: 3
D: 4
S: 6
T: 5
Perk: Desperado: When Dirks is in a challenge, He can roll 2x and take the highest roll.
Flaw: Hidden Agendas: Dirks can be bought by another player on a quest so long as they have a hero with 5 or more Subterfuge at the location.

Philomel van der Aart (Neutral) Cost: 6 HP: 3
M: 3
A: 2
D: 4
S: 5
T: 2
Perk: Seductive Intrigue: If Philomel is on a quest, target enemy Hero. Both roll D12 and add Subterfuge. If Philomel wins, that player cannot use that hero on the quest while both are a part of it.
Flaw: What is Love?: If Philomel loses her Seductive Intrigue Roll, she is unable to contribute to the quest. (Baby don’t hurt me, no more.)

Aurelianas Drak’Shal (Neutral) Cost: 6 HP: 5
M: 3
A: 3
D: 3
S: 4
T: 4
Perk: Critical Thinker: You can discard a card to re-roll the dice at his quest.
Flaw: Manipulator: Every time you discard a card a friendly hero at his location takes a wound. If Aurelianas is the only Hero, he takes the wound instead.

Fox Owen Xavier (Neutral) Cost: 4 HP: 3
M: 1
A: 3
D: 3
S:3
T: 3
Perk: Potions Shop: While Xavier is on a quest, all potions or spell equipments are ½ their cost.
Flaw: Punching Bag: If Fox is in a duel, he automatically loses.

Draug Remi (Cult of Blessed Torture/Ixian Knights) Cost: 8 HP: 6
M: 5
A: 3
D: 1
S: 5
T: 0
Perk: Abomination: Draug can always re-roll the dice whenever Military is part of the quest.
Flaw: Led by the Nose: Cards targeting Draug cannot be redirected, nor can they be stopped. They must target Draug. (This does mean Sei’s Pacifist ability doesn’t work, and is one of the few exceptions.)
CULT: Draug is a member of the Cult, and any cards targeting Heroes from something with Cult do not count Draug. In addition, if a Cult of Blessed Torture event is in play, Draug can join that quest as opposition, adding his stats to the Events total. (This counts as his Quest until resolved. He does not suffer any damage for End of Quest Penalties.)

Abomination
07-10-14, 03:05 PM
You're all set for people you asked to fill out the forms before, right?

Enigmatic Immortal
07-10-14, 03:39 PM
Yes, I should stil have them, just transferring them over now. Takes a wee bit of time.

Fox Owen Xavier
07-12-14, 10:02 PM
Sounds great. Can't wait to see the game in action. Depending on my time, I might be willing to try and code up a program that allows to play the game on a computer. Kind of want to do some 'real' coding sometime so this might be a good opportunity for me...

Rayse Valentino
07-12-14, 10:26 PM
This reminds me of Talisman.

Leopold
07-13-14, 12:47 AM
Lord Leopold Wichester

Military: 2
Diplomacy: 5
Adventuring: 4
Subterfuge: 4
Trade: 5
Member: Chronicle
Hate: -

Advantage: Mercantile: When it is not your turn, other players can pay you one gold to add one of your statistics to their own for the duration of one quest. They must pay one gold for each point of that statistic (if they use Adventuring, for example, they must pay 4). You receive half rounded down of all equipment cards from that adventure.

Flaw: Prideful: Leopold cannot attempt quests attempted since his last turn.

Health: 2

Hysteria
07-13-14, 05:36 AM
Sei rolls the dice and gets a 12. 12 +3 = 15. He succeeds in passing the Military requirement for the Quest, however, despite his amazing roll, Sei didn’t pass his adventuring roll. The quest is not complete, and he’ll need to roll again for both requirements next turn.

Just so I'm on top of this, should that have been 12 + 4, Sei's military score?

Quests: There should be a slight bonus for completing the quest you drew. Otherwise it seems a bit like you just draw a quest for each player present.

Talen Shadowalker (Ixian Knights) Cost: 4 HP: 4
Military: 6
Diplomacy: 0
Adventuring: 3
Subterfuge: 5
Trade: 0
Member: Ixian Knights
Hate: The Order of the Crimson Hand

Advantage: Shady: Rather than having Talen compete in a quest, he can be asigned as a deterant. For that quest any opposition roll has -2 added.

Flaw: Empathy?: If Talen is on a quest with one or more other heroes, add -2 to any diplomacy and -1 to any trade roll.

Enigmatic Immortal
07-13-14, 09:45 PM
3403

The rough draft of what I had in mind, I want to make the values and what not editable so I don't have to go in every time and recreate the wheel.

Hysteria
07-13-14, 10:16 PM
Here is the basic mock up:

http://fc00.deviantart.net/fs70/f/2014/194/c/d/framebasic_by_harlequinhues-d7qknk8.gif

Here is a coloured one that I did based on Winteraltanas theme (prior to changing the layout):

http://fc08.deviantart.net/fs71/f/2014/194/5/e/frame_by_harlequinhues-d7qklf4.gif

Let me know what changes you want for the layout and then I'll do a proper mock up.

Enigmatic Immortal
07-14-14, 12:06 AM
That's pretty much perfect, Just need to add the Like/Hate coloums with the room to add in the Faction Symbols. (Everyone is going to need one soon....) and the HP either in bottom corner or move it to the top opposite the gold. Now to get Foxy to code the template into Magic set editor....

I also really like the Winter theme colors. It's very nifty and awesome. Thanks a whole hell of a bunch Hys! That looks amazing!

Hysteria
07-14-14, 05:34 AM
For Love/Hate did you mean Rows? (it looks like rows in your original scetch).

Are you wanting text in there, or symbols? Clan symbols would be simplier, but if you wanted characters that hated each other you'd need text.

Here is an example clan symbol, it appears at the bottom of the picture at the moment:

http://fc02.deviantart.net/fs70/f/2014/195/6/e/clan_symbols_ix_by_harlequinhues-d7qlvs5.gif

Enigmatic Immortal
07-14-14, 08:45 AM
Symbols for the clans. Like and hate is for the clans.

Alyssa Snow
07-14-14, 11:04 AM
Lichensith "Lye" Ulroke
Leader of The Order of the Crimson Hands

COST: N/A HP: 5
Military: 5
Diplomacy: 3
Subterfuge: 5
Adventure: 4
Trade: 2

Perk: Master Assassin: For every roll involving M or A (may only choose one or the other per turn), roll a D12 if it lands on an 11 or 12, the total is doubled.
Flaw: Repressed Memories: If the D12 lands on a 1 Lye is plagued by flashbacks and is unusable for the rest of that event.

Likes: Leader of the Order, Misery Business
Hates: Ixian Knights



Alyssa Dianne Snow
Mage Gunner

COST: 6 HP: 3
Military: 4
Diplomacy: 4
Subterfuge: 1
Adventure: 4
Trade: 1

Perk: Mage Gunner: Alyssa needs no ammunition nor weapon upgrades. Any equipment card placed on her will add +1 M & +1 A regardless of the equipment card's stats.
Flaw: Artificially Engineered: Alyssa is unstable. If at any point you roll a 1, Alyssa takes a wound. This can only happen once per turn.

Likes: The Tarot Hierarchy
Hates: The Order, The Cult, Misery Business



Siegfried Alfhiem
High Elf Avenger
COST: 8 HP: 5

Military: 6
Diplomacy: 6
Subterfuge: 0
Adventure: 4
Trade: 0

Perk: Commander at Arms: If your roll is 1 point under or draws with an opponent, your may re-roll for a second attempt. In addition, if the quest/event is in Raiaera, you may re-roll if up to 2 points under the needed value.
Flaw: Chivalry: When against female heroes or heroes with 2 points or less in military, all rolls are -2.

Likes: None (Neutral)
Hates: The Order, The Cult, Misery Business

hoytti
07-14-14, 12:21 PM
Sorish Mon Larsh
King of the Seas

Cost 7 HP: 5
Military: 4
Diplomacy: 5
Subterfuge: 0
Adventure: 6
Trade: 4

Perk: Host of Aurora: All water magic cards are twice as effective when used by Sorish.
Flaw: Water Creature: Sorish is susceptible to fire magic due to being a sea creature. All fire magic does double the damage it would normally do.

Likes: None
Hates: Misery Business, The Order of the Crimson Hand, The Red Hand, & Malice

Rayse Valentino
07-14-14, 02:40 PM
When EI PM'd a bunch of people about this, he asked that 6 be a maximum stat, and that suggested profiles be balanced.

Looking at the ones he posted, let's say some of the 8 cost heroes:

Witchblade: Total score 11, hp 5
Dirks: Total score 21, hp 4
Draug: Total score 14, hp 6

Even taking perks/flaws into account, Witchblade seems rather underpowered, and Dirks overpowered. Maybe that's intentional.

I think he's asking people to take this sort of thing into account, however. Having certain characters have total scores of 11 while others are approaching 30, regardless of cost, will make it hard for him to balance.

Also, if you want some advice from a person who did game design, I would make this much, much simpler. Make sure this game works before making thousands of cards. Reduce the hero pool and quest requirements, start with one world event, make as many factions as maximum players. Simplify the starting rules and then do test runs. Once all that's done, then you can add one heroes, world events, factions, and more complicated rules. Maximize the opportunities for interaction with other players. That's just my two cents.

Philomel
07-14-14, 02:55 PM
Have a couple more :D

Leaf and co.
The Truffle-Hunter

Cost: 6 HP: 3
Military: 0
Diplomacy: 3
Subterfuge: 0
Adventure: 5
Trade: 6

Perk: My pigs hurt: If dealt a critical blow Leaf is allowed to immediately roll a d12. If the roll is 6 or above his pigs attack, giving him another round/quest in which to survive. After that round or quest is over he is discarded.
Flaw: If attacking Leaf take -2 to any dice roll.

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Thran Iavas
Elk Prince

Cost: 6 HP: 3
Military: 3
Diplomacy: 6
Subterfuge: 0
Adventure: 3
Trade: 2

Perk: Light Attack: Iavas can conduct one powerful light-based attack by rolling a d12 and +3. Once this attack is used, however, he is discarded and no longer able to play in the game.
Flaw: If part of a quest against a leader of any organisation Iavas is faced with a -1 to any roll he makes in that quest.

Hysteria
07-15-14, 09:59 PM
Looking at the ones he posted, let's say some of the 8 cost heroes:

Witchblade: Total score 11, hp 5
Dirks: Total score 21, hp 4
Draug: Total score 14, hp 6

Even taking perks/flaws into account, Witchblade seems rather underpowered, and Dirks overpowered. Maybe that's intentional.

I think he's asking people to take this sort of thing into account, however. Having certain characters have total scores of 11 while others are approaching 30, regardless of cost, will make it hard for him to balance.

This occured to me as well. Playing something like mtg, you know that most cards are very balanced. High mana means high power/toughness or abilities. I'm no where near as good with sort of stuff as you others, so take this with a grain of salt.

There seem to be a few variables for the worth of a card. Cost, life, values, perks/flaws and clan affiliations.

Take Talen for example;


Talen Shadowalker (Ixian Knights) Cost: 4 HP: 4
Military: 6
Diplomacy: 0
Adventuring: 3
Subterfuge: 5
Trade: 0
Member: Ixian Knights
Hate: The Order of the Crimson Hand

Advantage: Shady: Rather than having Talen compete in a quest, he can be asigned as a deterant. For that quest any opposition roll has -2 added.

Flaw: Empathy?: If Talen is on a quest with one or more other heroes, add -2 to any diplomacy and -1 to any trade roll.

As a general quester he is rubbish unless the quest focuses on military or subterfuge. Total score is 14, but his flaw means he can't be used to bolster another hero who might need military or subterfuge assistance. He has a fantastic perk if you want to inhibit your opponents from competing a particular quest which brings him back up in overall usefulness.

With that in mind I'd have your general powerhouses like Sei, Dirks and Wichblade which have high stats and perks that allow them to complete quests better, then your mid-range heroes that have better perks but less overall stats, and finally your ability specific ones like Talen that are much more specific to the circumstance as to if they are useful.

Here is the latest card template, I'll make the white the marble white but wanted to see if thats what you wanted first. The last box is for flavour.

http://fc07.deviantart.net/fs71/f/2014/196/b/a/frame2_by_harlequinhues-d7qv6xq.gif

Max Dirks
07-16-14, 08:48 AM
The idea with Dirks, at least, was that despite his higher stats, the card is a risky play due to his ability to be bought. Combined with the high cost of the card (Dirks is not a leader, like Sei, so he's not free), the thought was I would be the only one silly enough to use him. Regardless, I get your point in general, but keep in mind the test characters were designed to be stronger. For example, I submitted Ceidon with some junk statistics. I think Paul should wait until he has all of the hero cards ready before balancing. I'm sure once our main characters are out there, we'll have lots of gaps to fill with under powered characters that will balance out the Dirks', Sei's and Witchblade's of the game.

Alyssa Snow
07-23-14, 11:24 AM
Status update! I demand it! D:<

I wanna see some hero cards so that I may buy them!

Enigmatic Immortal
07-23-14, 11:41 AM
That looks perfect hysteria! You're the best!!!

And soon Ms. Snow

Karuka
07-31-14, 09:09 PM
I just remembered that I was going to do this. Hope I'm not too late.

Military: 5
Diplomacy: 5
Subterfuge: 0
Adventure: 6
Trade: 2

Perk: Foresight: Karu can roll twice and take the better score in martial challenges.
Flaw: Dogged Tenacity: Once set upon a quest or a challenge, Karuka cannot back down/be withdrawn until it's over or she's dead.

Likes: Ixian Knights
Hates: Crimson Hand, Red Hand