Showing posts with label RDK. Show all posts
Showing posts with label RDK. Show all posts

Friday, November 7, 2008

RDK: Ghilbert – He Really Hates Debuffs (Zealot #4)

ZEL 4. GHILBERT
Name: Brother Ghilbert
Title: The Witch-finder
Set: RDK
Group: Zealots
Role: Anti-debuff Scrapper
Health: 70
Resistance: 2/2/4
Innate: When Gilbert attacks he has a 30% chance to knock off each buff that his foe has.
Bar (v6):

  1. Cleansing Blow. 20En, 2spd, 25dmg, Phys. 90Hit, 100Proc. You rid yourself of impurities with this swift strike, losing one debuff as you hit. Close.
  2. Righteous Strikes. 40En, 7spd, 7x5(35)dmg, Light. 95Hit, 100proc. If you are debuffed, you strike with furious anger and a greatly increased chance to lay your vengeance upon your foe with a critical hit (50crit). Close.
  3. Vortex Canon. 70En, 5spd, 10x5(50)dmg, Dark. 90Hit, 100proc. Your strange and possibly heretical device creates an immense vortex, sucking your foe towards you as the range is set to Close. Far.
  4. Prayer of Purification. 40En, 3spd, Light. You refresh your mind, body, and soul as you lose all buffs and debuffs. You are healed for 10 for each debuff lost. Both.
Summary: Foul users of dark magic fear dread Ghilbert. He stalks them, hounding them to their graves, having learned how to turn their powers to his advantage. Armed with a swift sword and the awful devices harvested from his prey, those he brands as witches will find they'll never get away.
Strengths:
  • Debuffs.
  • Range Changing Attack.
Weaknesses:
  • Low Accuracy
Backstory: Ghilbert was an ordinary man who lived in an ordinary world. A clerk, he managed the accounts for a small company in a pleasant town in the south of France where he lived with his young wife. In their happy home they kept a wonderfully average life. Each day, Ghilbert would rise and kiss his wife and stroll down to the office. Each night he would return to a warm cup of coffee and a comfortable evening with his wife. The stable, boring routine of a content man. Then, one dark day, Ghilbert walked home in a driving rainstorm, cursing himself for having forgotten his umbrella and the weather reports for failing to mention that he'd need one. He saw the smoke as he rounded the corner and his cheerful home burning to the ground. He raced into the fire, desperate to find his wife. He screamed his voice raw, his eyes burning from the smokes, as he searched from room to room. He found her, what was left of her, in a pile by the back door. Gagged as he turned her over and discovered the jagged claws marks streaking up and down her once beautiful form. Blind panic or perhaps some hidden instinct saved him then as he lurched back. A horrible claw flashed by his face and splintered the wall behind him. Half-blinded by the smoke, blistered from the flames, mad with grief, he fought back as the house burned around him. Wrestling with the indistinct blur and its lethal claws, unable to see and even less able to comprehend. He tackled it to the ground and lashed at it with his fist. Finally, the house, desicated by the fire, began to crumble. The shadowy form fled as a burning timber crashed down between them. Ghilbert struggled to chase it as it ran out of the house. He paused, outside, as it faded into the gloomy night. And turned, in horror, as the house collapsed behind him, sizzling in the rain. When the authorities came, they found him struggling to lift the debris, piece by piece, as he tried to unearth his wife. He told them his tale of a dark creature, with some horrific and barely glimpsed shape. When they doubted him, he told them to look at his wife and the marks it had scored up and down her sides. But the fire had charred her flesh, eliminating whatever evidence could be found and they patted him on the back and showed him where the coffee pot had tipped over and started the blaze. Ghilbert refused to believe them, refused to recant what he saw. He become obsessed with finding the monster that claimed his wife's life, scouring libraries and archives for a hint of what it might be. Training himself to fight, in case it ever returned. In time, he lost his job and his place in that pleasant town as he sank deeper into his relentless pursuit. He bought weapons and strange tomes of forgotten lore. Became an expert on monsters and all things supernatural. And, then, he began to hunt. He tracked down beast after beast and ended their miserable life but, somehow, he could never return with proof or locate the monster that had taken his wife. His travels took him far and wide, including to the mountain peaks that the Order called home. Ghilbert had come seeking entrance into their archives, for a glimpse at the volumes they had collected over the years but found, instead, kindred spirits. The Order took him in and made him a witch-finder, responsible for finding and hunting down the menaces they'd been sworn to destroy. Ghilbert, no longer an ordinary man, had found an extraordinary job and threw himself into his work with zeal. But he would never ceased searching, never stopped looking for the vile creature that had slaughtered his wife.
Appearance: Ghilbert looks like nothing so much as a gothic pilgrim because the inspiration here would be the witch-hunters from Warhammer or Vampire Hunter D. He wears old fashioned padded armor made out of leather, made to resemble gentlemanly wear. He's a tall man with an angular face. His face pale, haunted and gaunt, as if he'd missed out on the past few days sleep or been through a famine. A large, conical hate with a low, wide brim covers his head. Long streams of brown hair streams out of it and into the wind. The cape he wears loosely around his shoulders billows, too. Large silvery buckles hold straps that criss-cross his chest and his arm and his legs, strapping his armor down and holding up his tall, rubbery boots. In one hand he brandishes a rapier. A tall, thin, tapering blade. In the other is a strange gun, looking like a hand canon or a blunderbuss with its barrel etched with eldritch runes studded with incomprehensible bits of tubing and brass mechanics. It glows, faintly, with power, dark and foreboding. He points it out straight towards his opponent while he sweeps his rapier low and to the side.
Animations:
  1. Cleansing Blow. A straight-line slash.
  2. Righteous Strikes. Multiple slashes.
  3. Vortex Canon. A swirling mass of darkness surrounds the opponent as both characters and the screen shake. Wind and debris roar past. Then the range is shifted as the vortex disappears.
  4. Prayer of Purification. Ghilbert glows with holy light, a slender circular band of light surrounds him, like a scan line, starting at his waist and then moves up and down, covering his whole body before disappearing.
Suggested Item: Magebane Powder


Ghilbert is a card who settled comfortably into a groove early on and has remained largely unchanged ever since, as you can probably tell from his low version number. Unlike many other cards, I haven't had to continually readjust him when I thought of something better. I've changed his name more than I've changed his bar and, even then, it's mostly been tweaking his values up and down in order to balance rather than completely revamping skills.

Basically a version of Bridgette that trades some defense for debuff hate and offensive power for a might range changing nuke, Ghilbert is, I think, a particularly nasty card tat's always worked rather well. His shtick is to be anti-debuff. The Zealots tend to counter-act debuffs but none of them do it better than Ghilbert.

He's my first conditional character, one whose abilities change depending on whether or not a certain condition has been met. It's an idea that I like, obviously, and I've gone on to use it to even greater effect than what's on display here but Ghilbert was really the first testbed for skills whose effects changed depending on what buffs or debuffs were in play. And those effects are to be incredibly tough on characters that try to slap debuffs on Ghilbert – you wouldn't want to be Voidstreaming or Poison Darting this card because it only makes him stronger. The general idea, then, is that Ghilbert is a character who hates debuffs. Not that he dislikes them but he includes counters to debuffs that make their use unwise. He closes off or at least makes it much more difficult to employ a strategy that revolves around debuffs.

His ability to hate debuffs into a nonviable strategy starts with Skill #2, Righteous Strikes. This is a powerful attack obviously modelled after Frenzied Strikes. It strikes initially for only 7x5 damage, a raw 35 that's 53 on a crit. With a 90% chance to hit that works out to an average damage of about 34, before anything else gets involved. But RS is a conditional skill and changes whenever Ghilbert has been debuffed. If he has a debuff, any debuff, then the critical hit rate of Righteous spikes up, going from the base 3% to an impressive 50%. That doesn't change the damage values at all but it does alter their average. So that, when debuffed, Ghilbert is incredibly more likely to crit and, thus, does about 43 damage on average with this skill. That's a somewhat impressive difference of 9 points but, more than that, it's an even more impressive change in the swingy-ness of the skill – it's ability to change a battle one way or the other.

With Skill #2, debuffing Ghilbert is dangerous. But with Skill #1, Cleansing Blow, he can take care of any dangerous debuffs before they can do him any lasting harm. Cleansing Blow removes a debuff if it hits, allowing Ghilbert to rid himself of something like Touch of Doom or Spirit Assistance before it can go into effect or just to get rid of miss debuffs or anything else he doesn't want. It hits nice and slow, too, so Ghilbert can always threaten to cancel out a debuff on the turn it's cast.

Skill #1, Cleansing Blow, though, is at cross purposes with Skill #2, Righteous Strikes. One needs debuffs to increase its damage while the other gets rid of those debuffs before they can hurt. So, Ghilbert players have to choose between letting those debuffs stick to get quicker kills or killing slower to lose those same debuffs.

Since Skill #1 removes only a single debuff at a time that might mean Ghilbert, the anti-debuff character, might get buried under a mound of debuffs. But Skill #3, Prayer of Purification, ensures that he won't. PoP, when cast, removes all debuffs from Ghilbert and then heals him for every debuff lost. That should make up for letting a Poison or some other DOT tick off for a few turns as well as helping to make debuffing Ghilbert a net plus for him – you might hurt him for a while but you're only helping him to increase his health. Because that's a potentially very powerful ability, I've included a bit of a drawback so PoP will remove any positive buffs along with those negative debuffs. Ghilbert can't use any buffs himself, so it's not that much of a hassle, but it does mean he can't be buffed up by an Ubuntu or an Elia and still free himself of any debuffs without pain.

The concept here, then, is that buffs and debuffs are a kind of magic and Ghilbert, as this fanatical hunter of witches and supernatural forces has learned how to deal with them. It's a theme that continues with his innate which gives him a moderate chance to remove buffs from his target when he attacks. He gets a chance to eliminate each one individually so he can take off a whole bunch at a time or he can take off none at all. Even so, it's a bit of a weak innate – something I don't mind since Ghilbert packs a powerful bar. But it's something that could come in very useful, if infrequently, depending on how widespread buffs are. And, with this set and others, I've been trying to make sure that buffs are both more useful and more common, so while it might not be a devastating innate or as powerful as some of the others I'll eventually display, it could come in handy and that's about all that I think Ghilbert needs.

The final skill on his bar has nothing to do with debuffs or even with buffs but, instead, is the skill that makes Ghilbert into such a deadly attacker. Skill #3, Vortex Canon is an expensive attack. At 70 energy, it can't be used twice in a row. But you couldn't, anyways, since it not only delivers a solid hit but it also sets the range to Close, where Ghilbert can continue to hack away with Skill #1&2. 70 energy is a deficit of 50 with the end of turn regeneration of 20 meaning, basically, Ghilbert still has to pay 50 to change the range, he just gets to do 50 damage for doing it. It's like what you'd have if Voss's Ray of Light was like Teleport, basically. A moderately damaging far ranged nuke that keeps a character in the range where efficient attacks can be used. It's a strong attack, then, that makes stepping away from Ghilbert more or less pointless. So, I've made it a multi-hit so that it winds up doing somewhat less damage than advertised. Still, against the average foe, it deals 40 damage and sets them up for a finishing #2, Righteous Strike or a #1, Cleansing Blow.

The combination should mean that opponents stay up Close because that's actually where Ghilbert is at his weakest. He'll need a few more turns to kill than he will if you let him get a Vortex off (Unless you've got a lot of Dark resistance, of course but that's just the way it goes.). Ghilbert might not have a lot of defense or even the healing potential of other Zealot cards but that shoudn't matter since he's such an effective killer.

Thursday, November 6, 2008

RDK: Bridgette, the Hidden Amazon (Zealot #2)

ZEL 2. BRIDGETTE
Name
: Sister Bridgette
Title: The Shield Maiden
Set: RDK
Group: Zealots
Role: Close-only Scrapper
Health: 75
Resistance: 3/3/1
Innate: When she attacks Bridgette has a 50% chance to lose one debuff.
Bar (v15):
  1. Spear Thrust. 20en, 8spd, 24dmg, Phys. 90Hit. A quick thrust of your spear. Close.
  2. Ferocious Strike. 40en, 4spd, 42dmg, Dark. 90Hit, 75Proc. If this attack hits, you have a chance to enter a berserker's rage, gaining Pious Fervor for the next 4 turns (Pious Fervor: When you attack you deal an additional 12 light damage. If you are struck before you attack, however, you have an extra 75% chance to miss.). Close.
  3. Aegis Stance. 55en, 5spd, Light. 100Hit, 100Proc. For the next 2 turns, you have a 40% chance to reflect your foe's attacks. Cannot be recast while Aegis Stance is in effect. Both.
  4. Wispered Prayer. 0en, 3spd, Light. 100Hit, 100Proc. If you have remained on the field after the next 2 turns your faith is rewarded as you gain 25 health and 30 energy. Far.
Summary: Faith and fervor are what fuels Bridgette. A battle-nun in an Order full of warrior-priests, her reckless fury might be her undoing. When the dark rage is upon her, she attacks more powerfully but uncautiously, leaving herself open for counter-blows.
Strengths:
  • Physical Attacks
  • Debuffs
  • Close Range
Weaknesses:
  • Far Range
  • Dark Magic
  • Low Accuracy
Backstory: They found her as a child. A small, raven haired girl with gray eyes and pale skin, found by an expedition from the Order returning from an unsuccessful trek through the jungle in search of a rumored tribe of witches and mischief makers. She watched them from the trees, barely young enough to stand, but unafraid of the holy warriors bristling with weapons. When they came near, she stabbed one with a primitive spear and tried to run. When they caught her, the feral girl kicked and screamed and tried to bite them through their sanctified armor. Puzzled by their find, the holy men did the only thing they think of: they took her with them as they returned home. Taken to the Order's mountaintop monastery, the priests named her Bridgette for her power and strength. The Order took in many orphans so Bridgette was not alone even though the Order preferred to gather males for the fighters they could become. She grew up among the young men and boys training to become the next members of the Order's fighting forces. She trained alongside them, in secret when the priests wouldn't allow and alongside them when the priests finally relented. She learned to hold her own against the men who would give her no quarter. She learned to tame the dark rage that burned inside of her and channel it into becoming a warrior in her own rite. When she was grown, she was inducted into the Order's ranks of battle nuns. Hardened sisters and surrogate mothers to the Order's cadre, they were expected to tend to and nurture them even as they fought alongside them. Bridgette was never a warm woman or especially kind, so she struggled with her prayers and the womanly arts of bandaging and knitting. But when she was on the battlefield she was a ferocious fighter with boundless courage, whose swift spear and quick shield saved many of the Order's soldiers as she stood over them and protected them and gave them enough time to recover. Because it was in battle where she was truly at peace with herself. When the young girl known as Elia was found on the Order's doorsteps, Father Alcinder entrusted her safety to Bridgette. Charging her with guarding the young prophet and keeping her safe from all harms. Bridgette was reluctant, wanting to stay with the Order's army as they prepared to fight. But she came to see in Elia the innocent child that she had never allowed herself to be. The two formed a fast bound as Bridgette's heart began to thaw. When her young charge left the monestary and headed off to confront the undead hordes by herself, Bridgette had no choice but to follow. She'd sworn to defend the girl, after all, and she would even if that meant clearing the evil out of her way.
Appearance: Bridgette is a tall, commanding woman. A warrior, an equal of any other Zealot knight. She looks something like Helene's long-lost, evil sister. Her hair is long but a dark, raven black instead of a sunny blonde. Helene is crouching forward, about to strike, but Bridgette is rearing backwards as if shrugging off a blow from her opponent. Where Helene is screaming, there's a look of grim determination on Bridgette's face, like she's a professional about to go about doing her job. She's clad in armor but it's heavy, form concealing (Although, you know, not too much since this is Kongai, after all) plate mail that covers her from shoulder to toe. Wrapped around her shoulders is a blue cape, which swirls around her, flowing with her hair. In one hand she holds a large shield, perhaps a buckler with the Zealot's icon (a pointed cross) on it. In the other, she has a large spear with a heavy, pointed tip. She balances one end along the ground, bracing it as she lowers it towards her opponent.
Animations:
  1. Spear Thrust. A straight-line thrust.
  2. Ferocious Strike. A dark colored slash arc.
  3. Aegis Stance. A transparent shield appears over Bridgette, flashes, and then fades away.
  4. Whispered Prayer. Bridgette glows with holy light.
Suggested Item: Crusader's Shield



Brigette has always been a troubled character. More than any other card in this set, she's gone through multiple drastic revisions and sweeping changes. She's just never worked. I'm not really sure why, though, since I think she's got a solid concept. She's a close-range scrapper with a way of getting around range difficulties. Throw in some defense and I think it's fairly well thought out. And I think the skills supporting that concept, the mechanics that she carries with her, are pretty solid, too. But, somehow, although all the elements are there she's just never come together. I blame the fourth skill problem.

Sometimes, when designing these cards, I get three great skills or an excellent pair with one that's just okay. But, then, I just stare and stare, metaphorically, at the blank slot that's left because I just can't figure out what should go there. I can't count the number of times that I've come up with something awful just to take up space and had to churn through a half dozen ideas before I found something that stuck. Or tally the amount of work I've made for myself by trying to turn the subpar skill on that fourth line into something that actually shines. The 4th skill, then, is often the hardest to come up with and the one that results in the most frustration by far. The reason, I think, is one of averages. It's hard to come up with four skills that are completely equal, even when they're useful at different ranges and in different ways. If you undershoot that mark then you've got a poor skill that's weak. But if you overshoot that mark you wind up with a skill that's better than average. And that powerful skill drags the level of the bar up and sets a new benchmark for the other skills, tending to pull them upwards. And there's always one skill that can't or won't come along and, therefore, winds up feeling vestigial.

The fourth skill here is actually the third one, Aegis Stance. The latest version is a recent change and I'm not sure if I like it or not. The idea is that Bridgette is the Shield Maiden so she should have some kind of defensive abilities. Skill #3 is her big way, then, of avoiding damage. It gives her a significant chance to avoid a hit, preserving her health, but it also plays into her offensive nature by harming her opponent at the same time. It's potentially very useful since it lasts a few turns and gives her a good chance to bounce back at least one attack. That might also influence Bridgette's foes, causing them to be more or less likely to risk their big attacks depending on how much they like to go for broke. But because I don't want to give her an insta-reflect (Which she had once but, then, I figured it was just too powerful) it might also be completely random. I figure there's roughly a two-thirds chance that something gets sent back at its attacker over those two turns which shouldn't be too bad. But if it's not something that Bridgette can rely on then it's just an expensive paperweight sitting on her bar.

That skill slot, I feel, holds this character back. I'm also not sure about her inate which plays into the Zealot idea of debuff hate but does so in a way that might be leagues ahead of Juju's similar debuff removing innate. But that's an automatic process while Bridgette has to attack. And because she's a single-ranged character that might not be as easy as it sounds. Still, you'd have to rate her 50% chance to remove a troublesome debuff as somewhat better than the 30% that Juju gets. I can live with that though since, one, Juju is not a particularly good card so I wouldn't hold him up as a role-model for aspiring characters, and, second, that Zealot theme of debuff removal is a strong one and it influences the design here.

Beyond that, though, Bridgette is a great card. If you could somehow mask out Aegis Stance and her innate then what she does is awe inspiring. That's because the dirty little secret about Bridgette is that she's not really a Zealot card but, instead, an Amazon (With, perhaps, some Zealot trappings), something I not-so-slyly alude to in her background tale. The Amazons, though, those green bordered cards are characters with powerful, straight-forward attacks and clear-cut effects that tend towards one range or the other. And with Bridgette, I was trying for a card that could easily stand alongside such representatives as Ashi and Helene. Sort of a lost Amazon, the 6th card from their group.

It starts with a simplified attack routine. Bridgette has it boiled down to the absolute essentials. She's got one attack that's slow and powerful, her nuke. And, then, she's got another that's cheap and quick, her staple. That's, really, all that a character needs to be a credible attacker. As long as they can alternate between chipping and blasting away, they should be able to finish anyone off.

The staple attack here is Skill #1, Spear Thrust. There's absolutely nothing to this attack other than it being fast. It's vanilla, no special flavorings added but still real tasty. Spear Thrust isn't just fast, it's cheap, too. A 20 energy skill that Bridgette can almost always use. And one that does a decent amount of damage so she can use it to pound away at a stubborns foe.

The speed of Spear Thrust is a nice quality to have, though, thanks to the buff procced by Skill #2, Ferocious Strike. Bridgette's nuke, it delivers a massive blast of 40-odd damage with a reasonable price tag and a nice proc. It will almost always give a player the buff Pious Fervor which lets Bridgette increase her damage by 12. This is typed damage, light, and rather than being added on to her attack it strikes in addition to her attack, so there's a double hit of resistance. But since there are few characters with multiple high resistance, it's nearly certain to add some extra pain. Because that's a pretty good jump, there's also a drawback to this buff – it makes Bridgette incredibly likely to miss if she's attacked first. She loses 75% off her chance to hit if her opponent can smack her first, giving her a base of 15%. Her attacks might connect but isn't going to most of the time. But that's alright because while the 4 speed Ferocious Strike might become too easily interrupted that's exactly what I want. And Bridgette won't even notice since she has the 8 speed Spear Thrust, which gets even more of a percentile boost to its damage and that only the quickest of attacks will be able to knock off stride.

The idea is that the increased damage from the Fervor buff adds enough damage to Spear Thrust to turn it from a three-turn finisher to a two-hit kill. The combination would deal 78 raw damage, which is deadly to the average character (More than enough, really, to get a kill but, keep in mind, you get tagged by resistance thrice during those two hits so the extra damage helps the attack to absorb those blows while still remainig lethal.). Even two hits from Spear Thrust alone, checking in a 36 a piece, are enough to be lethal alone and with a 4 turn duration, there's enough time to get those hits even if an opponent switches out. At the same time, the idea is that I don't want Bridgette chaining too many Ferocious Strikes together in a row. It's borderline fair, especially for a single-ranged character, but it's still very aggressively priced, so to speak. But with the buff up then Spear Thrust starts to look amazingly good while Ferocious Strike becomes a pretty bad risk. The Pious Fervor buff not only gives an incentive to use the weaker Spear Thrust but it also penalizes the continued use of Ferocious Strike.

Furthermore, the idea is that Ferocious Strike is a big, scary skill. An attack that opponents take one look at and then decide to get the heck out of that range. I want, in so many words, for opponents to push Bridgette back because that's when Skill #4, Whispered Prayer becomes relevant. And I really like Whispered Prayer. It's one of my early attempts at coming up with a way of defeating the range changing game that didn't involve simply piling on with skills that automatically changed range.

Giving a single-ranged character something to do while at their off-range is a tested idea. But it's one that, often, doesn't work. Helene, for example, has her Enchant Blades which she can use on the turn she's out of range to buff up for when she gets in reach. Its extra damage theoretically offsets the turn spent not attacking. But the problem is that, in practice, it doesn't really help since the range game is played between yellow bars. Getting in range is about getting to attack but getting there is about having energy. And even 0 energy skills can keep a character from having enough energy with which to attack. Enchant costs Helene nothing to cast but, because it counts as using a skill, it costs her 20 energy since she can't rest. If she's in the middle of a lengthy push-pull cycle that +20 energy is the difference between getting close enough for a blast or remaining stuck with nothing to do. An off-range skill that costs 0 energy should be a trade-off between doing something now and doing nothing in the hopes of doing something in the future, but too often is a choice between doing nothing in order to do nothing down the line again. Even if those low energy skills were powerful enough to be worthwhile, they wouldn't be worth the effort since they cost more in terms of being able to attack than they add in terms of impact when you do – the 0 and 10 energy skills don't tend to be all that strong, after all.

With Whispered Prayer, though, Bridgette sacrifices the energy she'd gain by resting to, instead, kick it down the line. It's, effectively, a delayed rest. Bridgette will eventually gain that energy she would have gotten by resting, it will just take her a few turns. And when it arrives, it'll come with a return on that investment in the form of even more energy and some healing on the side. With some luck and planning you can time it so that the energy arrives just as you're getting into range or when you've run out of energy to press your attack.

The result should be that Bridgette is a hard character to range against. You can try and step away and you can try to play keep away but she's going to come out ahead on energy before long. And the healing she'll gain means you have to do an awful lot of damage to her in order to offset the damage. Bridgette then, thanks to Skill #2, becomes a characer you want to push away but, because of Skill #4, becomes a character than you don't dare to shove back.

I'm not quite sure where the point at which Whispered Prayer is fair, though. How many turns it should last. How much healing it should provide. I think the energy amount on display here is about right – that 30 energy is enough with the rest from the end of the turn to give her 50 and that's enough to press the range issue. It might be enough, it might not be enough, but it's hard to say without seeing how it actually plays. I have worked to cut out some potential abuses, though, which is why the effect ends if Bridgette is switched away. That means she has to remain on the field to get the bonus energy and health. And that clever players can push her Far when she gets hurt, spend a turn buffing up, and then whisk her away so that her timer ticks off and she heals for a massive amount while she's safely in the hand. She has to stay in the fight, she has to continue to play tug of war with the range, if she wants to benefit from Whispered Prayer.

But Bridgette is, I think, a character well suited to stay in and even win the fight. I have my questions about how the ideas have been implemented and if the skills here would actually work but I know the concept is right. Because the concept is that Bridgette is a card who makes it hard to get away from what she does best – and what she does best is smack her opponents until they stop moving. I'm troubled not because she's a bad card but because I don't think I've done my best to make her live up to the amazing promise that she holds yet.

Wednesday, November 5, 2008

RDK: Burned to Alcinder (Zealot #1)

ZEL 1. ALCINDER
Name: Father Alcinder
Title: The Hierophant
Set: RDK
Group: Zealots
Role: Dual-Range Scrapper
Health: 80
Resistance: 0/5/4
Innate: When Alcinder attacks, he has a 60% chance to heal himself for 5.
Bar (v14):
  1. Smiting Blow. 25En, 5spd, 12x2(24)dmg, Light. 95Hit, 100Proc. You strike down upon your foe with righteous fury, adding their Dark resistance to your attack as bonus damage. Close.
  2. Flame Strike. 60En, 4spd, 50dmg, Phys. 90Hit, 60Proc. Gouts of flame strike your foe, having a good chance to Burn, dealing 3 damage for 4 turns (12 DOT). Far.
  3. Healing Prayer. 40En, 1spd, Light. 100Hit, 100Proc. Each of your teammates is healed for 10. Both.
  4. Word of Excoriation. 30En, 3spd, Light. 100Hit, 100Proc. Your foe Burns, taking 20 damage. This skill transfers one debuff and its remaining duration to your foe. Both.
Summary: With Alcinder around, evil trembles. Sworn to root out foul heresy and magics, the leader of the Zealous Order is as strong as any of his knights, with battle-hardened strength paired with the wisdom of years. Alcinder hunts evil and, when he finds it, evil burns.
Strengths:
  • Removes Debuffs
  • Heals
  • Flexibly Ranged
Weaknesses:
  • Physical Attacks
Backstory: The leader of the Zealous Order, Alcinder climbed through the ranks of the Warrior-Priests. A born fighter, a man of boundless strength and iron will, he strove tirelessly to advance the Order's grand design. And when it came time for the Hierophant to pass on his secrets and his title to the next, there was no better choice. Alcinder set aside his armor and his weapons and continued to work relentlessly, inducting new members to the faith, overseeing an ever-expanding army, and ushering them to worship and leading them in prayer. Like the many Hierophants before him, his most important task was the study of the ancient and sacred manuscripts handed down through the centuries and kept safe within the Order's vaults. Containing volumes of Medeval prophesy, they told of the return of terrible evils and how the knights of the Zealous Order would stand against them. When a young girl, an orphan stray, her clothes tattered and worn, her speech crazed and delirious, was found collapsed outside the monastery's doors, Alcinder knew. The time of prophesy was at hand. The fate of the world hung in the balance. The Lich-King had returned. And, now, his fate was to lead the Order to their destiny against the legions of the unliving. Alcinder knew well the power of prayer but these times called for strength of arms. So, once more Alcinder donned the holy armor and sacred weapons of the Zealous Knights Templar. No longer a young and strapping but with strength tempered by knowledge and experience, the man known as Alcinder strode out for what would surely be his final war.
Appearance: Ever play Ogre Battle? There was a Tarot card in that game named the Hierophant, it featured a bearded priest in an ornate white robe and miter, stretching out his hands with a large staff as a halo of spiritual energy forms behind him (Here's a pic. It's the one that put opponent's to sleep. I came THIS close to giving Alcinder a stun because of that...). That's, basically, what I want Alcinder to look like. I picture him as an elderly man with a big, bushy salt and pepper beard. He's a large, robust man, like a blacksmith. Large, burly, muscular arms but an expansive stomach that's spread out over the years. His face is weather-beaten and time-worn, ground down by the passage of years and its presence at one too many a battlefield. Alcinder is an old warrior, the kind who's grown old because he's so damned good at fighting. He wears armor not unlike what Bridgette and Louis are clad in but it's covered under some ornate, priestly robes – we're talking steel plated boots and mailed gauntlets peaking out here. His garb, his armor, is gilded and decorated with swoopy, swirling, golden leaf – the kind of outfit that lets you know right away both how important and powerful he is. In his hands he's holding a long, double-handed mace with a broad, lengthy head that's also golden. Maybe he's standing to the side, slapping that mace-staff into his hands like a batter stepping up to the plate, looking grizzled and bad-ass. Maybe he's turned towards the viewer, his arms spread wide like in the aforementioned Ogre Battle or kind of like Le Morte.
Animations:
  1. Smiting Blow. An arc travelling downwards, ending in a solid hit.
  2. Flame Strike. A pillar of flame shoots up from the ground at the opponent's feet and engulfs them before fading away.
  3. Healing Prayer. A breeze of wind moves across the field, teammates in hand glow green.
  4. Word of Excoriation. Flames cover the opponent as Alcinder glows.
Suggested Item: Sacred Text


Alcinder is an early attempt to make a flex-range character. Something I played around a lot with in the Gangsters and a task where I've obviously learned a few lessons since. Actually, under my self-derived nomenclature system, he'd be more of a dual-range character since he flips from being a efficient pound-away Scrapper to a Far-range nuke 'em til they stop moving Burner. It's not as huge a shift as some other cards but it's there. Still, Alcinder typifies the Zealot shift to a line that has a lot of range flexibility. He's definitely come a long way from his initial conception as a kind of light magic Juju, though.

You can still see the vestiges of that origin point, though, in a resistance matrix that's just reversed the Light and Dark values and also in his innate. With it, Alcinder has a significant chance to heal whenever he attacks. It's currently in a slight but low variance state where there shouldn't be much in the way of wacky swings, it's 60proc for 5 which works out to an average of +3 a turn. That's a lot of healing, especially if you get multiple procs in a row but it's not quite as extreme as it would be if it was, say, 30p for 10, where you'd get runs of +20~30HP and then, runs of nothing at all. I've said it before but I like innates that actually turn up in relevant gameplay states rather than ones that have only an outside chance to proc and such reductions in the swing factor are a big reason why. +3HP/turn gives Alcinder a built-in Herbal Remedy (So long as he attacks, he doesn't heal when he's resting or intercepting or, really, doing anything but blasting away.) which is, when you get down to it, a lot of healing. Not as much as I'm prepared to hand out, as we'll see, but I've toyed with strengthening it. Perhaps by allowing Alcinder to heal both himself and a random teammate when it procs to play into the idea of a helpful healer. Since he can slot a Salve or another item and push that even further, though, I felt it's pretty strong already laid on top of what amounts to a solid bar.

Alcinder, after all, is a 3/3 card, with a variety of skills to use at either range. He's got two useful dual-ranged skills and a pair of strong attacks restricted to opposing ranges. That gives him a lot of flexibility and more than a few tools to work with. Alcinder is about having a lot of options at his fingertips, ready to deal with different situations.

I think it's a good fit, though, because Alcinder was not just conceived as the “good” Juju (In oh so many ways) but as a Cleric. A healer as well as a fighter and giving him some ways to make green numbers goes along with that. Skill #3, Healing Prayers is right along those lines, giving Alcinder a powerful healing spell – that's up to +30HP in 3-Card and +50 HP in 5 – since it's not a “hits all” it's a “heals all”. At the same time, it's not all that dangerous to hand to a character who can already heal, I feel, because it doesn't have much in the way of raw healing power for a single character. +10HP isn't going to blunt a lot of attacks and it's expensive enough that it can't be kept up for long. But I added several devastating hits all skills in this set as it went along, so Healing Prayers exists as a counter-measure of sorts. A pressure relief valve that can help to combat a lot of deck destruction plans.

That's been a part of his bar for a while now but, still, I struggled with Alcinder for a long while, feeling that he'd never really come together. That he was a top-down character that had a good concept but lacked defining features. It all gelled, however, when I added Skill #4, Word of Excoriation (Or, yes, WoE). Before this current variation it was, at one point, more than a skill that transferred debuffs, shifting their target from Alcinder to his foe. It was in keeping with the Zealot's anti-debuff theme, heck, it inspired the Zealot's anti-debuff theme and the idea was that if Juju had an innate that dealt with debuffs and a skill that healed, then, Alcinder would have a skill that dealt with debuffs and it would be his innate that healed. Like I said, these are some early ideas.

But it all changed when I decided that rather than just shifting debuffs, WoE should be dealing damage, too. I actually thought of this current variation that delivers a blast of armor ignoring damage through Burning before I ever heard of the Curse of Juju that does something similar with Bleeding. WoE is better than CuJu, though, since it deals that damage up front. And it can still shift those buffs. It gives Alcinder a reliable, cheap attack that he can use. A good follow-up to his brutal nuke or an alternative to his staple when he's run up against a foe with a lot of resistance (Well, a lot of the wrong resistance, as we'll see). It also fits into the theme of holy flames that inspired Alcinder's very name – it's Burn Baby Burn when he's around, after all.

Best of all, though, since WoE isn't technically an attack, it doesn't trigger Alcinder's innate, helping to limit the potential imbalance of a powerful healing effect.

With that skill in place, working with Alcinder has largely been about fiddling with his two attacks and making sure they're working as advertised. As I explained earlier, he's got two, one for each range.

Up Close, he's got Smiting Blow, a limited multi-hit with a nasty twist. It's got a version of Voss's innate, allowing it to add Dark resistance to that damage. As a multi-hit, that resistance is multi-plied and that can add up to a big hit against an “evil” foe. The Marquis, for example, takes 22x2 or 44 damage in a single blast from a skill that costs only 25 energy (And, sure, he either Vamp Touches or L-Drains but that's, at best -20 to that damage and the next round you can pound him right back into the ground again. You'd wind up taking a lot of damage, especially against Vamp Touch, but not enough to die and that's where that innate really come in handy.). It's a cheap, effective attack, then, that can be repeated ad nauseum as needed.

From Far, though, Alcinder has to rely on the weaker Skill #4, WoE, or Skill #2, Flame Strike, a massive nuke. It's a double shot friendly 60 energy – you can't step into it but if your opponent steps away you can fire once and then again, if it doesn't hit. Even if your opponent switches, someone's going to burn. And Burn they will, thanks to the healthy proc rate here. Flame Strike not only deals a scary 50 damage against a generally weak resistance type but it has, effectively, a 55% chance to Burn for a bit more as well. It's set just low enough that you can't one-hit even the weakest of foes (A 55HP character with 0Phys takes 50 raw damage and then burns for 12 more on a proc. But on that critical first turn, they take only 54, just enough to survive for one more turn.) but that DOT can polish several off, in subsequent turns.

As a result, Alcinder can pound away when Close and nuke away when pushed far. He can heal himself, he can heal his team. He can cut through resistance. And he can cleanse himself of debuffs. I worry that his damage has been set a little too high but I mostly find it's in acceptable limits – I also think that Alcinder's been a weak card for most of his existence so I'm happy to see him be a real strong presence. And, at the moment, I think he's shaping up to be pretty strong. A flexible character with a variety of strong moves, that should be a card that can't really go wrong.

Tuesday, November 4, 2008

RDK: The Eponymous Set

The set RDK is a backronym. It stands for, as in the title of this post, “Rex Does Kongai”. But, thanks to a bit of plotting on my part, it also stands for “The Return of Dominus – Kongai” which would be the actual expansion title, were I to have my way. RDK, then, is just a working title I use so that I don't have to type that all out all the time. The other sets, too, have their working but actual names, too – 4W I'd call “The Void War”, while SO3 would be something like “The Boss is Missing” (Or, really, Kongai: The Void War, etc.).

As you might tell from the set's title, it's about the return of a character named Dominus Rex. Who's also, by the way, not named after me since I'm not quite that vain. Rex means “king” while dominus means “master” - really, “The Master of Kings” was the name that best fit. Because that's what Dominus is, someone who wants to rule the world. In the middle ages, he was a scholar and a mystic who figured out how to raise the dead and fashioned them into an army of conquest. It took a colossal war that ravaged most of Europe before he and his army of the unliving were defeated. In the game's story, then, afterwards he goes to ground and eventually becomes a lich, an undead sorcerer. Through the centuries he's been biding his time and marshaling his forces until, now, he's finally ready to try again. As he unleashes his undead hordes, led by his hand-picked generals, he's opposed by an order of religious fanatics who've been guided by prophecies dating back to the original conflicts with him in the distant past to, once more, stand in his way. To distract them and to sow chaos in general, he manages to release several mythological beasts from their prisons, freeing them to rampage across the world. Those beasts had been kept caged by some elemental spirits who are none to pleased and set out for revenge or just to revel in the destruction.

That's the storyline behind the card set. The bit of flavor text that few people will ever pay attention to and fewer still will care about. It just serves as a hook, after all, on which to hang the cards that are the real point of the game.

As with the original set there are 20 characters divided into 4 groups of 5 cards each. There are also 5 item cards for each group along with a general pool of an additional 6, for a total of 26 items overall. Together that's 46 cards which I'll be teasing out over the next several weeks. I'm not going to give them all away just yet, but, here, take a look at the roster of characters for a sense of what's to come:

  1. Alcinder
  2. Augustus Haussen
  3. Bridgette
  4. Caissa Donovan
  5. Cerulean
  6. Cloudberry
  7. Dominus Rex
  8. Douhks
  9. Elia Pucelle
  10. Ghilbert
  11. Gib Ergo
  12. Gorgo
  13. Greengaze
  14. Grimm
  15. Louis
  16. Mosai
  17. Ra Chem
  18. Raymond Gaines
  19. Redgore
  20. Thons Stilethnol
  21. Caspar
  22. Torque

If you can count, you can see that there are 22 characters here. That's because the last two, Caspar and Torque are rejects. I probably won't talk about them much, mostly because those cards were eventually folded into other groups, further down the line. Caspar was the Unfriendly Ghost, a card that created a lot of opportunities to miss and then punished an opponent for missing, a concept that I would latter reuse with the Warlocks. Brother Torque was the Zealot's Grand Inquisitor, a trapper card that tried to control getting on and off the field through several brutal skills. That, too, was a concept that one of the Warlocks eventually ran with. They were modified heavily but the starting point were those two rejected bars, so I might have a word or two more to say but, mostly, I'll deal with them when I get to their successors.

And if you're observant, you've probably already figured out at least a few of the groups. It's a diverse bunch including the Zealots, the Beasts, the Undead, and the Elementals, after all. Each group with their own cast and, I'd hope, a distinct flair all its own.

Here's a list of those groups, numbered 1 through 4:

  1. Zealots
  2. Beasts
  3. Undead
  4. Elementals

As a set, RDK is a bit raw, a bit unfocused. Which is hardly surprising since it was my first attempt and more than anything, a learning process. There's no one grand unifying theme beyond “make good cards” or the interwoven plotlines that hold the set together. Each group pretty much does its own thing.

The Zealots I set up as a group of white-hats. Priests and Templar, Paladins and Knights, who use their holy powers to heal and defend and their martial prowess to pound their enemies into dust. They tend to, one, be more defensively oriented than the other card, with plenty of buffs and healing and more than a little debuff hate. Two, to use Light skills. And, three, to be rather flexibly ranged.

The Beasts, on the other hand, are all about raw power. They're a bunch of heavy hitting cards that are relatively straight forward. “Push button, do massive damage” is about as complex as they like to get. Although most tend to include at least one deliberate combination of skills that, when used in conjunction, result in even more powerful attacks. As a group they tend to have, first, a lot of health. Second, those aforementioned combos. And, third, a tendency to deliver stuns.

The next group is the thematically central Undead. I've gone with the Shadowloo route and declared that the cards in this group are the leader of that Undead army and his most trusted generals. Just like M.Bison and Sagat and Vega were supposedly the masterminds of an international terrorist organization when they weren't pummeling their opponents, it doesn't make a whole lot of sense if you take too close a look but it gives me a reason to stick together the ghouls and ghosts that make up this group. They were intended as cards that were, more or less, deceptively powerful. While other cards have strengths that just leap right out at you, the Undead were supposed to be strong cards that needed some care and feeding to be played right. I'm not sure if they're quite the “pro set” I wanted but they are, at least, a pretty interesting group. They tend to have intricate mechanics, to use Dark, and to have some glaring weak points.

Finally, the Elementals are a group of what I like to call Burners. There's at least one exception but that card is insane in it's own right, it's just not the fast-acting, quick damage dealer with a glass jaw that I like to think of when I describe a Burner. If a Tank is the party's Warrior or other meatshield then a Burner is the Mage or some other squishy DPS character – not a lot of sustainability, even less survivability, but a card that can pump out pain better than anyone else. They tend to be low health cards with expensive, inefficient skills and that's exactly what the Elementals are. Each is based on a different element (I went for the Chinese elements here, adding Metals to the traditional Air, Earth, Fire, and Water.) and each is powerful in their own right, tending to have extremely powerful skills.

The first group I'll be posting will be the Zealots and, over the next few weeks, I'll continue to detail the remaining three.

RDK: Louis, the Magic Tank (Zealot #5)

ZEL 5. LEW
Name: Brother Louis
Title: The Templar Knight
Set: RDK
Group: Zealots
Role: Buff Scrapper/Tank
Health: 70
Resistance: 4/2/2
Innate: Magic spells targeted against Louis have a 20% chance to fail.
Bar (v10):
  1. Heroic Perseverance. 40En, 3spd, Light. 100Hit, 100Proc. For the next 3 turns, you gain 50 bonus health for the next 3 turns. Cannot be used while under the effects of Heroic Perseverance. Close.
  2. Warrior's Prayer. 20En, 3spd, Light. 110Hit, 100Proc. For the next 2 turns, you gain 2 resistance and 2 damage. Unlocks Soul Blade. Far.
  3. Hammer Blow. 40En, 4spd, 28dmg, Phys. 90Hit, 30Proc. A solid blow from your war hammer with a chance to stun your foe for the next turn. Close.
  4. Soul Blade. 35En, 7spd, 3x7(21)dmg, Light. 90Hit. A glowing blade forged from will and honed by faith. Unlocked by Warrior's Prayer. Both.
Summary: This brave knight is the Zealot's Champion. Having mastered not only the fighting arts but the Order's holy magic as well he's the bravest and strongest warrior they've ever produced. His courage is as strong as any shield and, when pressed, his faith can become sharper than any sword.
Strengths:
  • Flexibly Ranged
  • Buffs
  • Magic Attacks
Weaknesses:
  • Locked Skills
  • Buff Removal
Backstory: Like many in the Zealous Order, Louis was an orphan. A foundling taken in and raised within a monetary hidden high in the mountains. Groomed to one day join the ranks of their ever vigilant army, ever ready to combat the forces of supernatural evil. Trained since a young age in the arts of warfare Louis grew into the Order's finest warrior. He fought against the witches and monsters he'd sworn to destroy. Battling from one corner of the world to the next, Louis travelled the globe. One day, though, he was recalled to the Order's home for a meeting with their leader. Father Alcinder took him into his study and, then, into his confidence. Informing him that their most ancient foe, Dominus, had returned. But Alcinder needed time to prepare, to muster his forces and rally his troops. He needed Louis to buy him that time. Louis was to be the Order's vanguard. The champion who would take the fight to their enemies, even at the cost of his own life. Alcinder wanted to know if Louis could make such a sacrifice. He needn't have asked. Louis would give anything to serve the only family he'd ever known. Hailed as a hero, he set out from the monastery, to find and destroy as much evil as he could before he met his end.
Appearance: An athletic, handsome man in a bulky suit of armor. A lengthy cape flows behind him as he lunges towards his opponent, a large war hammer gripped in one hand. His other glows with the crackle of holy energy, as if he's preparing to cast. Louis's hair is dark and close-cropped, a single-curl hanging over his face (He looks a little like Clark Kent, if that's possible). He's wearing a suit of plate-mail. Heavy armor that's bright and polished even though it's seen some action, there are a few dents and chip marks and other signs of wear and tear. It's got huge shoulder pads. A tabbard covers his chest or a tunic which hangs down past his belt a little way. On it is a version of the Zealot's icon (The stylized image of a sword crossed with, well, a cross, its blade pointed down.).
Animations:
  1. Heroic Perseverance. A spectral, spiritual shield appears over and in front of him before fading away. Louis then glows.
  2. Warrior's Prayer. A sword crossed with a shield appears over and in front of him before fading away. Louis then glows.
  3. Hammer Blow. A Pilebunker like punch line.
  4. Soul Blade. A curving crescent shape spins through the air and into the opponent.
Suggested Item: Battle Standard


With Louis, what I was going for was the idea of a Paladin. In this card, I wanted to create was a magic tank. Someone who could go toe to toe with the heaviest of heavies in the game. But someone who had to rely on buffing up with powerful enchantments in order to survive.

The first such buff is Skill #1, Heroic Perservereance, an expensive spell that gives Louis a vast amount of health. It pumps 50HP to his bar, giving him a base of 120 overall. That's a lot of health to get through but the thing to remember is that this is bonus health. It's only temporary and when HP fades, then so too does that extra health since it rests underneath his normal hit points and not on top.

So, say, Louis has only 30/70 health left when he cast this buff. It goes up and he gains +50/+50 to have 80/120 remaining – he's still down 40 health but he now has a lot more to give away before he dies. If, over the next 3 turns, he took 26 damage and entered the end of the turn with 54/120, his buff would fade and his health would drop back to its original state and he'd lose 50/50 to sit at 4/70. If, on the other hand, he takes 52 damage to fall to 28/120, then, at the end of the turn as the buff wanes, he'll lose 50 health from both his maximum AND current health. Once more dropping to 70 overall but winding up dead since that 52 damage was more than the 30 he had and he'll die even though he'd survived while his HP was up. Those bonus points aren't healing, but they should be good for staving off death for a short time.

The buff also can't be recast as long as it's active so Louis can't stack his health up as high as he wants. He can only get to, at most, 120. This also means that there's at least one part of a turn where he's vulnerable – the space between the buff fades and when he can put the next copy up. And that should give an opponent an opening that they might need.

Used right, though, along with an innate, which gives him a chance to dodge Light as well as Dark attacks, it should make Louis hard to easily kill off.

HP can only be used up Close, though, while his next buff, Skill #2, Warrior's Prayer, can only be used at Far. It, too, offers some additional protection by increasing Louis's resistance. But, really, it adds to his ability to deal damage, through the following complicated process.

Skill #3, Hammer Bash, is there to get the ball rolling. It's a low speed version of the old Open Palm. Sacrificing priority in order to keep a bunch of damage and a good chance to stun. Being so slow, it allows an opponent to still manage to get in a hit before being chain stunned and that, I think, is both fair and threatening enough that opponents would want to push him away.

While at Far, Louis has nothing to do but to buff up with WP. That increases his resistance a fair bit and bumps up his damage slightly if he wants to head back and Hammer away. But if WP is active then so is Skill #4, Soul Blade.

Soul Blade is a dual-ranged skill that gives Louis some much needed range. It's unlocked by Warrior's Prayer, the same way that Ambush is unlocked by Hide. Keep in mind, too, that because it requires WP's buff, it actually deals 5x7 damage rather than the listed 3x7. That +2 dmg is built right in making it a powerful attack that Louis can use for a few brief turns – it's not gong to scratch those who have a lot of Light resistance but against the dark and evil forces that tend to lack it, it'll be lethal.

Unlike HP, Warrior's Prayer can be stacked although you can only get +4 at best. That means Soul Blade can go from 35 raw damage to 49, a 14 point differential that doesn't quite make up for missing out on that attack – 35x2 being better than 49. Although it's still there when it can be useful.

The balancing point here is to keep Soul Blade strong enough to be a credible threat. It's supposed to be a punishment for players who default to shoving Louis away. But it also needs to be weak enough that Louis players don't just step back and buff away to use it because it's their best option. It's a fall back plan, not the centerpiece of Louis's play. I'm not sure that I've found that level but I think this latest version is getting there.

Monday, November 3, 2008

RDK: The Zealots

1. ZEALOTS
Idea: A militant order of religious fanatics, warriors-priests with a defensive bent.
Name: Zealous and Sacred Monastic Order of the Temple Entrance (Zealous SMOTE)
Color: White
Icon: A cross shaped sword, the blade pointed downwards, or a pointed cross with its arms forming the handles of the hilt.
Backstory: Established centuries ago when the lands were still ravaged by the the wars with the mad sorcerer known as Dominus Rex and his hordes of undead. To prevent such evils from ever occurring again, the Zealous Order stood on guard, hunting down supernatural menaces before they had a chance to plague the world. Operating in secret, staying behind the scenes, and working from the mountaintop monastery they called home, the Order trained vigilantly in the arts of war, raising an army of fanatics to fight for their causes. For their leaders had long known of the prophesies that foretold that, one day, Dominus himself would return. Warned by a special young girl they now know that these visions have become true. The Order has prepared for these very days since their earliest days but, now, even with all their strength, that may not be enough. The Lich-king has returned and, soon, the dead will once more walk the earth. Their legends say that the endtimes have begun. Now girded for what may be their final war, the Order has sent its champions forth. A group of holy warriors, gifted with as many of objects of power that they could spare, sent out on the odd hope that they may succeed where an army cannot.
Design: Fanatical warrior-priests, able to heal themselves and harm their foes. They reserve a special enmity for the dark arts and foul magics that result in debuffs – they'll hate them right off of the field. Defensive characters that tend to have a lot of padding and protective buffs of their own, with flexible cards that can function at either range, the Zealots can be a handful.
Shared Mechanics: Debuff Hate – Zealot characters tend to have ways of dealing harshly with debuffs. Flexibly Ranged – Zealot cards can either operate well from either range or have abilities that allow them to excel when the range is changed. Defense – Zealot cards are defensively oriented, tending to have some form of protective buffs or healing that better enable them to survive.
Characters:

  1. Father Alcinder, The Hierophant
  2. Sister Bridgette, The Shield Maiden
  3. Elia Pucelle, A Special Child
  4. Brother Louis, The Templar Knight
  5. Brother Ghilbert, The Witch-Finder
Items:
  1. Ancient Relic
  2. Battle Standard
  3. Crusader's Shield
  4. Magebane Powder
  5. Sacred Text

RDK: The Next Step

Over the weekend, I finished writing the rest of the Rex Does Kongai posts for the expansion that I've decided to call S-O-3. Still have a bit of work to do before they're ready to post. Formatting and going over them to try and catch any typos since my spelling has gone to pot lately. Then I have to do the boring work of updating the compendium and everything else before putting the project to bed.

But rather than hurrying to post them up, however, and because I'm sick of the whole thing at the moment I think that I'm going to bleed them out over the next week or two. The NaNo spirit is upon me and I could use a bit of a strategic reserve of content.

But, since the project was a hit (Well, okay, not really but I at least had fun.) I won't be done with it just yet. Because, I don't just have the SO3 set, I have the 4W set and RDK, too (That last one's a backronym by the way.) that I've built up over the months, too. And it wouldn't take too much work to turn my notes on those into a few posts.

So, here's what I'm going to do. I'll try to post one of the cards from those sets each day. There are 30 days this month and, of course, 20 characters in each set. Rather than double up, though, I'll try to post a group - 5 characters - each week, starting with a post explaining each group and setting out their designs. Then, over the weekend, I'll post their items and a final summary of each group. If I go in order, by the end of November, I'll be through the RDK set. And if I'm not completely sick of it, I'll continue on in December with the next.

The first posts, featuring the Zealot group and the buff tank, Louis, should go live some time later tonight. And I'll continue on with the rest of the Zealots in the coming days and by, next week, I'll have picked another group to reveal.

That should, at least, give me a few posts to show for myself this month.

Keep in mind with these cards, though, that many of them are early works. I would probably do a lot better if I went back and reworked them today. Something I'm not likely to do since I don't really have the time. Even though I probably won't be able to resist making a tweak or two. I'd welcome any feedback, of course, just don't expect these cards to be too amazing. They're only doodles that I've done in my spare time.

Saturday, November 1, 2008

Rex Does Kongai: Shifting Goalposts

I know I said I wanted to be done with this by the end of the month but, alas, I wasn't able to make that deadline. But there's not much more left. I have to move out the final bits of flavor, update all the cards, and push out one final patch and, then, to tie everything up in a neat bow as one finished product. The thing is I have most of that work done already. It's just not in completely final form. Rather, it's all outlined or jotted down somewhere and I only need to take the time to write it all up and smooth it all out. If I'd stayed up all night the past few nights, I might well already be done. Or if I'd had another hour or some extra motivation here or there, I might have gotten more done.

So, I'm extending my deadline by a little bit and I'm going to continue to work on this through the weekend or until it's done whichever comes first. It shouldn't take me that long and, fortunately, it's mostly the creative stuff that's left. Writing out the stories and appearances that I can use as exercises to get the pen moving again whenever I need a quick burst.

The project will be better for it, too, since I'll be able to take a bit more time and not rush to get it all done. Not much left and a chance to do it right, I think I've talked myself into it. Ah, it's not like I had much else to do, anyway.

Friday, October 31, 2008

Rex Does Kongai: Rocker Flavor – Updated

I've covered most of the Rock Star flavor before. What I left out, though, was the flavor for the group as a whole. Each group, after all, gets its own backstroy and its own blurb in the card album and since I'm trying to build a complete set, I'd be remiss if I excluded that as well.

The story and such should be self-explanatory, I'd think.

For a stage, like in a fighting game where each character gets their own stage, in Kongai, each group has its own backdrop against which to fight. The game rotates them around and I've never been able to figure out much rhyme or reason beyond, perhaps, the guest getting priority. But they're the pretty stuff in the background that you don't pay much attention to and far from the most important bit, they're still a part of the grand design. I'd like it if they were animated or a bit more active but I know that would increase an already long loading time as well as creating more expensive work so, instead, I'll just settle for using them to create an atmosphere, a theme that influences the whole set.

Each group also has an icon to go along with its colored border. It's a stylized little symbol that shows up in a few places. It, too, I think could be exploited a bit more. If it was up to me, I'd be using them to brand these characters just that little bit more. But, again, since every group gets one, you'll find the Rocker's below.



THE ROCKERS

Icon: Icon: An electric guitar in front of a five-pointed star.

Art Style:
House. The Rockers should follow the already established visual cues of Kongai characters – a little comic book, a little anime, and very dynamic with active poses and design.

Stage:
Center stage of a huge stadium. The place is set up for a rock concert. Instruments and microphone stands are set to one side. Cables and wires snake across the floor, held in place by thick gaffing tape. The unseen stagehands are warming up and the stage is ringed by circles of blazing lights as the floods have been turned on. Arrays of stagelights overhead coat the stage in varying hues as they flicker on and off. Past the stage, beyond the lights, are the seats, stretching on and on, as vast and as waiting as an empty sea.

Story:
Drawing on the legends of the past, the Necromancers summoned many ghosts to help further their plans. Among them were an all-star group of rockers and rollers, musicians from which the Necromantic Guild hoped to capture the ellusive spirit of rock – a mystic force of light and music and song that they sought to tame as part of their mastery over all the forces of life. Captured and tormented by the Guild's merciless experimentation, the ghosts of Rockers past were helpless to stop them. But, try as them might, the Necromancers could not isolate the mysterious essence of rock music, could not even find it at all, and, so, they locked the Rockers away, imprisoning their ghosts in cages specially designed to hold their spectral forms. Then, one day, a young man with a blazing guitar broke showed them the true power of rock. Tearing down the walls of their crypt and, with the notes of his song still hanging in the air, shattered the prisons holding those ghosts. The music flowed into them, the sound coursed through those shades of the past, and by the time the song was over, the Rockers had been returned to life. They banded together, then and there, and dedicated themselves to using the power of their music to combat dark forces anywhere.

Rex Does Kongai: Gangster Flavor

Presented almost without comment since, you know, I've got two more of these to do and others besides. I will say, though, that I like the unexpected love triangle I set up between G1, 2, and 6.


THE GANGSTERS

Icon: A handgun and a handful of shells.

Art Style: Rough and sketchy. The Gangsters are a rough-hewn group of rugged individuals, street level soldiers who survive thanks to their wits as much as their armaments. Their art should reflect this, I feel, and the way I'd do that is by finding an artist who can create a very edgy, energetic feel. Large, bold line work and fast, jagged pens. The Gangster should look like photographs that have been painted over – like a Sienkieicz cover, full of passionate brush work and thick, heavy flat panes of paint. It's that sense of movement, of barely constrained reality threatening to break free of its chains that I'd like to see. But, as for the Gangsters themselves, they're inspired more by the heyday of mobsters and bootlegging more than any thugs from the modern day. They're a romanticized, glamorous vision of times gone by.


Stage: It's night in a seedy back alley, bathed in faint neon light and still glistening with the slick of a light, summer rain. The walls are a faded red brick, covered with worn graffitti. The alley is just outside a bar. A door is open and warm, welcoming light spills out and onto the wall beyond, an invitation to the drinks and eats inside that's more effective than its neon signs will ever be. The mouth of the alley can be seen and a lonely streetlamp burning away.

Story: The Boss, Don Vampinsiaro had run the Family or years. Leading them through crisis and to great success as they came to control the underworld. Amassing riches and priceless treasures as a matter of course as, one by one, his enemies fell by the wayside. As he grew into the twilight of his years, there wasn't any racket that the Family didn't have their fingers in. Wasn't any scheme made in the dark and carried out in the shadows that he wasn't aware of. Maybe he'd heard some early warning. Maybe he was one of the first victims. But in the Family's darkest hour he was nowhere to be found. The Boss wasn't there to lead the Family as evil Necromancers began to rise the dead from the graves. Or as the psychopathic killers began to prowl the street and claim their victims in seemingly random acts of senseless brutality. Or even as a group of rock musicians began busting up the Family's lairs and stronghouses, one by one. Without his leadership, the Family fell to pieces as his subordinates fought amongst themselves over the best way to handle the chaos that had suddenly broken out. Before long, it was every man for himself. The surviving members of the family grabbed whatever weapons they could and prepared to go the mats for their toughest fight yet.


GANGSTER 1. SCAREFACE

Appearance: The obvious inspiration here is Al Pacino. Specifically, Scarface. Because that's exactly the sort of gangster that we're talking about and I'd like to have the card be a subtle hommage to that. He's dressed in an old fashioned suit, something from a vintage 70s store (I'm thinking a dark, rich burgundy), with big, flashy cufflinks and a tiepin. And wide, wide collars. In one hand he's got a machine gun. In the other a switchblade. He's snapped the knife open with a flick of his wrist. And he's balancing the gun on his hip as it wave in the air. He's screaming, yelling at his opponent, the spittle and froth jumping from his lips as he shouts his defiance at them. He's saying “You want me? Come and get me! You wanna play rough? Okay!” Well, you know the rest.

Backstory: Carlos never had anything easy. From his days as a scrawny kid, the runt of his mother's litter of far too many kids, nothing was ever handed to him. He had to fight for it. He grew up, fighting and scrapping for everything that ever came his way. He earned his place in the family by clawing his way up the ladder, one bloody rung at a time. They called him Sunshine because he never smiled, he never laughed, and his solemn, scary face was anything but bright. Finally arriving at the top as the right hand man of the Boss, he became his closest advisor and trusted like a son. When the Boss disappeared and all hell broke loose, Carlos was left in charge. Surrounded by enemies on all sides, there was nothing left to do but fight his way out. So, it's a good thing that this wartime consigliere had been practicing his whole life.


GANGSTER 2. THE OX

Appearance: The visual inspiration here is another famous gangster, James Gandolfini. A rolly, polly large and muscular man who's a little past his prime. I see him bare-armed, in a white wife-beater T-shirt, stained with perspiration and the occasional spatter of blood, his pants held up by suspenders. He's balding but large mutton chops stretch down his cheeks and over his jowls (He's one of those rare red-headed Italians, by the way, or at least a strawberry blond.). His nose is round and flattened, having been broken many times before. This guy is an ex-boxer and although he's now got a sizable gut he's still got the same puncher's build. He's a tall guy and muscular, his arms the size of another man's thighs. His knuckles bruised and swollen, like he's been punching a tray of broken glass. He stands, his legs spread wide, in a boxing stance, his arms raised and ready to pummel his foe.

Backstory: At the gym, they called him the Ox. He asked if it was because he was so big and strong. They laughed and said it was because the only thing slower than his wits were his punches. They called Johnny the Ox. They called him dumb. They never called him a champ. But he made good living for himself, by being the boxer who could always take a dive. He never won a fight when there was money on the line and the Family sure appreciated it and made sure it he was taken care of. When he'd taken one punch too many and it was time to hang up his gloves, the Boss welcomed into the family and gave him a job where he could put his talents to good use. Johnny wasn't much of a thinker but he knew how to fight. He knew how to hurt people. He knew how not to pay attention to the screams or the sounds of snapping bones. And, with the Family, there were always some legs that needed breaking. Someone who could do what they were told and keep their mouth shut could go pretty far. Things were going great for Johnny and then he met Ginny and they got even better. She was the bright, chirpy bird whose song filled his entire day. She cared about him, she loved him, and she listened to him. Johnny told her things that he never even knew he was thinking, the words seemed to pour out from the bottom of his heart whenever she was around. When he got the call from Carlos that the Boss was missing and everything was going up in flames, that scores were going to be settled and prices were going to be paid, the only thing on Johnny's mind was finding Ginny and making sure she was alright. He went to find her, and nothing in this world or the next was going to get in his way.


GANGSTER 3. FINGERS

Appearance: If Gangster #1 is Tony Montana and Gangster #2 is Tony Soprano then this guy is Jimmy Conway or Andy Garcia. The sparkling eyed, suave, handsome gangster with a smile that the ladies love and the men all trust. The hustler, the confidence artist, with so much charm that he uses it to slick back his hair. And that's how he should look, a traditional gangster in a fancy, pinstriped suit and polished wingtip shoes. His hair is dark and slicked back, following the curve of his neck. A pencil thin mustache rests above his lip. A bemused smirk is curling up his lip as he looks over his opponent, reaching into his jacket and pulling out his gun.

Backstory: Vincent was the Family's main man. Inducted into their ranks, minted and made anew, he'd welcomed into their arms after years of toiling away. He'd always been a good earner for the Family. He hustled to bring in the cash while others plodded away, always leaping from one scheme to the other. His specialty was heists. As far as he was concerned, there wasn't a better thief around. He could steal the breath from a baby and leave the candy behind. He could steal the lightning from a thundercloud. He could take your wallet and slip it back into your pocket with a signed autograph. And you wouldn't even know until you pulled it out to pay him for that bottle of snakeskin oil that he'd just sold you. Bank vault or armored truck, it didn't matter, the take was as good as his. That's how good he was. There wasn't anyone faster or quicker on the take. Vinnie had all the angles covered, knew the scene and the score and had already made friends with the band. He preferred to talk his way out of a fight – why risk scuffing his shoes? But in those rare situations when his thousand-watt smile failed him his fists never had. There's no way to fast talk the living dead, though, and with the Boss vanished and the rest of the Family scattered, those fists were all he had to rely on. Vinnie had no idea what was going on or why he had to fight his way out but there was one thing he was sure of, he was going to look good doing it.


GANGSTER 4. SULLY

Appearance: Sully is a tall man with a lanky build although it's hard to tell since his figure is so concealed by the heavy trenchcoat he wears. If you've ever seen Godfather then the assassin sent to kill Brando in the hospital is what I'm going for here. A dark, black, full body trenchcoat. Dark leather gloves so he won't leave any fingerprints. Sully is completely bald but you wouldn't know since he's wearing a fedora. His collars are turned up, concealing most of his face. What you can see is that of a craggy, hard-bitten man who's seen and done far too much. He's stalking towards his opponent, holding a rifle in his hands and bracing himself as if against the wind.

Backstory: The Boss called Sully when he wanted something done. No mess. No problems. Just a quiet job with no complications. Sully didn't make many friends but, because he was good at his job, he didn't leave many enemies either. The Boss could count on him. The Family could count on him. Time after time, he solved life's little difficulties the way that no one else could. He'd never failed to live up to a contract yet. Never gone back on his word. When he said he'd get a job done, it got done. No questions. No problems. So when Carlos told him the Boss had gone missing and he'd said he'd get to the bottom of it, that's exactly what he was going to do. No shadowy ghouls or showy killers were going to stop him. He had a job to do. And Sully always got the job done.


GANGSTER 6. GINNY

Appearance: Ginny is a doll. A short, blond-haired sex pot full of moxie. An angel with a devil's glint in her eyes. She's dolled up for a night out on the town. Wearing red with a short skirt rising above her knees. On her head is a red beret, tilted to one side as he shoulder length locks pill out. A purse, a handbag, is strapped loosely over one of her shoulders, it's swinging behind her and its contents – a bunch of handgrenades and bullets – are starting to spill out. In one hand she's got a small, one-shot pistol, a tiny Derringer that she's pointing towards the sky. In the other, she's got a Tommy gun which she's bringing to bear as she pulls the trigger, leaving a trail of gunshots and bullets behind her. She's laughing, having a great time as she watches the carnage she causes.

Backstory: Ginny loved the thrill of it. The danger, the rush of excitement that came with dating a member of the Family. The looks she got when she walked down the street on Johnny's arm, the stares mixed with disapproval and disappointment. She cared for the big lug, she really did. She could listen to him talk for hours abut the details of his latest heist or about that snitch who wouldn't be bothering them any more. But it was the glamorous life of an outlaw that she was attracted to and not his punch-drunk face. When she saw Carlos, though, she was head over heels. He was wild, he was hot-blooded, and he bristled with a confident manliness that Ginny could practically breathe. They began a passionate love affair and the thought of what might happen if Johnny found out only added to the thrill. She was on her way to see Carlos again, a secret rendezvous with her paramour at one of the Family's safehouse, when all hell broke loose. The Boss had gone missing, the dead were rising from their graves, and maniacs were stalking the streets. The world had gone mad and the dangers made Ginny blush red hot at the thought. Carlos grabbed her and told her to stay inside, stay indoors, and keep the door locked. Said that he'd be right back and stepped out into a night gone wild. But Ginny wasn't about to cool her heels on the sidelines again. She filled her handbag with weapons borrowed from the armory, hefted the guns she'd grabbed and took a moment to appreciate their deadly heft, and then she set out to just what the night would bring.


The fifth Gangster, Bobby, has sadly passed away. His card buried like so many others so, since I'm under the gun here, I'm not going to bother to write him out. I will say, though, that as far as looks, he was going to be a short, shifty guy in a hat and plain clothes. For his story, he was going to be a snitch who'd turned on the Family and gone on the run, thinking that the chaos happening was part of someone like Sully or Ox coming to get him. Alone, scarred, and on the run, he would be dangerous to anyone who approached.

Rex Does Kongai: Item Extravaganza

Here are the items. All 26 of them. 5 for each group plus 6 general items that anyone can use. I think that's important for an expansion set to include those generic cards because those items can breathe new life into old cards. Giving them new combinations and different looks so they don't just get shuffled to the bottom of the deck as a raft of new cards see play.

There are definite themes that each group's items contain. The items, after all, are the capstone for a group that can greatly influence how they're played. They give out those abilities and modify those behaviors and, otherwise, help define just what a group can do. Here, then, are those item cards and the general impression that each group is trying to convey.


1. NECROMANCERS

The Necromancers are a group of powerful cards with impressive abilities and their items continue in that vein. There are some incredibly strong effects that they can bring into play although most carry with them some sort of drawback. These items continue the Necromancer focus both on dead and defeated opponents as well as teamwide synergistic effects. Like the Necros themselves, they might be a bit intricate and tricky but they offer some fascinating possibilities to expand the horizons of the game.

NECRO 1. KNIFE
Name: Blood-letting Knife
Effect: Your single-hit attacks strike for an additional 8 damage but when you attack you begin to Bleed, taking 2 damage for 4 turns (8 DOT).
Appearance: A long, slender knife with a twisting, curving blade. As delicate as it is deadly, it's not a weapon made for fighting, it's an instrument made for carving up flesh during profane rituals. Its hilt is silver and wrapped in black as midnight leather. The knife is tilted towards the ground, blade pointing downwards. Fresh blood runs along the edge and a drop is falling from the tip.

The Bloody-knife is a damage enhancing item. It adds 8 damage to a card's attacks, twice that of the generic General's Insignia. But that extra damage comes with a price – when a card attacks while wearing this item them lose health themselves, starting to Bleed and ticking off health over time. Even though both cards wind up taking the same amount of damage, the delayed effect of that damage should make it a fair enough trade. There aren't any multi-hits among the Necro's attacks so everyone can benefit from this item. +8 is about as high as I'd go, by the way, if this item was too weak, I'd have to look at reducing the damage to the user.


NECRO 2. SIGIL
Name: Cultist's Sigil
Effect: If at least two of your teammates are from the same group and those cards have been revealed to your oppponent, you gain their innate abilities for as long as they remain alive. When one of your teammates dies, your innate abilities are disabled for 5 turns.
Appearance: Modelled after the General's Insignia, it'd be a badge or a medallion with a cloaked, hooded face and, perhaps, some eldritch symbols on its face.

The Sigil gives a player a bonus for constructing a deck by drawing from a specific group. Say you're in a 3-Card match and you've got Higashi and Onimaru then the generic Necro wearing this badge will be immune to critical hits and deal additional damage when making an intercept in addition to their own innate, giving them a total of 3 powerful abilities. If, instead, the team consisted of Onimaru and Ashi they'd gain nothing and their item slot would be wasted since those characters don't share the same group. This gets a bit extreme in a 5-Card match so perhaps there ought to be a cap on the number of innates (and those innates can be chosen at random, perhaps.) but I think it's kept in balance by a few things here. First, a card can use this item to gain a lot of innates and become a real powerhouse but it takes some work to get there. You have to reveal those teammates to your opponent first. In other words, your cards have to be face up to them when they're looking at your deck. Then and only then will you gain their abilities, you don't just automatically get them for having those cards in your hand, they have to be played first and that means putting them on and taking them off the field, which can be trickier than it sounds. Second, you only gain those abilities if there are at least two cards from the same group in your hand and alive. Say you're in that 3-Card match above, if Onimaru were killed then that Necro would lose not just his critical resistant innate but Higashi's as well since he no longer fulfills the conditions of having two living teammates with the same colored border. Not only that, but his own innate would be disabled for several turns. And, if he was in a 5-Card match where he had several innates then the rest of his bonus abilities would be disabled, too. It can be a powerful item, then, and should allow for some interesting constructed decks but it's going to be difficult to get to work right (Of course, if you swapped in Rumiko with Flash Powder you could switch her out easily and, then, you just need to worry about getting Oni off the field and...well, that's the whole point. This item adds a new wrinkle in thinking about building up a deck since you get a bonus for using certain combination of cards.).


NECRO 3. SHIELD
Name: Devil's Shield
Effect: You have a 30% chance to deflect attacks made against you, directing them towards a teammate, at random, instead.
Appearance: A bulky shield that's roughly a square. It's made up of plates banded and welded together, sculpted to create a raised relief and forming a demonic looking face. Angry eyes and hungry fangs created by flat planes stare out, trapped and frozen in the metal.

While wearing this Shield, a character has a chance to avoid attacks. That can be of great help in a line with several low health cards. But rather than that damage being completely evaded, the hit is instead transferred to a random teammate. In other words, this item has a chance to make an opponent's attack a random target skill. This effect won't exactly help out your team but what it does is to protect the character on the field, currently in the fighting. They're the one that can actually harm their foe and they're the one that they should want to get rid of. Each hit they don't take is another turn that they can use to attack themselves. At the moment, this item might be a little on the weak side since the proc rate isn't much better than an item like the Elusive Feather that avoids damage entirely. But I think it has some interesting combinations, several of the Necromancers can heal and heal even their teammates so this might work well with a card like Necro #1 or 2.


NECRO 4. ANKH
Name: Eternal Ankh
Effect: When you are killed you will resurrect with full health and energy after the next 5 turns. Cooldown: 15 turns.
Appearance: A large ankh made out of gold or electrum or some other gold-white metal, glistening with reflected light. It's thick, if it was a foot high then you'd barely be able to fit your hand around it. A hazy aura of pure white light surrounds it or perhaps a shaft of sunlight streams down through that loop on the top.

The Ankh gives every Necro a chance to enjoy the fun of Necro #3's resurrection innate, allowing them to return to life after having been defeated. For Necro #3, that's something he can already do so the benefit of wearing this item would be that he gets to come back with full health and energy instead of losing some it over time – I imagine if he wore this item it would take priority over his own innate as long as it was active. The drawback is a much longer period to wait and a more brutal cooldown. Resurrection is obviously a powerful mechanic but I think it won't be too much of a problem because of how I've set those timers. It takes 5 turns to come back after being killed and that's enough that it's not going to save you from being completely steamrolled. And a cooldown of 15 means that it stays innactive for another 10 turns past that, so you have to stall a long time if you want to be able to make a another return trip from the graveyard, past when the match should have been decided. I'm worried this still might be too strong so, I'm thinking about either doing away with the cooldown and limiting the number of resurrections – like with the Death Mask, you'd have a charge and once it was used up you couldn't use it again. Or having revived cards return with, say, 50% of their maximum health and energy. So that, say, a card with 70HP would be revived with 35/70 health and only 50/100 energy, making them easier to send packing again. And there's always slapping on a procced rate of success here.


NECRO 5. BATTERY
Name: Galvanic Battery
Effect: For each defeated card in your opponent's hand you gain 2 health at the end of the turn.
Appearance: A thick mason jar of cloudy glass. Inside is a viscous liquid almost but not completely filling it up. A pair of rods made of different metals poke down into the liquid through a rubber topper rammed onto the top. They're connected to a pair of curly wires that hang down the sides of the jar, the ends nearly touching, they crackle with life as a spark jumps across them. The whole construct is a crude, home-made affair looking like something out of an alchemist's lab and not a finished product.

The Galvanic Battery is a healing over time item that slowly pumps health into its wearers bar, like the Healing Salve or the Herbal Remedy. Unlike those, it also works like the Blood Vial, too, and heals whether you're on the field or not. It's potentially more powerful than any of those since its effect increases as the bodies pile up. You get more healing for each defeated opponent, giving you up to +4 health a turn in 3-Card and +8 in 5. But, of course, unless you've killed your opponent you're not healing at all. Also, to keep this item from getting too strong (Since, after all, +8HP/turn is nuts), that healing can further be weakened if a card uses one of those Necro skills that exploit that defeated opponent. For each exploited card, you only gain 1 health a turn. At the moment, I think this item's definitely keeping with the Necro's powered by death theme but it's still feeling a little weak. Extending it to cover dead teammates as well as opponents would make it stronger but perhaps a bit too much (That's up to +8 in 3 and +16 in 5, so perhaps it can be capped.). There's also a potential abusive problem here with Necro #2's Death Mask effect but I think that can be solved by making sure he checks to see if he's dead before any healing is applied (In other words, he'd survive until all the attacks were resolved. Then the game would check his health to see if it was zero and, if so, cause him to die. Then, any effects would be resolved, whether it's healing or damage over time or doom or whatever. We'd pretty much have to do this anyway to keep him from being immortal with the Salve already. The question is where the healing from his buff would be applied and if it could save him from death.).



2. PSYCHOPATHS

Psycho items are a mixed bunch. It's hard to come up with items for this group since they largely lack an identity of their own. Mostly, their point is to steal an identity from their opponent or preventing them from expressing their own. They're a group that's disruptive and disabling and that's mostly what I've tried to get into with these items. I've also made sure to include plenty of items that help a Psycho to cause some hurt because they are a bunch of vicious killers, after all.


PSYCHO 1. CHARM
Name: Child's Armilla
Effect: You add damage equal to your opponent's resistance to your attacks.
Appearance: An armilla is a wristband, a bracelet. I see this one as being made up of loose bands of rawhide leather and covered with various bangles. Bits of string and feather and beads and stone. A crudely constructed piece of primitive jewelry. The sort of thing a child or a childlike mind would create left on their own.

This item gives the Psychos, basically, an itemized version of Voss's innate which adds dark resistance on to her attacks. Unlike hers, though, it doesn't shift that bonus damage onto another type of resistance, it just applies to the resistance of the type of the attack. So, if you attack with a skill that deals 12 damage against an opponent with 2 resistances you'd strike with 12+2. If they had 10, then you'd strike for 12+10. If it was a 6x2 skill then you'd deal (6+10)x2. But that resistance would still be applied so, either way, you'd end up hitting for 12. In other words, this item cancels out resistance and allows a character to always strike for the amount of damage listed on their skills. That's, as you can see with the Gangsters, a potentially powerful effect but one that, I think, can work well here since there aren't many large power attacks on the Psycho bars. If it proves too strong then it wouldn't be hard to add in a proc rate or some other way of lowering the rate.


PSYCHO 2. MASK
Name: Hockey Mask
Effect: If you strike your opponent first, you have a 25% chance to reflect their attack.
Appearance: It's an old school hockey mask. Jason-style. It'd be nice if a stylized version of the Psycho's icon could show up on it or maybe some other design but it should otherwise be pretty white and plain.

With this item, a Psycho always has a chance to reflect her opponent's attacks. It turns every attack into an improved version of Open Palm. One that doesn't just interrupt an attack but redirects it, turning the tables around even more. It only works, though, since it reads “strikes” when the Psycho attacks. They don't get to reflect off of a buff or a mimicry skill but only when through their own damage dealing skills. That's good for some who have plenty of quick attacks and not so good for others who are slower and only have a few but, for most, it should play into their themes of disruption rather well.


PSYCHO 3. BLADE
Name: Killer's Edge
Effect: When you are switched in, you deal 12 damage (U) to your foe.
Appearance: A crude, notched blade that's seen a lot of work. It's a butcher's knife, perhaps, or a cleaver but whatever it is, it's an item of quiet menace. You can't see the blood but you know it's there, sunk into the knife.

With Psycho #4 biting the dust, I've taken his innate and placed it into this item. Any character wielding this knife will start a fight off on the offensive by tearing a chunk out of their opponent's health even as they're hitting the field. It's like a reverse Caltrops that hits as you enter instead of hitting when they leave. 12 damage might not sound like much but that's 3 hits from a General's Insignia or about 17% of the average opponent's health – and it will always take that amount since it's untyped and ignores resistance. But, of course, you only get that blast of extra damage once while other items have it increasing your damage the whole time. Unless, of course, you're a switch happy player. In which case you can use this item to good effect by switching in and out and slicing up your foes before you even activate a skill. It's got some intriguing possibilities with Psycho #5, the Shadow, that way. If you're not likely to switch this probably isn't a good item for you because it helps drive you to making a lot of frequent switches. It's stronger than the Caltrops because that damage is under your control. But riskier since relying on it means increasing your chance of getting intercepted. It might, then, be a little strong at 12 damage and I'd consider setting it lower. But 12 is a nice number for a lot of reasons and that's where I'd start.


PSYCHO 4. ORB
Name: Psychic Orb
Effect: When you interrupt or reflect your opponent's attack, that skill is disabled for the next turn.
Appearance: A crystal ball. A palantir. A round ball made of some sort of glass. It's cloudy inside, murky, like a sky full of gathering clouds. There's power inside. A dull, diffused glow with no apparent source as whatever mists fill it eddy and pool.

The Psychos have a lot of ways of interrupting and otherwise preventing their opponent's attacks. This item lets them take even more advantage of thwarting those skills. With this item equipped if they disrupt a skill they're also disable it, preventing it from being used for 1 turn. Like with Amaya's innate, whatever skill's been blown will be locked out, grayed, and unavailable for use. And that's after it's failed and cost dearly for doing so. So, while it might not be that effective if you get, say, a Chi Blast. But imagine what would happen if, say, a Psycho was fighting Constantine. They could stop his Pilebunker on the first turn and he'd be unable to use it on the next turn. This item, then, makes the Psycho's shutdown even more effective. Not every Psycho can make use of it, though. Psychopaths #3 & 5 lack an interrupt or a reflect, off the top of my head, since they disrupt attacks in other ways. That might be a problem since it creates a more limited set of cards that can use this item. So, I might need to broaden the effect or add in something else to give them a reason to slot it. At the moment, though, it's a pure and simple effect and I like how that works.


PSYCHO 5. NET
Name: Tangled Net
Effect: On the turn after a new opponent has switched in you automatically critically hit.
Appearance: A net made of hemp with vicious looking hooks on its ends. It's a tumbled up and jangled mess just piled on the floor.

This item increases damage on the turn after an opponent makes a switch. When that happens, a character wearing this item will automatically critically hit with their attacks, causing their opponent a lot of damage since that's 1.5 times their normal amount. The way it works is this, while a target has the switch cooldown timer, this item is activated. When they don't, it isn't. This makes sure that players can't get in a cheap hit after earning a kill – that's a switch that doesn't flash that timer up. Otherwise, though, this item punishes players who switch a lot or otherwise try to run away. It creates a narrow window but one that, nonetheless, can be taken advantage of to severely weaken a target. The trouble I'm having here is with the flavor. I just can't seem to find a good item skin for this one – I'm not very happy with the current net design. But although its effect is a little creaky – you only get one shot for increased damage and it's going to suck if you miss – I think it creates an interesting twist and plays into the Psychotic themes well.



3. GANGSTERS

The Gangsters are a flexible group of powerful attackers and their items reflect that. They extend the Gangsters ability to get around defenses by punishing those opponents who try to disrupt their attacks. And several also increase a Gangsters ability to deal out those attacks as well. It's a line of items slanted to the offensive but, then, so are the Gangsters.

PSYCHO 1. VEST
Name: Bullet Proof Vest
Effect: You have a 15% chance to dodge physical attacks. If your blows are reflected then you are healed rather than harmed.
Appearance: It's a bullet proof vest. Solid, sturdy, it's strapped up and standing up as if it's waiting for someone to step into it.

This item is primarily reflection protection. With the Psychos around there's a high chance that many attacks could be bounced back and land squarely in a Gangster face. This item eliminates that danger since it converts reflected damage into healing. If a Gangster attack would normally hit for 20 then that's how much health they'd gain if it were turned back on them. But reflects are rare and I wanted to make sure this item wasn't completely useless most of the time so it also provides some protection against, well, bullets. The gun attacks – and a lot of others – that the Gangster use cut through defenses but they're largely typed physical. So, this item gives a character a small but significant chance to evade them. It's not quite as good as the Elusive Feather but, then, because it stops reflection it also does more. And although it won't always matter, an item like this is all about the averages. You mitigate damage here over the long run because the short run will be incredibly variable. If you're wearing this item, though, you're decreasing your opponent's per hit average by that 15%. That's worth about 4~5 points of damage on the average hit. It might be a bit weak, still, but it completely shuts down reflection and, with the Feather around, I just can't justify raising the dodge rate – and dodging works great since that's one of the few ways to avoid a gun shot. One thing I definitely don't want to do is to add in yet another ability so, although I might make some changes here, this is probably it.


PSYCHO 2. KNIFE
Name: Flick Knife
Effect: Your physical attacks have a 25% chance to Bleed, dealing 2 damage for 4 turns (8 DOT) to your opponent. If you are interrupted, your foe takes 25 damage (U).
Appearance: A switchblade, the hinged kind with a hidden razor inside. It's halfway folded, bent into an L-shape.

The Bleeding on this item is just a bonus. It adds 2 damage, on average, which isn't nothing but it's also very close. I've limited it to physical attacks, too, which comprise the majority of Gangster attacks but it does mean things like G1's Molotov Cocktail and a buffed up G6 won't get that additional boost. What this item really does it protect against interruption. Not, like the Girdle of Iron Will, by preventing it but by dissuading it by making it extremely costly. Normally, an interrupt stops an attack (Or, some other effect), and that prevent an opponent from taking damage. But, here, when they interrupt they'll take damage anyway. And, more likely than not, enough that they might as well have not bothered with stopping the attack anyway because they'll have taken as much if not more damage.


GANGSTER 3. CONTRACT
Name: Hitter's Contract
Effect: When you kill an opponent you gain 25 health and 30 energy.
Appearance: A dossier, a file folder, with a picture paperclipped to it. It lists information about a figure who's obscured and indistinct – you can't quite make out the writing or the picture – but you can make out that it's detailing someone's name and address and the like.

With this item, a character is rewarded for finishing off an opponent. The Gangsters are a brutal bunch so I'm sure they can make good use of this. They not only get some health to recover from a fight but they also get the energy they need to keep on scrapping away. With end of turn regeneration they get 50 energy after notching a kill (provided, of course, there are no other effects in play) and that means they're almost certain to start the next fight with enough energy to use their skills even if they don't quite have a full bar. That's about the point where I want this item yet although I might have to fiddle around with the values some more.


GANGSTER 4. CLIP
Name: Money Clip
Effect: When your opponent is buffed, you have a chance 50% to gain that buff as well. When you use a buff, you have a 50% chance to activate that buff for free.
Appearance: A piece of silvery metal, embossed with a tiny version of the Gangster's symbol etched in gold.

When I say “ when you use a buff” here I mean that when the player activates a skill that's specifically a buff. There are some skills that proc buffs off of attacks or have them as secondary effects. This doesn't work with them. I'm talking about things like Frenzied Rage and Killer Shades and Incendiaries. Skills whose sole and only purpose is to put a buff up on your character. With this item, you get a chance to use them for free, effectively decreasing their cost by half, on average. As if that wasn't enough you also get a chance to mirror any buff that's put up by your opponent. And that doesn't include just pure cast buffs but buffs procced for any reason. If they hit you and, then say, gain some regeneration then there's a fair chance you'd start gaining health as well. With as many buffs floating around as this set have, that, too, is a potentially very useful effect, giving a Gangsters a bit of help when it comes to dealing with his foes.


GANGSTER 5. POWDER
Name: White Powder
Effect: Your multiple-hit attacks strike one additional time. Your other skills have their speeds increased by 1.
Appearance: A bag of a mysterious white powdery substance, tipping out and spilling all over the place, laying in heaps like freshly powdered slopes white with snow. It could be sugar. It could be salt. But it's probably not...

The White Powder is the Gangsters main damage enhancing item. Most of their cards have at least one multi-hit attack to benefit from this skills effect. And those that don't get a minior Valkyrie's Charm effect. Either effect would be good. Together, it's a potent combination that increases a card's ability to deal damage one way or the other. And even helps out with the Gangster's ability to buff since they'll be less likely to get interrupt or hit first. The increase to multi-hit attacks will have to be carefully watched, though, since increasing the multiplier it means any multi-hit skill gains bonus damage equal to its damage value (You go from AxB to Ax(B+1) and that means you hit for (AxB)+A.). That means skills with a high initial value get a bonus that's much better than the General's Insignia. That only gives out +4 while this hands out +9 and, potentially, even more. It puts, I think, a cap on the maximum damage value that Gangster skills can get although that's not a bad thing since that helps to weaken them against resistance or other effects, even when resistance doesn't apply. But as if that wasn't bad enough, this also increases speed which can be a problem in and of itself. Although I don't think the Gangsters have many skills that get abusive when they're faster having this item means I'd always have to check and make sure.



4. ROCK STARS

There are a few themes with the Rocker items. First, they're about buffs to help compliment the signature effects of many of the cards in this group. Second, they're about switching out since many of those signature effects also benefit teammates that might want to be put into play. And, finally, they're about critical hits since one of the motifs that's developed among the Rockers is a reliance on delivering powerful critical hits.


ROCKER 1. DRUMS
Name: Drum Kit
Effect: Your attacker takes 20 damage (U) when you are intercepted.
Appearance: A standard drum set. Base, snares, high hat, the works, with a pair of drumsticks laid carefully on top. Like it's been set out for a concert that's just about to begin. On the big round one right in front, the base drum, the Rock Star icon has been painted on and prominently displayed.

The Rockers buff. They buff their teammates with powerful effects that increase their own abilities. And the basic idea is that you can use a Rocker to power up another card or two and then bring those out to have a bit of fun. That creates a problem since the Rocker then has to switch out safely in order to bring those teammates into play. They need to switch and, unfortunately, their opponent knows it, too. So, this item is intended to give them a slightly easier time of getting off the field. Unlike Rumiko's innate or the Flash Powder, it doesn't make switching any easier. Instead, it's more like a reverse Pimp Cup – rather than rewarding a successfully landed intercept, it penalizes it. When a character wearing this item gets the dreaded crunch, they crunch their opponent right back for nearly as much (Not as much since we don't want to completely relegate intercepts to the sidelines. Still, 20HP is a healthy chunk of most character's bars. It won't be devastating but it'll hurt.). And what this should do is influence player decisions. If you know your opponent's going to switch with absolute certainty then you go for the intercept. But if you know you're going to get hurt for doing so, you might not be as likely to make that choice. Intercepting becomes more of a risk and if opponents won't intercept as much then the Rocker wearing this can more easily slip away to safety. Of course, wearing this item announces that you're looking to switch so opponents might be even more likely to sacrifice some health to take away more of yours. And, then, knowing that you can put this item on when you don't intend to switch a lot so that they waste more turns intercepting while you smash away. And, then... But, well, hey that's just the way the game's played and, done right, this item helps to give those decision loops another twist.


ROCKER 2. AMPS
Name: Electrifying Amplifiers
Effect: The duration of the buffs you create is increased by 25%. The duration of your Ballads is increased by an additional 25%. When you buff there is a 30% chance that all of your other buffs refresh, resetting to their original durations.
Appearance: A big stack of booming speakers. They've not only been around the world, beaten and knicked and showing obvious signs of wear along with stickers from a dozen countries and twice as many bands (including, prominently, the Rockers icon), they been tricked out, overpowered and overclocked and whatever else some clever roadie along the way has done to draw out just a little bit more power.

The Rockers are largely about buffs and the Amps increase the effectiveness of their buffs. It increases the duration of buffs in two ways. First, by just flat out making them last more turns by adding to their duration when they're used. And, second, when a character wearing this item uses a buff, they've got a chance to cause any other buffs in play to reset to the duration they had when they were cast. So, if you've got a buff that normally lasts for 4 turns but is about to expire, you can buff with it again and not only will you get a new copy that lasts for 5 turns but there's a chance you'll wind up with 2 since that first buff can be renewed. I picture this as rounding down so it takes a buff that lasts at least 4 turns for them to get that last bonus turn (That's so short lasting buffs that are limited because they'd otherwise be too effect don't get too strong.). But that's not important since the real benefit here is to the Ballads. Those powerful teamwide effects that the Rockers can lay down. They tend to last about 6 turns so, with this, they become 9 turn monsters that will be sure to have an impact. The problem here is that this item and Item #5 might be doing too much of the same thing. The Mic and the Amp both make buffs last longer. The Mic does it by adding turns as you attack, the Amp by increasing duration when you activate. It might be that one is strictly better and, at the moment, I think that's the Mic. But I think it might also be alright. The Microphone is more for cards like R6, Izzy, who want to get in there and get those hits. While this item is more for those Rockers who want to stand back and rock out for a few turns to buff up their teams before switching out. One increases the procced buffs, in other words, while the other is tailored for the team-affecting buffs.


ROCKER 3. GUITAR
Name: The Golden Guitar
Effect: You have 2 additional resistance (+2/+2/+2). When you critically hit you gain an additional 5 energy at the end of the turn for the next 5 turns.
Appearance: This guitar looks like it's made not out of gold but golden neon. Out of light. Out of pure energy, trapped in some kind of material shell that can barely contain it. It's the essence, the power of rock that you can hold in your hand. It's also a bad ass electric guitar. I'm thinking it should be an old-school model, looking classic and timeless, with a wide body and a long neck and solid fret with a varnished finish, a sheen poured over molten gold.

This is a damage enhancing item although it might not look like it at first glance. On first impression it's a weak defensive item that adds a paltry amount of resistance (Although I'd argue that it's still better than the Reinforced Breastplate since those points are spread over every type of damage you'd face.). That'll help out the Rockers, especially, since they generally have weak resistance and more means they're better able to survive. But the real ability here is what happens when you score a critical hit. And the Rockers have a lot of ways of scoring an easy critical hit. After a critical hit, their end of turn energy regeneration will be increased. And that's how their damage will be enhanced because more energy turns into more attacks which turns into more damage. Not sure if it's living up to that promise well enough at the moment although because of problems with range changing, +5 per turn is as high as I'm willing to go (It might be better to have it lower skill costs, then, perhaps since it will stack up and get to that bad zone of over 50 energy a turn anyways.).


ROCKER 4. CAPE
Name: Rocker's Cape
Effect: When you successfully switch out you are healed for 10. Your teammate who switches in is healed for 15.
Appearance: A white cape bordered with gold trim. It's showy and flashy and looks like the sort of thing they used to drape over Elvis or James Brown as they led him off the stage.

Like with the Drums, this is a switch item. A lot of what the Rockers will be about is laying down some powerful tracks and then getting off the stage to let someone else rock the crowd for a while. They need to switch out, in so many words, so their teammates can take advantage of being buffed up. This item will help them to do so. It doesn't make switching out any easier but it rewards a Rocker for being able to slip away. They recover some of the damage they've taken while being out there to buff and also makes that teammate who's receiving those buffs stronger since they're more likely to hit the deck at full health with increased power. It enhanced the power of a Rocker's switch, then, and makes it even more important for their opponents to stop.


ROCKER 5. MIC
Name: Singer's Microphone
Effect: When you successfully attack with your guitar, the duration of your buffs is extended for another turn. When you critically hit they are extended for an additional turn.
Appearance: A microphone. It's silvery and flashy, something that would look good up on stage.

Guitar attacks are a special subset of attacks on the Rocker's bars. They're basically the close attacks that are found in their first two spots. Using this item, then, allows them to make more out of their important buffs by extending their durations but only as long as they're mixing it up. This item could prove problematic, though, since it interacts with several of the Rockers in, perhaps, unfortunate ways. It lets Rocker #6 extend durations quite a lot with his first skill. And Rocker #5's buffs are designed to last only for a single turn, this lets her maintain that increased damage and chance to hit fleeing for several turns. And then there's Rocker #3 who now has a buff that causes him to automatically critically hit – this item lets him crit again and again and again as long as he can land those hits. That's three potential problems and, possibly, many more. So, this item might need a complete revamp but, at the moment, I don't have the time. And, more importantly, I think the results could be pretty interesting.


X. GENERAL

There's a definite energy theme here. A lot of these items revolve around preserving or manipulating energy somehow. I wasn't really planning that it's more of a feature of the fact that these are general items #14~15+ for me. I've made several before, after all, and I hate repeating myself. The earlier ones have taken care of the obvious stuff. And later ones dealt a lot with damage and switching out. That leaves energy, really, as the mechanic to play with. And that's largely what the general items are about. Because these items can be used by any of a growing number of characters in the roster, I don't feel quite as bad about ripping off previous ideas. I don't like to repeat myself but I do like to iterate and a good way to make general items is to take a previous one and try to do what it does in some other way. The Mindreader's Chalice restores energy on a successful intercept so what about one, for example, that would restore health? With the generic pool of items, since there are so many, I'm not as worried about each having its own unique niche but, instead, with giving a player a lot of different looks and options so they can find the one they really think works. Oh, and tossing out the odd mechanic to wrap the game every now and then. I think both are on display here.


GENERAL 1. CANDLE
Name: Candle of Mist
Effect: Intercept costs your opponent 40 energy.
Appearance: A low, squat candle with a flickering flame in a wide saucer or bowl that's catching the melted wax, the candle is practically floating. It's also pouring out smoke and smog and steam, creating a dense and cloudy mist.

The idea here is that when you're wearing this item the intercept button on your opponent's bar will cost them energy to use. 40 energy or equivalent to what they get when resting. Or, in other words, a net of 20 energy for that turn after they're finished. This increase in cost means that intercepting isn't cheap. Although it's not the most expensive, it's going to cost them energy to use. So, if they want to intercept they need to keep around a strategic reserve. If they lack that 40 energy then, just like not having enough energy for a skill, that button would be grayed out and unavailable to use – an opponent couldn't intercept unless they had at least 40 energy, in other words. More importantly, intercepting would cost them the energy they need to use their other skills where, normally, it means they actually gain. It's a 40 energy swing, normally they'd be up 20 but, with this, they're in the hole. That makes intercepting subtly more difficult and, therefore, makes switching out easier for you. It's not going to stop anyone from intercepting but, keep in mind, this is a general item and I don't want to make it too strong. But by making intercepts more expensive it should alter the normal calculus of when to intercept and when not to take that risk of switching out. That's the idea, anyway.


GENERAL 2. BRACELET
Name: Friendship Bracelet
Effect: If another living member of your team shares your group then you add their resistance to your own.
Appearance: A tacky looking friendship bracelet, studded with the various icons or symbols of the various groups.

One of the themes I've been trying to get at with this set of cards is teamwork. The idea that the cards don't just work by themselves but together as part of a deck. So, I've been trying to fold in mechanics and ideas that benefit that sort of thing. This item is yet another one since it rewards players who construct their decks in certain ways. One of those crazy, out there ideas that someone's sure to mention whenever a list of Kongai suggestion is made is that using characters from the same group should have some sort of benefit (That's a bad idea for a variety of ways but mostly because it eliminates a lot of diversity in decks. A bonus for doing something is another way of saying a penalty for not doing something so whatever decks aren't single-grouped or whatever would be missing out and, thus, not as good as other decks. Groups are mostly about limiting item selection, that's bonus enough for using a card with a particular border for me.) and this item is a sneaky way of getting such a thing into the game. With this, if there's another character in the deck with the same colored border then you gain their innate. If you've got Higashi, say, slotted with this and somewhere else is Onimaru, he'd get +10 physical resistance, setting his matrix to an impressive 12/3/3. If Onimaru had the same item then he'd have that same resistance. If you added Yoshi to the mix, then you'd bump up the Light and everyone would have something like 12/9/4. It can get a bit crazy, in other words, especially in 5-Card decks. So, perhaps, the maximum resistance needs a cap. But I don't think it's all that much of a problem because of a few things, first, really abusing this limits your deck to cards of the same group and those are likely going to be worse than decks drawing on a lot of other characters. Second, making extensive use of this item to create a network of resistance means those cards have given up their item slot and other potential abilities – you get a lot of protection but you don't get your Generals or Blood Vials or anything else. And, finally, resistance items are mostly trash and I'd just like to see one that was actually relevant and that means pushing the power level to the breaking point. The restriction that the teammate has to be alive helps (Although that's not much of one when everyone has 30+ resistance, of course) but I might have gone too far here, though, although I'd be pretty happy if I did. An alternative would be to have each group have a specific bonus that would be granted for each group. If there's one or more Ninja you could have a chance to dodge, say. A bunch of Vampires might have be granted life draining on their attacks. That'd be more work, though, since you'd have to figure out something for each group. Could be interesting, though.


GENERAL 3. TOTEM
Name: Featherfoot Totem
Effect: If you and your opponent both agree on changing the range, you gain 50 energy.
Appearance: A wooden totem, painted vividly, it's a stylyzed depiction of an eagle or a thunderbird of some sort.

I like to name items after a pattern, in case you haven't noticed, and the original set established a theme that I've followed of naming things to deal with changing ranges after some kind of Totem. The idea here, then, is that this item is a cousin, a counterpart to the Stoneheel Totem that increases the cost of changing range. Rather than increasing, though, it decreases. The way it works is this, normally a character spends 50 energy to change ranges and both players can opt to do so or to pass during the movement phase. With this item equipped, though, it complicates that phase somewhat and, perhaps, adds an element of gamesmanship. Because, if both players opt to move to the same range then this item hands you 50 energy, effectively letting your enemy pay for shifting the range for you. This idea is a little half-baked, though, since you can already do that by just passing when they've set the range. So, perhaps, it could be made a little better by rewarding you for guessing right a little more. But guessing right is what this item is about and creating yet another mental game where you and your opponent try to dance around what you each want to do.


GENERAL 4. CHARM
Name: Gravestone Charm
Effect: Your corpse cannot be exploited.
Appearance: A small casket carved from ivory bone, a charm dangling from a necklace.

Wearing this item you cannot be exploited. That's both a simple effect and a powerful one because you can use it in combination with cards that exploit corpses. Imagine you've got this on a real powerhouse you can use N1, the Animator, to bring their corpse back to life multiple times, stepping around the normal restriction of one. It's a bit of a double-edged sword, though, since your corpse is a resource that can't be exhausted by your opponents, either. And they, too, can use that to good effect. It might be worth making this a little stronger by making that your corpse can't be exploited means you can't be turned into a Zombie or whatever because, for the most part, you're setting yourself up more than you are setting up a plan here. But that would take away the sense of danager from an item that opens up new ways of abusing the game.


GENERAL 5. BRACERS
Name: Iron Bracers
Effect: If your attack fails to hit your opponent, you gain 20 energy.
Appearance: Plain wrist bands of wrought iron. They're not very ornamented or detailed, they're just heavy and solid, like a pair of old hand cuffs.

The idea here is that there are a lot of ways for attacks to fail. Whether it's missing or being interrupted or even being reflected, it sucks when your attacks fail to land. This item, though, takes some of the sting out of it. Not all of it since this is only a general item after all but wearing this item when you somehow fail to hit your opponent you'll get an extra 20 energy. With the end of turn regeneration that means on those turns when you've failed to hit you'll effectively have rested. That's energy you can use to attack again.


GENERAL 6. CUP
Name: Victor's Cup
Effect: When you kill your foe, your energy is restored.
Appearance: A cup, a chalice, a goblet made of gold that looks like nothing so much as a trophy.

With this item when you kill an opponent you gain enough energy to fill your bar back up to the maximum. That way, you face off against your next foe with a full 100 energy. And, as the observation has been made, in Kongai you're fighting against your opponent's health bar just as much as you're fighting against their energy. A full bar of yellow means that you might not have a lot of health left but that you can at least try to do something. It makes you recharged for the next fight where you can use this card to press the advantage you've just created by earning a kill. It also means that you can go full out trying to get that kill since you won't have to worry about facing your next opponent without anything to use. Blast away with your most expensive skills, if they land you'll get that energy back and be ready to blast again. I like the idea, the only thing I'm not sure about is that Gangster Item #3 is doing roughly the same thing, making this a junior or improved version. And I really don't like that sort of thing. But the Gangster item also offers healing giving it a slightly different twist. And there are only 5 cards that can use it while everyone can use this – and I think it is interesting enough that a lot of cards would want to give it a try. I just think one or the other shouldn't exist, at least not at the same time.