Post by Rider on Jun 7, 2008 9:31:21 GMT -5
[glow=red,2,300]The glow squishes posts. XP[/glow]
Card Creation Rules:
Rule #1 – If it seems complex, blame Kit.
Rule #2 – Actually, blame Kit anyway.
Rule #3 – If Kit isn’t around, blame Crystal.
*ahem* So yeah, there’s a System. It’s a point-buy system. You can use the points to buy things like HP, attack damage, status effects and special abilities.
Common – 10 points
Uncommon – 15 points
Rare – 20 points
Everyone starts off making their own Forumer Card. (No making anyone else’s unless they say you can.) which must be Common, no exceptions
Powered-up versions of forumers, as in evolutions of your forumer card, can be either Uncommon or Rare. They get three more points than others of their rarity. In short:
Uncommon – 18 points
Rare – 23 points
The stats you may spend your points on are, but not limited to, as follows:
(Note: Point allocation is inconclusive and is subject to review)
In addition, any card that does 8 or more points of damage has to either have a one-turn delay or an energy discard. For a one-turn delay, average how much damage it does over two turn. (For example, the Dread Ship does 8 damage spread out over two turns, which only costs four points.)
Special abilities ought to be handled on a case-by-case basis. The most common is the “No retreat cost” ability, which costs 1 point. Leo’s Heal 2 damage when she comes on the field costs 1 point.
Energy costs:
One elemental energy for every 2 damage, one colorless for every 1.5 damage, rounded up. These are guidelines, there will be variations what with status effects and this and that. But hey.
Card Creation Rules:
Rule #1 – If it seems complex, blame Kit.
Rule #2 – Actually, blame Kit anyway.
Rule #3 – If Kit isn’t around, blame Crystal.
*ahem* So yeah, there’s a System. It’s a point-buy system. You can use the points to buy things like HP, attack damage, status effects and special abilities.
Common – 10 points
Uncommon – 15 points
Rare – 20 points
Everyone starts off making their own Forumer Card. (No making anyone else’s unless they say you can.) which must be Common, no exceptions
Powered-up versions of forumers, as in evolutions of your forumer card, can be either Uncommon or Rare. They get three more points than others of their rarity. In short:
Uncommon – 18 points
Rare – 23 points
The stats you may spend your points on are, but not limited to, as follows:
- HP – 1 point each
- Damage – 1 point each
- Dice rolls – Damage relying on dice rolls take 3 points per die used
- Variable damage - Attacks with two different variables for damage take points equal to the average between the highest and lowest variable, rounded down (For example, an attack that does either 4 or 8 Damage take 6 points) - Poison or any other similar attack that gradually reduces HP – 2 points
- Paralysis – 1 point for a 50% or less chance of it hitting. 2 points for 100% chance of hitting
- Sleep – 1 point
- Status immunity – 1 status - 2 points; all statuses - 4 points
- Returning Ally cards from discard pile to hand – common only - 3 points; common to uncommon - 5 points; common to rare - 7 points
- Forcing discards of cards from opponent's hand – 2 points
- Forcing discards of energy cards from opponent's active Ally – 2 points
- Forcing switching of active and benched opponent's Ally - 2 points (under revision)
- Healing 'attacks' - 1 point each HP healed
(Note: Point allocation is inconclusive and is subject to review)
In addition, any card that does 8 or more points of damage has to either have a one-turn delay or an energy discard. For a one-turn delay, average how much damage it does over two turn. (For example, the Dread Ship does 8 damage spread out over two turns, which only costs four points.)
Special abilities ought to be handled on a case-by-case basis. The most common is the “No retreat cost” ability, which costs 1 point. Leo’s Heal 2 damage when she comes on the field costs 1 point.
Energy costs:
One elemental energy for every 2 damage, one colorless for every 1.5 damage, rounded up. These are guidelines, there will be variations what with status effects and this and that. But hey.
Making a Card
The Point System and You:
Card points can be “spent” on things like HP and damage. It’s a 1-for-1 exchange.
Common cards get 10 points,
Uncommon cards get 15 points,
Rare cards get 20 points.
Powered-up versions of forumers get +3 points.
Taking a look at a sample Common card:
Tabloid Town Pierat (Water)
HP: 5
(*)(*) Needle Sword – 3 damage
(W) Gnaw - 2 damage
5 points were spent on HP, 3 on the damage for Needle Sword and 2 on the damage for Gnaw. (Ventratta is still cuter.)
Tabloid Town Zombie (Dark)
HP: 5
(D)(D) Brain Brunch – 4 damage
(D) Limb Snatch – 2 HP
(Yes, it goes over the point limit. There are plenty that are 9 points as well. Don’t seek them out. XD)
Some attacks heal. Healing is also a 1-for-1 exchange.
5 points on HP, 4 on Brain Brunch and 2 on healing.
007:
Weewood (Earth)
HP: 6
(*)(*)Spine Slam – Roll dice. 5+ does 4 damage, 4- does 2 damage.
(E) Leech Spore - 1 HP from victim, heal 1 HP
Dice rolls: No dice larger than a six-sided are allowed. The number of points is determined by the average damage the attack does. For example, Spine Slam would do an average of 3 damage, so it’s worth 3 points. When in doubt, round down.
HP: 6 points
Spine Slam: Average of 3 points
Leech Spore: 2 points (one for healing, one for damage)
003:
Shiva (Dark)
HP: 7
Special – Demonic Speed. Shiva does not have to pay a retreat cost.
(D) Demon Hooves – 2 damage
“No, Shiva, that’s not edible, that’s Leoness.”
Special abilities: It varies. The most common one used so far is the “no retreat cost” ability, which costs one point. Also common is the “Heal 2 points of damage when this card first comes onto the field” ability, which is also one point. But be creative with your abilities.
HP: 7 points
No Retreat Cost: 1 point
Demon Hooves: 2 points
Nin Jina
Air
HP: 10
(*) Diluted Toxins - Roll a die. If the result is 6, Poison the opponent.
(*)(A)(A)(A) Dream Dagger - 7 Damage, Sleep
Special: Thief in the Night - If your opponent is asleep when this card attacks, you can attach one of their energies to this card before attacking.
Nin Jina: Nutcase in disguise
Status Effects: If you want to be the most annoying (in a good way) thing on the field since they changed the mascot to a cheesy Indian, status effects are the way to go. Paralysis and sleep are worth one point each, and poison is 2 points (unless it happens infrequently, such as Jina’s poison.)
HP: 10 points
Toxins: 1 point (because it doesn’t always hit)
Dream Dagger: 7 points damage, 1 point sleep
Special: 2 points
(Total only adds up to 21/23. 0_o I’m sure I should have noticed this sooner.)
Paralysis – can’t have more than a 50% chance of happening. If a creature is paralyzed, it rolls a six-sided die before each attack. If it rolls a 3 or less, it cannot attack. There will be Event cards that heal paralysis.
Sleep – Always hits. If a creature is asleep, it rolls a 6-sided die between turns. If it rolls a 3 or less, it remains asleep. A 4 or more wakes it up for good. There will be an Event card that heals sleep.
Poison – Only costs 1 point if it has a less than 50% chance of hitting. Otherwise, 2 points. It does a steady 1 point of damage each round. There will be Event cards that heal poison.
Dread Ship (Dark)
HP: 14
(*)(*) Cannon Load - Dread Ship may use the Dread Cannon attack on your next turn.
(D)(D)(*) Dread Cannon - You may only use this attack if Dread Ship used the Cannon Load attack on your previous turn. (8 damage)
Legends tell of a magnificent vessel that wanders the seven seas. What the legends don't say is that it will cannonball anyone who comes close to it.
2-round attacks: Because it takes 2 turns to do 8 damage, points are determined by the average damage per turn. In other words, 4.
HP: 14 points
Dread Cannon: 4 points
Only 18/20, but I can’t see it dying easily.
071:
Generic Fire User – Fire
HP – 10
(F)(F)(F)(F) Dancing Flames – Discard a (F) energy to deal 10 dmg
Got it… memorized?
Before we get into this: YESIWENTTHERE. ^_^
Energy Discards: These puppies are only good for a shot or two, but they explode beautifully. ^_^ No extra point cost.
Unlike retreat costs, energy discarded in this manner is gone for good, so use your best judgement.
HP: 10 points
Dancing Flames: 10 points
Energy Costs
On average:
1 elemental energy = 2 damage
1 colorless energy = 1.5 damage
Cleanest example:
011:
Tabloid Town Pierat (Water)
HP: 5
(*)(*) Needle Sword – 3 damage
(W) Gnaw - 2 damage
Regarding dice rolls: Use the average damage dealt to determine how much energy to assign.
My advice regarding energy: use your best judgment. As previously stated, I don’t bite heads.
The Point System and You:
Card points can be “spent” on things like HP and damage. It’s a 1-for-1 exchange.
Common cards get 10 points,
Uncommon cards get 15 points,
Rare cards get 20 points.
Powered-up versions of forumers get +3 points.
Taking a look at a sample Common card:
Tabloid Town Pierat (Water)
HP: 5
(*)(*) Needle Sword – 3 damage
(W) Gnaw - 2 damage
5 points were spent on HP, 3 on the damage for Needle Sword and 2 on the damage for Gnaw. (Ventratta is still cuter.)
Tabloid Town Zombie (Dark)
HP: 5
(D)(D) Brain Brunch – 4 damage
(D) Limb Snatch – 2 HP
(Yes, it goes over the point limit. There are plenty that are 9 points as well. Don’t seek them out. XD)
Some attacks heal. Healing is also a 1-for-1 exchange.
5 points on HP, 4 on Brain Brunch and 2 on healing.
007:
Weewood (Earth)
HP: 6
(*)(*)Spine Slam – Roll dice. 5+ does 4 damage, 4- does 2 damage.
(E) Leech Spore - 1 HP from victim, heal 1 HP
Dice rolls: No dice larger than a six-sided are allowed. The number of points is determined by the average damage the attack does. For example, Spine Slam would do an average of 3 damage, so it’s worth 3 points. When in doubt, round down.
HP: 6 points
Spine Slam: Average of 3 points
Leech Spore: 2 points (one for healing, one for damage)
003:
Shiva (Dark)
HP: 7
Special – Demonic Speed. Shiva does not have to pay a retreat cost.
(D) Demon Hooves – 2 damage
“No, Shiva, that’s not edible, that’s Leoness.”
Special abilities: It varies. The most common one used so far is the “no retreat cost” ability, which costs one point. Also common is the “Heal 2 points of damage when this card first comes onto the field” ability, which is also one point. But be creative with your abilities.
HP: 7 points
No Retreat Cost: 1 point
Demon Hooves: 2 points
Nin Jina
Air
HP: 10
(*) Diluted Toxins - Roll a die. If the result is 6, Poison the opponent.
(*)(A)(A)(A) Dream Dagger - 7 Damage, Sleep
Special: Thief in the Night - If your opponent is asleep when this card attacks, you can attach one of their energies to this card before attacking.
Nin Jina: Nutcase in disguise
Status Effects: If you want to be the most annoying (in a good way) thing on the field since they changed the mascot to a cheesy Indian, status effects are the way to go. Paralysis and sleep are worth one point each, and poison is 2 points (unless it happens infrequently, such as Jina’s poison.)
HP: 10 points
Toxins: 1 point (because it doesn’t always hit)
Dream Dagger: 7 points damage, 1 point sleep
Special: 2 points
(Total only adds up to 21/23. 0_o I’m sure I should have noticed this sooner.)
Paralysis – can’t have more than a 50% chance of happening. If a creature is paralyzed, it rolls a six-sided die before each attack. If it rolls a 3 or less, it cannot attack. There will be Event cards that heal paralysis.
Sleep – Always hits. If a creature is asleep, it rolls a 6-sided die between turns. If it rolls a 3 or less, it remains asleep. A 4 or more wakes it up for good. There will be an Event card that heals sleep.
Poison – Only costs 1 point if it has a less than 50% chance of hitting. Otherwise, 2 points. It does a steady 1 point of damage each round. There will be Event cards that heal poison.
Dread Ship (Dark)
HP: 14
(*)(*) Cannon Load - Dread Ship may use the Dread Cannon attack on your next turn.
(D)(D)(*) Dread Cannon - You may only use this attack if Dread Ship used the Cannon Load attack on your previous turn. (8 damage)
Legends tell of a magnificent vessel that wanders the seven seas. What the legends don't say is that it will cannonball anyone who comes close to it.
2-round attacks: Because it takes 2 turns to do 8 damage, points are determined by the average damage per turn. In other words, 4.
HP: 14 points
Dread Cannon: 4 points
Only 18/20, but I can’t see it dying easily.
071:
Generic Fire User – Fire
HP – 10
(F)(F)(F)(F) Dancing Flames – Discard a (F) energy to deal 10 dmg
Got it… memorized?
Before we get into this: YESIWENTTHERE. ^_^
Energy Discards: These puppies are only good for a shot or two, but they explode beautifully. ^_^ No extra point cost.
Unlike retreat costs, energy discarded in this manner is gone for good, so use your best judgement.
HP: 10 points
Dancing Flames: 10 points
Energy Costs
On average:
1 elemental energy = 2 damage
1 colorless energy = 1.5 damage
Cleanest example:
011:
Tabloid Town Pierat (Water)
HP: 5
(*)(*) Needle Sword – 3 damage
(W) Gnaw - 2 damage
Regarding dice rolls: Use the average damage dealt to determine how much energy to assign.
My advice regarding energy: use your best judgment. As previously stated, I don’t bite heads.
Please submit all cards in this format in the future:
For Ally cards:
*rarity*:
*name of card goes here* (*element of card*)
HP: *insert HP here*
Special Power: *name of power* - *what your power does* ((This section is optional))
(?)(?)(?) *attack name* - *damage, if any*. *additional effects, if any*
*flavour text, if any*
Note: ? denotes the attack's energy card requirement
Note: You can have more than one attack
For example:
Rare:
Doomguard (Dark)
HP: 10
Special Power: Terrifying Aura - When this Ally comes into play, your opponent must discard a card from their hand.
(D)(D)(D)(D) Dark Blast - 8 Damage. Discard a (D) energy card
I am the destroyer of worlds. Fear my coming
For Event cards:
*rarity*:
*event name here*
*what this event does*
*flavour text, if any*
For example:
Uncommon:
Calm Before the Storm
Ignore all attack, special powers and Event card effects for 1 round
It's so peaceful when the winds die down
A very grateful Scar thanks you for making his editing job easier ^_^
For Ally cards:
*rarity*:
*name of card goes here* (*element of card*)
HP: *insert HP here*
Special Power: *name of power* - *what your power does* ((This section is optional))
(?)(?)(?) *attack name* - *damage, if any*. *additional effects, if any*
*flavour text, if any*
Note: ? denotes the attack's energy card requirement
Note: You can have more than one attack
For example:
Rare:
Doomguard (Dark)
HP: 10
Special Power: Terrifying Aura - When this Ally comes into play, your opponent must discard a card from their hand.
(D)(D)(D)(D) Dark Blast - 8 Damage. Discard a (D) energy card
I am the destroyer of worlds. Fear my coming
For Event cards:
*rarity*:
*event name here*
*what this event does*
*flavour text, if any*
For example:
Uncommon:
Calm Before the Storm
Ignore all attack, special powers and Event card effects for 1 round
It's so peaceful when the winds die down
A very grateful Scar thanks you for making his editing job easier ^_^
[glow=red,2,300]Be creative. These are all just guidelines, but you see some of the risks Strife takes when making cards.
I promise I don't bite overpowered cards. [/glow]
I promise I don't bite overpowered cards. [/glow]