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Thread: The Homebrewer's Extended Signature

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    Ogre in the Playground
    Join Date
    Jan 2012
    Location
    Half past Crazy
    Gender
    Male

    Post Re: The Homebrewer's Extended Signature

    Best Projects:
    --Positive Plane overhaul
    --[3.5 class/subsystem] Truespeaker
    --[3.5 base class/subsystem] Runes of Creation

    Current Projects:
    --None

    Past Projects:
    --[3.5 magic item] Infinipedia, useful item
    --[3.5 magic item] Mobile Fortress
    --[New system] BF6/Hello, my Name is
    --[3.5 PrC] Godling
    --[3.5 PrC] Planeswalker
    --[3.5 PrC/Feats] Craftsman
    --[World] The Forsaken Lands
    --[Artifacts] The Keys
    --[System] Perfect Fate
    --[3.5 feats] Mundane "spell" feats
    --[3.5 feats] Factoum feats galore!
    --[Monster] My super Tarrasque
    --[3.5 feats] Social Feats.
    --Time Travel
    --[3.5 creatures] Positive/Negative Elementals
    --[3.5 Feat] Vow of Poverty Fix
    --[3.5 Feat] Other Vow of Poverty Fix
    --[3.5 template] Mind Break
    --[3.5 items] Magic Housewares
    --[3.5 class fix] My fighter fix.
    --[new system/tutorial] Canine Supers
    --[3.5 Base Class] Magic Girl
    --[3.5 templates] Some random templates
    --[3.5 feat] Armored Mage
    --[3.5 Classes] God-blooded and Demigod
    --Positive Plane overhaul
    --[UM20 variant] Tiny Quest (Needs a better name)
    --[3.5 class/subsystem] Truespeaker
    --[3.5 subsystem] Better Epic spellcasting
    --[3.5 npc class] Cultist
    --[3.5 base class] The Charlatan
    --[3.5 feats] Truth and Lies
    --[3.5 feats] Class Skill feats
    --[3.5 PrC] Kai Monk
    --[3.5 PrC] The Ascendant
    --[3.5 base class/subsystem] The Shaper
    --[3.5 monster class] The Dragonsoul Kobold
    --[3.5 PrC] Pikmin Captain
    --[3.5 base class/subsystem] Runes of Creation
    --[Original System] Potere Arcano

    Co-Op Projects:
    --[3.5 class] Holy Lyrist (with asdflove)
    --[3.5 class] Fighter Fix (with asdflove)

    ArM Code 1.5 5+ !Ca R H L- G Y2015 T(1)-- SG-- P- HoH(Bj+ J D+) !FZ !C :-D Cd

    Spoiler: Wizard's War
    Show
    Battle Decks
    The fun of a game like Magic with none of the cost. All you need is a normal deck of playing cards for each player to take on the role of a Wizard fighting for dominance.

    Setup
    Each player needs a standard deck of 52 cards, setting any jokers aside. Each player shuffles their deck and draws 12 cards from it. They choose 7 to keep as their starting hand and shuffle the other 5 back into their deck. Each player then deals five cards from their deck to form their Shield row. Choose a random player to go first.

    Card Suits
    Each suit has a special meaning.
    • Diamonds -- Diamonds are Mana Crystals. Wizards use them to power their spells.
    • At any time, you may exhaust a Diamond to gain Mana equal to its Rank.
    • When you spend Mana, any excess Mana you have is lost instantly; you can't split the mana from one Crystal between two things.
    • Clubs -- Clubs are Flame Dragons. Wizards summon them to wage war against their opponents.
    • Hearts -- Hearts are Ice Golems. Wizards summon them to ward off opposing monsters.
    • Dragons and Golems are collectively known as Monsters.
    • If a Monster ever takes damage equaling or exceeding its Rank, the monster is discarded.
    • Spades -- Spades are Lightning Orbs. Wizards use them to blast away at opposing monsters and to defend against other lightning orbs.


    Card Ranks
    Each card's Rank indicates how powerful it is. Jacks are Rank 11, Queens are Rank 12 and Kings are Rank 13. Aces are always Rank 1.

    Exhaustion
    During play, cards on the table will be exhausted when used. While a card is exhausted, you can not do anything that would exhaust that card. When a card is reset, it becomes unexhausted and can be used again.

    Running out of Cards
    If you need to draw a card from your deck and no cards remain, draw from your Shield row instead. If you can't (because your Shield row is empty), you have run out of energy; you lose the battle and your opponent wins.

    Flow of a Turn
    During a player's turn, they progress through the following 4 phases in order.

    Reset Phase
    NOTE: The player who goes first skips this entire step on their first turn.
    Reset all of your cards on the table. Then, draw 1 card from your deck into your hand; you may spend 10 Mana to draw an extra card. After drawing, advance to your Play Phase.

    Play Phase
    You can play any number of cards from your hand, as long as you can pay for them. Once you finish playing all of the cards you want to play, advance to your Battle Phase.
    • Diamonds -- Mana Crystals: Each turn, you may play a single Crystal, putting it face-up on the table in front of you. If the Crystal played is Rank 10 or higher, you must return a Crystal you already have on the table to your hand.
    • Clubs and Hearts -- Monsters: To play a Monster, you must pay Mana equal to its Rank. When a Monster is played, put it face-up onto the table.
    • Spades -- Lightning Orbs: To play an Orb, you must pay Mana equal to its Rank and target a Monster or another Orb. Then, the target takes damage equal to the Orb's Rank.
    • Orbs can be played at any time during any Play or Battle Phase, even if it isn't your turn. You can even play a Orb onto a Orb your opponent just played; damage dealt to an Orb reduces its Rank.


    Battle Phase
    You can have your Monsters attack your opponent. Choose any number of Monsters you control to attack with. You may choose any number of Dragons and up to one Golem. A Monster can not be attack if it was played this turn. All attacking Monsters are exhausted.

    For each attacking Monster, your opponent may choose one or two of their Monsters to block it. Only unexhausted Monsters may block and each may one block one attacker. At most one Dragon may block once per turn.
    • If an attacker is blocked, they fight the monster blocking them. The attacker and blocker each take damage equal to the other's Rank.
    • If there are two blockers, you choose the order your attacker fights them; your attacker's Rank in the second fight is reduced by the damage it took in the first fight.
    • For each unblocked attacker, your opponent must draw a card from their Shield row. If they can't (because its empty), the attack hits them directly and they lose the game.


    Closing Phase
    At this time, Monsters heal, removing all damage from all monsters. If you have more than 7 cards in your hand, discard cards from your hand until you have only 7. After discarding, your opponent starts their turn with their Reset Phase.
    Last edited by qwertyu63; 2022-10-04 at 10:11 PM.

    My Homebrew-Estote clementes, et numquam desinete discere.-FanAdv