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Re: Ignia : A Card Design RPG [ROUND 2, SIGNUPS OPEN] https://elementscommunity.org/forum/index.php?topic=49220.msg1072518#msg1072518
« Reply #48 on: May 20, 2013, 11:07:11 pm »
ROUND 1 Challenge - Caravan Muggers - CARD EVALUATION (Scroll down for Round 2)
Note : I went a little easy on the ratings and difficulty here because its the first round.

Here's a  rough standard of ratings, for future rounds:
Subpar : 0-2
Average : 3-4
Good : 5-6
Good+ : 7
Great : 8-9
Excelllent : 10

Spoiler for Zaealix:
1. Use Llun Ytivarg on the caravan and fly them to safety!
2. Card creation:
Gravity pulse
spell
costs:4  :gravity
delays all opposing creatures by 1 turn.

Use Gravity pulse on the StrongArm Muggers to prevent them from moving while we escape.
Flavor : Haha, you must be giving the Caravan a good scare while you're doing this; what works works, though.
I do have slight doubts if Iredia's at the level that she can control Llun Ytivarg on other objects that well, but otherwise pretty solid. 6/10
Balance : I'm tempted to lower this card's cost, but to be fair Sundial affects both sides and is still considered very good as a stall card. You seem made the right call here on balance. 7/10
Meta : Given that Gravity is the element of high toughness and OTK cards like Chimera and Catapult, I think it could use another stall card or two. This card provides a simple stall effect at a reasonable price; some players may compare it to Sundial, but it's still a fairly decent card. 6/10
Rating : 19/30
Difficulty : 12/30
Quanta Spent : 6 :gravity

SUCCESS
The muggers are frozen in place and curse angrily at you as you make off with the caravan. Once you're at Towe, the Caravan thanks you by giving you 50 :electrm and 6 :gravity back for your troubles. Well done!

Reward : 6 :gravity , 50 :electrum, 3 XP (Add these to your profile the next time you post.)

Spoiler for EmeraldTiger:
I decide to intervene against the muggers, so I create 5

NameStatic Flea
ElementAether
Cost1 :aether
TypeCreature
Atk|HP1|1
TextMay cause additional 1 damage when attacking.
NotesChance is 35% and increases 5% per attack. Airborne.


I send Static Flea#1&2 to attack Mugger#1, and Static Flea#3&4 attack Mugger#2. Static Flea#5 I hold back near me.
Flavor : A straightfoward minion with a chance ability, you've also summoned enough to potentially defeat the muggers. 'Airborne' and the 'buff on attack' make me feel this should be :air, though. 4/10
Balance : Almost an Ash Eater but not quite. It seems rather weak by itself, I would've upped the potential ability damage to 2 to compensate for the % chance. 5/10
Meta : Interesting uses with Adrenaline and Aether lacks a 1-cost weenie. It makes it's purpose clear and does it well. 7/10
Rating : 16/30
Difficulty : 12/30
Quanta Spent : 5 :aether
SUCCESS

Dice Rolls (Rolling a d100, roll 1-35 to succeed) : Flea #1 rolls a 1 and succeeds, Flea #2 rolls a 53 and fails, Fleas #3-4 both roll 60 and fail.


Your fleas shock the muggers with a web of electricity, but you fail to kill both. The caravan is greatful for your efforts to stop them though and gives you 5 :aether as repayment.
Reward : 5 :aether , 3 XP (Add these to your profile the next time you post.)

Spoiler for UnholyAir:
So Taggerung decides to face the bandits


Withering drought costs 2  :water if in a town near water, or near a body of water itself. If near any plant life, the card stays as it is. If in a dry area such as a desert, it cannot be played.

Taggerung casts Withering Drought against the two bandits, in an attempt to save the merchant.
Flavor : With Dry Spell, Water shows itself to pretty adept at killing things through dehydration and also has a slight :death affinity with Poison-based mechanics. While this doesn't quite follow up on that mold, the subtheme of 'harvesting souls' is interesting and carries through quite well. I do have an issue of how this implies it'd dehydrate the creatures when it's killing them with actual (albeit 'stolen') water instead.

I also was wondering why you choose this particular card's 'power source' to be plants until I realized that Towe is a heavily forested area from looking at the map. Good choice. 5/10

Balance : A 4 Quanta for 4 damage to all creature + Dry Spell-like effect is very powerful, and it's only offset by a very situational drawback that makes me think of Holy Light - supbar in most situations, but very good if you can 'set up' everything around it. 5/10
Meta :  Depending on how the drawback was implemented in the game, this would either quickly replace Dry Spell as Water's signature mass CC spell (much more efficient) or Dry Spell would quickly reclaim it's niche (drawback isn't worth it). What saves this card from competing 100% with Dry Spell IMHO is the fact that it generates :death instead of :water . 4/10
Rating : 14/30
Difficulty : 12/30
Quanta Spent : 4 :water
SUCCESS

You kill the muggers and add 2 :death for your successful kills. The caravan also gives you 2 :water and 50 :electrum for succesfully helping them.
Reward : 2 :death (from card) , 2 :water , 50 :electrum , 3 XP (Add these to your profile the next time you post.)

In the future, please remember to include your profile and keep it updated whenever you post an action.

Spoiler for neuroleptics:
Quote
Name: haphazard
Element:  :entropy
Cost: 1  :entropy, 1  :aether
Type: Spell
Text: Target creature gains random buff in ATK (n=1.5, 2, 2.5, 3, 3.5, 4 max: 4) for card placed and may not be attacked physically
Art: (Optional)


Strongarm Muggers resist the first 2 damage done to them each round.
In other words, first attack will be turn 3
initial  ATK/HP 1/1
Atk|HP: 2 | 2  vs  Atk|HP: 3 | cannot be attacked     --->i've used 6 quantas
Atk|HP: 2 | 1.5 vs Atk|HP: 4 | cannot be attacked    .... So, i ended up consuming 8 quantas 4 :aether, 4 :entropy

This is assuming random buff giving only 1 per card and i needed 4

Calculation on random buff part. Higher quanta cost creatures >8 have higher possibility of higher buff.
So, i might not end up using 8 quantas. (btw, it's 10 quantas given right?)
Flavor : Basically a dual quanta :aether / :entropy Chaos Power + One-turn Quint. A simple and flavorful fusion of effects that a player would recognize easily.
The only thing I feel iffy on is the name - Haphazard is defined as 'Lacking any obvious principle of organization.' - perfect for :entropy but with no :aether link. I would've liked to seen a name that was also reminiscent of the two 'base' cards, something like "Dimension Seed" or "Chaos Essence".

You also do make an interesting way to kill the muggers, though you waited a few turns. For future reference ; you're allowed to cast a spell as many times as you possibly can during a round, provided you have the quanta and no status effects are in place. 5/10
Balance : Seems appropriately toned down from Chaos Power and the slight :aether effect to justify the dual cost. As a low costed card, the dual quanta cost is easier to work with. 6/10
Meta : Unupped Entropy doesn't have an ATK/HP buff card, and I could certainly see this in an :aether / :entropy unupped duo that uses Sparks. Assuming 'can't be attacked' would translate to 'not being affected by creatures' in the actual ETG, I think players would also value it for being able to slight CC protection. 5/10
Rating : 16/30
Difficulty : 12/30
Quanta Spent : 4 :aether , 4 :entropy
SUCCESS

Diceroll:
You gain +2+4+4+3 ATK, giving you 14 ATK | 1 (Can't be reached) HP.

Strongarm Muggers each resist 2 damage, so you deal 10 damage, which gets divided among them as 5 each.


You spend a lot of quanta, but you manage to destroy the muggers with several extremely strong psionic bursts. The Caravan rewards you with 3 :entropy , 3 :aether and 50 :electrum .

Reward : 3 :aether , 3 :entropy , 50 :electrum, 3 XP (Add these to your profile the next time you post.)
Spoiler for andretimpa:
I'll summon two of these

and send one after each mugger
Flavor : I believe the idea is to represent that memory isn't 'corporeal (like Spark represents electricity). Overall straightfoward. 6/10
Balance : Compared to Spark, is +1 ATK really worth 2 :time ? Compare Phase Salvager, who gets +1 ATK +Ability for only 1 :aether . This card is somewhat underpowered. 3/10
Meta : I don't think this would contribute much in the game's current meta - it's basically "Spark for :time ", since :time has no HP buff cards similar to Aether. Spark being free also hurts the potential for this card a lot, though less so than Phase Salvager since its non - :aether . 4/10
Rating : 13/30
Difficulty : 12/30
Quanta Spent : 4 :time
SUCCESS

It takes some effort and careful timing, but you manage to kill the muggers. The grateful traders give you 3 :time and 50 :electrum in return.

Reward : 3 :time , 50 :electrum, 3 XP (Add these to your profile the next time you post.)

Spoiler for EvilDeathX:
Name: Forked Lightning
Element: Aether
Cost: 2 :aether
Type: Spell
Atk|HP: N/A
Text: Deal 2 damage to 2 creatures, or 1 damage to 3 creatures.
Notes:
Art: N/A

Casting Forked Lightning twice. This is harder than it sounded. But fun.
Flavor : Quick, efficient, and precise. I like the simplicity of the spell. 6/10
Balance : So it's either 4 damage spread over 2 creatures or 3 damage spread over 3 creatures. Considering Shockwave, Lightning, and (old) Thunderstorm , this is very fair, possibly even a bit UP. 6/10
Meta : Well done in making this clearly different from Lightning Bolt, a staple of the EtG metagame. It’s got enough oomph to provide card advantage and doesn’t overpower it’s ingame counterpart either. 7/10
Rating : 19/30
Difficulty : 12/30
Quanta Spent : 4 :aether
SUCCESS
The muggers are electrified and fall to the side. They’ll be seeing sparks for a while. The grateful caravan rewards you with 5 :aether and 50 :electrum . Before you leave, one of the traders decides to give you an additional 20 :electrum for your troubles.


Reward : 5 :aether , 70 :electrum, 3 XP (Add these to your profile the next time you post.)

Spoiler for Fippe94:
Card to deal with the bandits:
Name: Shadow Army
Element: _darkness
Cost: 1
Type: Spell
Text: Gain a "shadow"-copy of each creature the opponent controls. As en extra cost when playing this card, pay :darkness quanta equal to half the cost of each shadow created. Shadow dissapears at the end of turn.
Notes: "Shadow"-copies are identical to the original card, so it creates a new card, like fractal, not a a full copy like Parallell Universe. This means that any buffs that the opponent's creatures had are not reflected on the shadows.  Shadows are alway :darkness, regardless of the original creature's element. If you run out of :darkness quanta, no more shadow are created.
Art: (Optional)

I use this to get 2 shadows of the bandits, which then fight the original bandits. It costs me 5 :darkness quanta.
Flavor : A 'mass shadow clone' card, easy to understand. 6/10
Balance : You will tend to get more out of Parallel Universe if you're facing 1-2 big creatures, but this is much more powerful on larger armies. This one's hard to balance by cost; I feel like it should cost 1 :darkness unupped to limit it slightly more to :darkness (think Holy Light, Animate Weapon, etc...), but the 'vanishing' effect makes this better for 'alpha strikes' whereas PU is a more reliable/steady source of damage. 6/10
Meta : Darkness's creatures always seem to lack a little strength compared to better rush elements like Life and Fire. This helps close the gap a bit, similar to how Air uses SoFreedom and Skyblitz to get better damage.  It does share the 'cheap cost but quanta sink' card with Drain Life (both also enable massive damage with lots of :darkness ) 5/10
Rating : 17/30
Difficulty : 12/30
Quanta Spent : 5 :darkness
SUCCESS

While you don't manage to kill the muggers with their shadow clones, you manage to hold them off and get everyone to Towe safely. The grateful caravan rewards you with 6 :darkness . Before you leave, one of the traders decides to give you an additional 20 :electrum for your troubles.

Reward : 6 :darkness , 20 :electrum, 3 XP (Add these to your profile the next time you post.)


ROUND 2 - Welcome to Towe
You all head on to The Honorable City of Towe.
Spoiler for MAP - Towe circled in red:

The port city is a bustling metropolis of adventure, characterized by all sorts of honorable and shady figures rushing through the roads. With luck, you've managed to arrive without any trouble.

You observe your surroundings - to the east is the Adventurer's Guild, where one may find quests and possibly other companions. To the south is the The Port, where a traveler can buy safe passage aboard a ship (or occasionally something more bizarre.). To the west is the Bazaar, which buys and sells all sorts of equipment and goods, with a blusterous Tavern nearby. To the north is the elaborate Church of Lumia, a sanctum for those of the faith.

So, what would you like to do?


Round Timer : Time's Up. If everyone posts before the round ends, I will try to update as soon as possible.
« Last Edit: May 21, 2013, 08:09:45 pm by Zblader »

Offline andretimpa

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Re: Ignia : A Card Design RPG [ROUND 2, SIGNUPS OPEN] https://elementscommunity.org/forum/index.php?topic=49220.msg1072528#msg1072528
« Reply #49 on: May 20, 2013, 11:31:28 pm »
I go to the bazaar


Quote from: andretimpa
Name: andretimpa
Level/Elements:  1 :time
Stats : 1/1
Ability : :time :time - Stasis - Target creature can't attack this round. (That creature can still use abilities.) andretiempa can't attack or cast non - :time spells this round.
Experience: 3/20 EXP
Quanta : 9 :time
Electrum : 150 :electrum
Items : None
Current Goals: Hone your skills
« Last Edit: May 22, 2013, 08:35:38 pm by andretimpa »
Every time a graboid evolves, an elemental gets his wings.
:gravity Guild (old), War 9 & 13 (gen) / :time Brawl 2 & 3, War 7 & 14 / :death War 8 & 12 / :fire Brawl 4 / :entropy Brawl 5 / :darkness War 10

Offline EvilDeathX

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Re: Ignia : A Card Design RPG [ROUND 2, SIGNUPS OPEN] https://elementscommunity.org/forum/index.php?topic=49220.msg1072575#msg1072575
« Reply #50 on: May 21, 2013, 12:44:47 am »
ROUND 1 Challenge - Caravan Muggers - CARD EVALUATION (Scroll down for Round 2)
Note : I went a little easy on the ratings and difficulty here because its the first round.

Here's a  rough standard of ratings, for future rounds:
Subpar : 0-2
Average : 3-4
Good : 5-6
Good+ : 7
Great : 8-9
Excelllent : 10

Spoiler for Zaealix:
1. Use Llun Ytivarg on the caravan and fly them to safety!
2. Card creation:
Gravity pulse
spell
costs:4  :gravity
delays all opposing creatures by 1 turn.

Use Gravity pulse on the StrongArm Muggers to prevent them from moving while we escape.
Flavor : Haha, you must be giving the Caravan a good scare while you're doing this; what works works, though.
I do have slight doubts if Iredia's at the level that she can control Llun Ytivarg on other objects that well, but otherwise pretty solid. 6/10
Balance : I'm tempted to lower this card's cost, but to be fair Sundial affects both sides and is still considered very good as a stall card. You seem made the right call here on balance. 7/10
Meta : Given that Gravity is the element of high toughness and OTK cards like Chimera and Catapult, I think it could use another stall card or two. This card provides a simple stall effect at a reasonable price; some players may compare it to Sundial, but it's still a fairly decent card. 6/10
Rating : 19/30
Difficulty : 12/30
Quanta Spent : 6 :gravity

SUCCESS
The muggers are frozen in place and curse angrily at you as you make off with the caravan. Once you're at Towe, the Caravan thanks you by giving you 50 :electrm and 6 :gravity back for your troubles. Well done!

Reward : 6 :gravity , 50 :electrum, 3 XP (Add these to your profile the next time you post.)

Spoiler for EmeraldTiger:
I decide to intervene against the muggers, so I create 5

NameStatic Flea
ElementAether
Cost1 :aether
TypeCreature
Atk|HP1|1
TextMay cause additional 1 damage when attacking.
NotesChance is 35% and increases 5% per attack. Airborne.


I send Static Flea#1&2 to attack Mugger#1, and Static Flea#3&4 attack Mugger#2. Static Flea#5 I hold back near me.
Flavor : A straightfoward minion with a chance ability, you've also summoned enough to potentially defeat the muggers. 'Airborne' and the 'buff on attack' make me feel this should be :air, though. 4/10
Balance : Almost an Ash Eater but not quite. It seems rather weak by itself, I would've upped the potential ability damage to 2 to compensate for the % chance. 5/10
Meta : Interesting uses with Adrenaline and Aether lacks a 1-cost weenie. It makes it's purpose clear and does it well. 7/10
Rating : 16/30
Difficulty : 12/30
Quanta Spent : 5 :aether
SUCCESS

Dice Rolls (Rolling a d100, roll 1-35 to succeed) : Flea #1 rolls a 1 and succeeds, Flea #2 rolls a 53 and fails, Fleas #3-4 both roll 60 and fail.


Your fleas shock the muggers with a web of electricity, but you fail to kill both. The caravan is greatful for your efforts to stop them though and gives you 5 :aether as repayment.
Reward : 5 :aether , 3 XP (Add these to your profile the next time you post.)

Spoiler for UnholyAir:
So Taggerung decides to face the bandits


Withering drought costs 2  :water if in a town near water, or near a body of water itself. If near any plant life, the card stays as it is. If in a dry area such as a desert, it cannot be played.

Taggerung casts Withering Drought against the two bandits, in an attempt to save the merchant.
Flavor : With Dry Spell, Water shows itself to pretty adept at killing things through dehydration and also has a slight :death affinity with Poison-based mechanics. While this doesn't quite follow up on that mold, the subtheme of 'harvesting souls' is interesting and carries through quite well. I do have an issue of how this implies it'd dehydrate the creatures when it's killing them with actual (albeit 'stolen') water instead.

I also was wondering why you choose this particular card's 'power source' to be plants until I realized that Towe is a heavily forested area from looking at the map. Good choice. 5/10

Balance : A 4 Quanta for 4 damage to all creature + Dry Spell-like effect is very powerful, and it's only offset by a very situational drawback that makes me think of Holy Light - supbar in most situations, but very good if you can 'set up' everything around it. 5/10
Meta :  Depending on how the drawback was implemented in the game, this would either quickly replace Dry Spell as Water's signature mass CC spell (much more efficient) or Dry Spell would quickly reclaim it's niche (drawback isn't worth it). What saves this card from competing 100% with Dry Spell IMHO is the fact that it generates :death instead of :water . 4/10
Rating : 14/30
Difficulty : 12/30
Quanta Spent : 4 :water
SUCCESS

You kill the muggers and add 2 :death for your successful kills. The caravan also gives you 2 :water and 50 :electrum for succesfully helping them.
Reward : 2 :death (from card) , 2 :water , 50 :electrum , 3 XP (Add these to your profile the next time you post.)

In the future, please remember to include your profile and keep it updated whenever you post an action.

Spoiler for neuroleptics:
Quote
Name: haphazard
Element:  :entropy
Cost: 1  :entropy, 1  :aether
Type: Spell
Text: Target creature gains random buff in ATK (n=1.5, 2, 2.5, 3, 3.5, 4 max: 4) for card placed and may not be attacked physically
Art: (Optional)


Strongarm Muggers resist the first 2 damage done to them each round.
In other words, first attack will be turn 3
initial  ATK/HP 1/1
Atk|HP: 2 | 2  vs  Atk|HP: 3 | cannot be attacked     --->i've used 6 quantas
Atk|HP: 2 | 1.5 vs Atk|HP: 4 | cannot be attacked    .... So, i ended up consuming 8 quantas 4 :aether, 4 :entropy

This is assuming random buff giving only 1 per card and i needed 4

Calculation on random buff part. Higher quanta cost creatures >8 have higher possibility of higher buff.
So, i might not end up using 8 quantas. (btw, it's 10 quantas given right?)
Flavor : Basically a dual quanta :aether / :entropy Chaos Power + One-turn Quint. A simple and flavorful fusion of effects that a player would recognize easily.
The only thing I feel iffy on is the name - Haphazard is defined as 'Lacking any obvious principle of organization.' - perfect for :entropy but with no :aether link. I would've liked to seen a name that was also reminiscent of the two 'base' cards, something like "Dimension Seed" or "Chaos Essence".

You also do make an interesting way to kill the muggers, though you waited a few turns. For future reference ; you're allowed to cast a spell as many times as you possibly can during a round, provided you have the quanta and no status effects are in place. 5/10
Balance : Seems appropriately toned down from Chaos Power and the slight :aether effect to justify the dual cost. As a low costed card, the dual quanta cost is easier to work with. 6/10
Meta : Unupped Entropy doesn't have an ATK/HP buff card, and I could certainly see this in an :aether / :entropy unupped duo that uses Sparks. Assuming 'can't be attacked' would translate to 'not being affected by creatures' in the actual ETG, I think players would also value it for being able to slight CC protection. 5/10
Rating : 16/30
Difficulty : 12/30
Quanta Spent : 4 :aether , 4 :entropy
SUCCESS

Diceroll:
You gain +2+4+4+3 ATK, giving you 14 ATK | 1 (Can't be reached) HP.

Strongarm Muggers each resist 2 damage, so you deal 10 damage, which gets divided among them as 5 each.


You spend a lot of quanta, but you manage to destroy the muggers with several extremely strong psionic bursts. The Caravan rewards you with 3 :entropy , 3 :aether and 50 :electrum .

Reward : 3 :aether , 3 :entropy , 50 :electrum, 3 XP (Add these to your profile the next time you post.)
Spoiler for andretimpa:
I'll summon two of these

and send one after each mugger
Flavor : I believe the idea is to represent that memory isn't 'corporeal (like Spark represents electricity). Overall straightfoward. 6/10
Balance : Compared to Spark, is +1 ATK really worth 2 :time ? Compare Phase Salvager, who gets +1 ATK +Ability for only 1 :aether . This card is somewhat underpowered. 3/10
Meta : I don't think this would contribute much in the game's current meta - it's basically "Spark for :time ", since :time has no HP buff cards similar to Aether. Spark being free also hurts the potential for this card a lot, though less so than Phase Salvager since its non - :aether . 4/10
Rating : 13/30
Difficulty : 12/30
Quanta Spent : 4 :time
SUCCESS

It takes some effort and careful timing, but you manage to kill the muggers. The grateful traders give you 3 :time and 50 :electrum in return.

Reward : 3 :time , 50 :electrum, 3 XP (Add these to your profile the next time you post.)

Hey, How come mine isn't on there???

Offline Zaealix

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Re: Ignia : A Card Design RPG [ROUND 1, SIGNUPS OPEN] https://elementscommunity.org/forum/index.php?topic=49220.msg1072578#msg1072578
« Reply #51 on: May 21, 2013, 12:47:58 am »
Name: Iredia Irei
Level/Elements:  1 :gravity
Stats : 1/1
Ability : :gravity :gravity - Llun Ytivarg - Target creature gains airborne and +1 | +0 until end of round.
Experience: 3/20 EXP
Quanta : 10 :gravity
Electrum : 150 :electrum
Items : None
Current Goals: N/A

After receiving grateful thanks (And trying not to laugh too much at the Merchants for going 'You did WHAT with Gravity!?') Iredia decided to go check out the adventurer's guild, and see what's what.
*Water Guild*

Offline ZephyrPhantomTopic starter

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Re: Ignia : A Card Design RPG [ROUND 2, SIGNUPS OPEN] https://elementscommunity.org/forum/index.php?topic=49220.msg1072592#msg1072592
« Reply #52 on: May 21, 2013, 01:00:30 am »
Hey, How come mine isn't on there???
My apologies, I slipped up. >.>

I'll evaluate yours as soon as possible and PM you when I'm done.

Spoiler for EvilDeathX:
Name: Forked Lightning
Element: Aether
Cost: 2 :aether
Type: Spell
Atk|HP: N/A
Text: Deal 2 damage to 2 creatures, or 1 damage to 3 creatures.
Notes:
Art: N/A

Casting Forked Lightning twice. This is harder than it sounded. But fun.
Flavor : Quick, efficient, and precise. I like the simplicity of the spell. 6/10
Balance : So it's either 4 damage spread over 2 creatures or 3 damage spread over 3 creatures. Considering Shockwave, Lightning, and (old) Thunderstorm , this is very fair, possibly even a bit UP. 6/10
Meta : Well done in making this clearly different from Lightning Bolt, a staple of the EtG metagame. It’s got enough oomph to provide card advantage and doesn’t overpower it’s ingame counterpart either. 7/10
Rating : 19/30
Difficulty : 12/30
Quanta Spent : 4 :aether
The muggers are electrified and fall to the side. They’ll be seeing sparks for a while. The grateful caravan rewards you with 5 :aether and 50 :electrum . Before you leave, one of the traders decides to give you an additional 20 :electrum for your troubles.


Reward : 5 :aether , 70 :electrum, 3 XP (Add these to your profile the next time you post.)
« Last Edit: May 21, 2013, 01:20:45 am by Zblader »

Offline EmeraldTiger

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Re: Ignia : A Card Design RPG [ROUND 2, SIGNUPS OPEN] https://elementscommunity.org/forum/index.php?topic=49220.msg1072594#msg1072594
« Reply #53 on: May 21, 2013, 01:03:37 am »
NameEmeraldTiger
Level/Elements1
Stats1/1
Ability  :rainbow- Aether Invocation - Gain :aether . Use up to twice per round. ( can be paid with any quanta.)
Experience 3/20 EXP
Quanta10
Electrum 100
ItemsNone
Current GoalsN/A

I go to the Bazaar to see what wares are available, I hope to find a general goods shop.
If Nowhere is Somewhere, and Somewhere is Over there, How can we be Anywhere?
:life :aether

Offline neuroleptics

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Re: Ignia : A Card Design RPG [ROUND 2, SIGNUPS OPEN] https://elementscommunity.org/forum/index.php?topic=49220.msg1072683#msg1072683
« Reply #54 on: May 21, 2013, 04:14:43 am »
3 :entropy  , 3  :aether , 50 :electrum , 3 XP
Does that mean i've 8 quantas from the original 10 right now?


NameNeuroleptics
Level/Elements1
Stats1/1
Ability :entropy :entropy :aether Mindwarp - Target creature attacks a random enemy target this round.
Experience 3/20 EXP
Quanta 5 :entropy:aether Current: 4 :entropy 4 :aether
Electrum 150
ItemsNone
Current GoalsAll creatures subject to control

More companions will be fun. I'll head to East
Spoiler for Hidden:
« Last Edit: May 21, 2013, 06:01:18 am by neuroleptics »
Decks | Arena
Gravity#War 6 | Time #Budokan3 #Guild | Life

Offline UnholyAir

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Re: Ignia : A Card Design RPG [ROUND 2, SIGNUPS OPEN] https://elementscommunity.org/forum/index.php?topic=49220.msg1072687#msg1072687
« Reply #55 on: May 21, 2013, 04:33:55 am »
NameTaggerung
Level/Elements:air :water
Stats1/1
Ability  :rainbow- Distill - Gain  :air or :water. Use up to twice per round. ( can be paid with any quanta.)
Experience 3/20 EXP
Quanta10
Electrum 150
ItemsNone
Current GoalsN/A
Current Quanta Pool 3 :water , 5 :air , 2  :death

Taggerung would like to follow EmeraldTiger to the Bazaar, toying with his new souls (  :death Quanta ) As he goes.

(Sorry ET, I had to take the table. It's just so clean and it soothes my OCD. <3 )
« Last Edit: May 21, 2013, 04:35:30 am by UnholyAir »
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Offline EvilDeathX

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Re: Ignia : A Card Design RPG [ROUND 2, SIGNUPS OPEN] https://elementscommunity.org/forum/index.php?topic=49220.msg1072697#msg1072697
« Reply #56 on: May 21, 2013, 05:02:34 am »
NameHarvestasha
Level/Elements1 :aether :darkness
Stats1/1
Ability :aether :darkness - Spirit Double - Put a 1/1 token into play that's a copy of Harvestasha. (The token has summoning sickness and can't use its abilities this round.) Sacrifice that token at the end of the round.
Experience 3/20 EXP
Quanta11
Electrum 170
ItemsNone
Current GoalsN/A
Current Quanta Pool 6 :aether, 5 :darkness

I am headed toward the Bazaar, looking for Dimensional Shield, and/or Lobotimizer.

Offline Fippe94

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Re: Ignia : A Card Design RPG [ROUND 2, SIGNUPS OPEN] https://elementscommunity.org/forum/index.php?topic=49220.msg1072703#msg1072703
« Reply #57 on: May 21, 2013, 05:12:48 am »
My card isn't on there either.
Try Fragments, my card game!

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Offline killsdazombies

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Re: Ignia : A Card Design RPG [ROUND 2, SIGNUPS OPEN] https://elementscommunity.org/forum/index.php?topic=49220.msg1072783#msg1072783
« Reply #58 on: May 21, 2013, 11:37:43 am »
Will edit with a chart later.

Kalame
Level 1 :life  :darkness
All stats unchanged (again, chart will be made later, on phone ATM)

I go to the bazaar. Cause why not

Offline ZephyrPhantomTopic starter

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Re: Ignia : A Card Design RPG [ROUND 2, SIGNUPS OPEN] https://elementscommunity.org/forum/index.php?topic=49220.msg1072975#msg1072975
« Reply #59 on: May 21, 2013, 08:16:28 pm »
Quote from: neuroleptics
Does that mean i've 8 quantas from the original 10 right now?
Yes.

My card isn't on there either.
D'oh, it seems I've blundered again. Forgive me. ^^;

I've added your evaluation as well. Hopefully that covers all missed cards from Round 1.

 

blarg: