Vunik
2/2 Zombie
Maybe trying to kill an immortal mage wasn't the best plan . . .
Posts: 110
Color Alignment: White, Blue, Black
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Post by Vunik on Aug 20, 2021 6:12:34 GMT
You step into the clearing, and immediately notice how run-down the place is. For the “shining frontier of Veretim,” Camp Heavensent is lackluster. People mill about, building small cabins, or looking like they’re working. A large wooden structure borders one edge of the camp, waving the Federation’s flags. In front of it, you see a large noticeboard. Before you can move to investigate, a voice calls out to you.
“Hey!” You turn to see a small dwarven woman, hair pulled back into twin braids that nearly touch the ground. She smiles up at you. “You’re new here, aren’t you?”
You simply nod in response.
She sighs, looking around at the camp. “You’re a bit early, I’ll admit. The Federation wasn’t expecting y’all to sign up so quickly.” She points to a group of workers cutting down trees on one edge of the camp clearing. “We’re still pushing back the Outlands to make the camp proper.”
“Still, that’s no reason you can’t help!” She attempts to slap your shoulder, but the height different results in basically a punch to the side. It hurts. “My name’s Ella. I’m in charge of the Adventurer’s Society in the camp. I post all the quests, and you can come to me to figure out what’s going on here.”
You cock your head to the side, and Ella recognizes your question before you speak. “What to do in the meantime? Well, relax, and get to know your fellow adventurers! But don’t get too comfortable – I’ll have work for you before you know it!”
With that, the dwarf walks off to the large wooden building, leaving you standing there, a bit bewildered and with a sore side. Yes indeed, Camp Heavensent was nothing like you expected. But that’s for the best. It wouldn’t be exciting if everything went according to plan.
Taking a deep breath of the wild air, you begin to wander the camp. Ella’s right, after all. Soon, your life will be anything but boring, so make use of the relaxation while you can.
Coming Soon: An RPG/Card-Design Game Mix!
Welcome to Heavensent, an RPG mixed with a card design challenge. The concept is simple: you take on quests, which vary from simple odd jobs to massive endeavors, and make a card showing how you tackle the job. It’s a bit more complicated than that, but that’s the gist. As a reward for completing a quest, you get Reputation and Ancient Pieces (AP for short). Reputation allows for you to take on more dangerous quests, while AP allows you to by stuff from Bjorn’s General Store.
With each completed quest, the world around the camp changes – sometimes for the better, sometimes for the worse. It’ll be up to you to decide whether to help grow Camp Heavensent and tame the Outlands, or plunge the camp into a endless war of backstabbing and sabotage.
{Bjorn's General Store} • Crafter’s Manual (1 AP): You can use an additional non-evergreen keyword mechanic on cards. • Artificer’s Manual (2 AP): You can craft Artifact cards. • Summoner’s Manual (2 AP): You can craft Creature cards. • Naturalist’s Manual (2 AP): You can craft Land cards. • Speedster’s Manual (2 AP): You can craft Instant cards. • Caster’s Manual (2 AP): You can craft Sorcery cards. • Ally’s Manual (2 AP): You can craft Planeswalker cards. • Leyline Refiner (3 AP): You can craft an additional class of mana values. • Prismatic Lens (3 AP): You gain an additional color. • Personal Innovation (5 AP): You can use a custom keyword mechanic on cards. • Specialization Device (5 AP): Whenever you craft a card of the specified type, mana value class, or color, you get an additional Reputation upon quest completion. (This includes sabotages and assists.) • The Up-Your-Sleeve (5 AP): One-time use. You may create one more card to complete this quest. This doesn’t increase the number of sabotages required for the quest. • Ancient Manufacturing (10 AP): Characters that assist you get ½ the quest’s AP reward, rounded up. • Hidden Knife (10 AP): When you sabotage, the defending player needs two assists to counter. This ability must be declared when sabotaging. • Duplication Device (10 AP): You can take two quests at the same time. • Rear-View Eyes (10 AP): It takes two sabotages to cause you to fail a quest. Each sabotaging player gets the full AP reward and a level of infamy. • Fatechanger (20 AP): One-time use. Allows you to change a failed Result Roll to a successful one. Must be used before sabotages and assists. • Magnum Opus (50 AP): You craft a special card. This card doesn’t have to follow your kit. Whenever you attempt a quest, sabotage, or assist, you may deploy your magnum opus to automatically succeed at your attempt. You may also deploy your magnum opus in response to a sabotage, automatically succeeding instead. You may do this once per week.
{Quest Board} • Clear Land <1 AP | 1 Rep | 95 SC>: More and more people are coming to Camp Heavensent. Clear some of the trees and brambles surrounding the camp. • {NONLETHAL] Heated Dispute <1 AP | 2 Rep | 85 SC>: A noble from Akari, one of the Federation Nations, has arrived in Camp Heavensent, and seems to think he can run the place, much to Ella's irritation. Try to defuse a fight between him and a fellow adventurer before things turn to blows! <NEW> • Forging Problems <1 AP | 2 Rep | 75 SC>: The forge in the camp has stopped working. Fix it, or find a new way for the camp to make tools. Currently Being Attempted.• {CARD] Goblins! <2 AP | 2 Rep | 60 SC>: Small scale monsters, goblins, have started to harass the camp. Get rid of them anyway you can! <NEW> • {CARD] Dirty Well <1 AP | 1 Rep | 80 SC>: The main well of Camp Heavensent has gone dirty as of late, due to some rogue earth elementals. Take care of them! <NEW> • {PARTY] First Expedition <3 AP | 3 Rep | 50 SC>: The Outlands are an unknown place, and that's not good for defense. The Adventurer's Guild needs a party of brave individuals to scout out the immediate area and report back their findings. <NEW> • {EXTRA 1] Ship Repair <2 AP | 2 Rep | 70 SC>: One of the Federation ships suffered heavy damage from a recent storm. It needs to be repaired before it can return to the mainland and bring back supplies. <NEW>
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Post by Flo00 on Aug 20, 2021 10:29:21 GMT
I'm excited and looking forward to how this will continue.
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Vunik
2/2 Zombie
Maybe trying to kill an immortal mage wasn't the best plan . . .
Posts: 110
Color Alignment: White, Blue, Black
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Post by Vunik on Aug 21, 2021 17:45:57 GMT
VERSION 1.0 RULES These rules also are linked as a document in the first post.
Character Creation Character creation is simple, and similar to Battleboards. As starting adventurers, you have a limited “kit” – the sorts of magic you can wield on the fly. The Outlands are an unpredictable place after all, and your magic doesn’t work quite like you expect.
A starter character kit has the following: • One (1) color that they can craft. Colorless, in this case, is a color. • Two (2) card types that they can craft, from any modern card types. o This excludes mechanics and non-evergreen card types, such as adventures, classes, sagas, etc. o Currently, there is no limit to the P/T to creatures. This is subject to change as the games play out. • One (1) class of mana values: o Small – 0 – 3 o Medium – 4 – 6 o Large – 7 + • One (1) non-evergreen keyword mechanic. Additional colors, card types, mana values, and more can be bought from Bjorn’s General Store.
Questing To start questing, you find a quest from the Quest Board and claim it in a reply. Quests are first come-first serve basis, and you may only take one quest at a time. Each quest has a Reputation and AP reward listed, as well as Success Chance (SC). You copy the quest text and craft a card to solve whatever the quest wants, whether that be a repair or a hunt.
After this, you make a Result Roll – a roll between 1 and 100. This is posted with your card. If your result is within the SC of the quest, you succeed! If you don’t, you fail. (Success Chances are counted from 1, i.e., a SC of 20 means your Result Roll needs to be 1 – 20, inclusive.)
Once you’ve posted the card, there’s a 1-day period where other adventurers can either sabotage or assist your attempt on the quest. A sabotage causes your attempt to fail, regardless of the Result Roll. An assist, however, causes your attempt to succeed, regardless of any sabotages or the Result Roll. To assist or sabotage, simply reply to a character’s quest attempt with “ASSIST” or “SABOTAGE” and a card showing what you do.
After this 1-day period, the attempt is set in stone, and the result is determined. If you succeed, the quest’s Reputation and AP are added to your total, and you can attempt another quest.
If you fail, decide how your card fails and offer an explanation. The quest goes back onto the Quest Board – but the Reputation and AP rewards are doubled, as the next player must deal with your failure as well as the initial problem.
However, if you fail from a sabotage, the sabotaging player gets the AP and a rank of infamy. The quest doesn’t return to the Quest Board.
Quest Tags Quests occasionally have tags, which tell you if something is different about the quest in question. Make sure to keep them in mind! • {CARD} – There’s a specific card you have to counteract in this quest. • {EXTRA N} – To complete this quest, you must craft an additional N cards. • {COMBAT} – A fight is inevitable – your card must interact with combat. • {NONLETHAL} – Avoid a fight at all costs! Cards that positively interact with combat aren’t allowed. • {HIDDEN N} – This quest is a secret quest relating to the black market or other illicit activities. You must have N ranks of infamy to take this quest. • {PARTY] – This quest can’t be completed alone; two or more characters must craft cards to beat it. These quests are harder to sabotage, as they need as many sabotages as they have party members. The AP and Reputation rewards listed are granted to each participating member. • {FOUNDATION X/N} – This quest is a part of a Foundation Questline, which will cause a direct impact on Camp Heavensent. These quests often have complications, so come prepared for anything!
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Post by Flo00 on Aug 22, 2021 8:11:35 GMT
If I haven't missed something, you haven't explained what happens if a qeust gets sabotaged and assisted at the same time. Although the Hidden Knife shop item implies something in this direction.
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foureyesisafish
7/7 Elemental
Posts: 388
Favorite Set: Ikoria: Lair of the Behemoths
Color Alignment: Blue, Red, Green
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Post by foureyesisafish on Aug 22, 2021 13:28:37 GMT
If I haven't missed something, you haven't explained what happens if a qeust gets sabotaged and assisted at the same time. Although the Hidden Knife shop item implies something in this direction. Assist beats sabotage. It says it right in the rules.
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Post by viriss on Aug 22, 2021 14:35:46 GMT
No idea if I'm doing this right so let me know if I do it wrong. =)Martha Denton
Starting Kit: 1) color: White 2) card types: Creature, Sorcery 3) mana values: 0-3 4) Non-evergreen: Exalted AttemptingForging Problems <1 AP | 2 Rep | 75 SC>: The forge in the camp has stopped working. Fix it, or find a new way for the camp to make tools Result Roll = 71
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foureyesisafish
7/7 Elemental
Posts: 388
Favorite Set: Ikoria: Lair of the Behemoths
Color Alignment: Blue, Red, Green
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Post by foureyesisafish on Aug 24, 2021 18:04:01 GMT
This young girl resembles a mix between a human and a frog. Her bounding strides leave softly glowing footprints in their wake.
Brooke Irving Colors: Card Types: Creature, Enchantment MV: Small (0-3) Mechanics: Transform Text Color: 2269ce Text Font: Courier New
I Tales"ONCE upon a time, in a soggy land to the north, stood a small manor overlooking a moor. The lord of the manor was not a fair ruler, his arrogance and self-centeredness blinding his judgement, and his wife was not much better. However, even in this family of brutal wolves, there was a shining star. The lord's beautiful daughter was an exuberant, joyous soul, liking to walk about the marsh and the surroundings of the manor, much to her parent's chagrin. One day, the lord and lady's cruel treatment of their serfs caught the attention of a witch living in a nearby bog. As the witch thought of how to punish them, the family's young daughter began to walk over to the marsh, and a devilish plan formed in the witch's mind. Bursting from beneath the green, algae-filled water, the witch put a hex over the young noble, transforming her into a frog. The witch then approached the manor, giving the lord and lady an ultimatum: If they wished for her to change back to a human, they would need to stop abusing their subjects and exploiting the land.
The witch did not expect them to reject the bargain and abandon their daughter to her amphibious fate. Her temper ignited by this flagrant disregard for family ties, the witch cursed the lord and lady's manor to fall into ruin, claimed by the swamp itself. The family laughed at the witch as she walked out of the manor... but their fate was sealed. By a tenday later, the entire manor was reclaimed by the wilds, becoming an imposing reminder of proper relationships in this land of mud and reeds."
-Logan Woud, Tale Chronicler II Truth
The tale of the frog noble is a surprisingly recent tale, only emerging into the public consciousness around 5 years ago. For a story of this type, it also has a surprising origin: instead of being simply a fantastic tale told to entertain, it is a slightly mutated account of the fall of an actual noble estate.
Even more surprisingly, the fall only happened 8 years ago.
House Irving was a small noble house from the Federation Nation of Glaslatch, a land known for its vast wetlands and banks of creeping fog. While some members of the house remain, the main family was killed around 8 years ago, corresponding to the vanishing of their young heir Brooke Irving and the fall of their manor to fae incursions.
Lord Grant Irving and Lady Kirstin Irving were infamous among their subjects for draconian 'regulations', corrupt dealings, and various other forms of abuse. The two are particularly infamous in the region for their attacks on the local fae, treating them as mere pests that deserved to be exterminated. This flagrant disregard for hospitality and even common decency caught the ire of a powerful hag, Kelpith Illon, who was a leader among the local fae. Tired of her people being slaughtered, the horse-headed hag decided to give the Irvings an ultimatum. When the nobles' 8 year old daughter, Brooke Irving, arrived at Kelpith's marsh to wander around, Kelpith emerged from the marsh and cursed the young girl, transforming her into a small frog. Kelpith, along with a small group of her own subjects, marched up to the Irving's manor, their daughter in hand. The horse-headed hag, in her sarcastic, grating, and imposing tone, delivered her bargain to the arrogant duo: either end the ruthless slaughter of her serfs, or lose their daughter forever. The couple, in their arrogance, chose the latter, increasing their cullings to seemingly 'punish' the supposedly 'disrespectful' fae for taking their daughter.
At that moment, Kelpith took mercy on young Brooke, delivering the frog to a local hedge-witch named Jean who happened to be in debt to the hag. Then, Kelpith gathered the fae of the land, from the elves of the wood to the kelpies of the bog. Her forces assembled, Kelpith stormed the manor once more, bringing the water of her home with her. Arrogant to the end, the Irvings attempted to beat back the fae... only to cursed to become frogs themselves before being trampled underfoot and consumed. In the end, the manor was completely destroyed, with only reclaimed ruins in the middle of a swamp remaining.
After the battle, Kelpith returned to the small shack of Jean, who had protected the frog for the battle. As the hag entered the hedge-mage's abode, Jean demanded an explanation... a demand that her patron ignored as she extended her hoofed fingers and cast a spell over Brooke, partially returning the girl to her human form before walking out once more.
Jean brought young Brooke into her home, and for 8 years taught her the ways of magic. Now, Jean has let her surrogate daughter leave, thinking her finally ready to explore the world.
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foureyesisafish
7/7 Elemental
Posts: 388
Favorite Set: Ikoria: Lair of the Behemoths
Color Alignment: Blue, Red, Green
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Post by foureyesisafish on Aug 25, 2021 14:46:13 GMT
Attempting: {NONLETHAL] Heated Dispute <1 AP | 2 Rep | 85 SC>: A noble from Akari, one of the Federation Nations, has arrived in Camp Heavensent, and seems to think he can run the place, much to Ella's irritation. Try to defuse a fight between him and a fellow adventurer before things turn to blows! <NEW>
IIIThe Frog and the Noble Brooke Irving walked into Camp Heavensent, looking in wonder at the hustle and bustle of the camp. As she wanders round, she catches sight of an argument between two adventurers, one seemingly a haughty noble, the other a towering soldier.
"Do you even know who I am?"
"Do you think I care? Just because you rule some small patch of land in Akari doesn't mean you can boss me around!"
"Listen, woman! One more piece of back-talk and I'll drown you in legal problems for years!"
Brooke recognizes the noble's attitude. Same one as her parents. The ones who abandoned her to fate for their grudges.
Brooke runs up the two of them and asks, "Excuse me, but is everything alright over here?"
The large woman's face softened from a scowl of rage to moderate concern. "Generally alright. I'm simply having a disagreement with this other adventure here. No need to g-"
"Simply a disagreement?! SIMPLY A DISAGREEMENT?!!! You've rebuked my authority, insulted me, and told me you had better things to do! How is that simply a disagreement?"
The soldier was about to respond when Brooke tapped her and said quietly "I'll deal with him." She walked up to the noble, her frog-like feet and hands clearly visible.
"Please pardon me, but it seems like you're in the wrong here sir. This fine lady here clearly has other things to do around camp, and it seems to me that you're using whatever noble title you have to boss others to do your work for you."
The noble turned to the frog girl, clearly enraged by her comments. "You... you little... you're just a frog! You have no authority to criticize me! Go back to the swamp from whence you came! Out of my sight, vermin!"
Brooke looks shocked and saddened for a second before her face bursts with rage, tears streaming down her face.
"I was going to try and be polite, but now I'm not going to. LISTEN HERE YOU BASTARD!" Her hand glows an otherworldly blue as she extends it up. "Being a noble isn't an excuse for treating people like crap! You've clearly caused this woman hell by bossing her around, and you refuse to own up to the fact that you don't have a drop of power here."
"...you hag. I'll have you know that if you do anything to me, I will make you pay. Your flagrant disregard of my role as a noble is disrespectful and thus... " he smiles "An act close to trea-"
"Have you gone so low as to accuse an innocent girl of treason just because she called you out? Seriously?" The woman lowers her arm towards her weapon's sheath.
"I'll have you know I have friends everywhere, woman. And they'll be more than happy to bring you and your little friend to justice if you do anything to me. " The prince goes to draw his sword...
Brooke lowers her arm and slings out a burst of blue magic, which weaves its way around the noble and slowly draws him closer and closer to the ground, his becoming further and further apart, his jaws and limbs expanding...
Even the Mighty Croak Enchantment - Aura Enchant creature with mana value 4 or more. Enchanted creature loses all abilities and is a blue Frog creature with base power and toughness 1/1. The proud noble walked in. He hopped out, his pride in tatters.
Result Roll: 73
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Post by hydraheadhunter on Sept 21, 2021 7:56:14 GMT
Dram was an old soul, and he was bitter about it. Dram, The Malenthusiast- Color: Black
- Type: Creature, Sorcery
- MV: 4-6
- NEG: Exploit
{Attempting Dirty Well} It didn't matter how young a settlement is: there's always someone trying to get dead-ass drunk. Here in Camp Heavensent, that someone was Dram. But, today the quartermaster cut him off right after he was about to get tipsy. "Sorry, Dram. Without clean well water, we're stuck rationing every drop of potable liquid." " Fine. I'll solve your damn elemental problem. Just give me one more glass of the good whiskey: I'm painfully close to being sober." The quartermaster reluctantly obliged, and Dram set out of doing the dirty work of cleaning up the dirt. Several strings pulled later, Dram was standing over the earth elemental infested well with several barrels over-ripe limes. " Buncha rocks! Let's see 'em hold themselves together after they've soaked in this for a few hours."
Chelating Agent 3 generic and two black Creature - Dwarf Rogue Exploit. When Chelating Agent enters the battlefield, if it exploited a creature, destroy all token creatures you don't control. Whenever Chelating Agent attacks, destroy up to two target token creature. 3/4 {Explaination} My thought here is that earth elementals are basically rocks, and if they're hanging out in a well, that just makes them super hard water, so a chelating agent'll help fix the problem by softening them right up. (It's a fun little pun. I know in the card art their little tree fellas, but I feel this explaination makes sense given just the mechanics.) Citric Acid is one such chemical, and given the settlement is reached by ship, there'd likely be barrels on barrels of limes aboard the ships to prevent scurvy.
Roll 36 against SC 80.
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