| Post/Author/DateTime | Post |
|---|---|
| #1justisaurJan 25, 2011 15:38:52 | godeckyourself.com/core/card/card-list.s... I've updated these again, I put the cards my DM is having trouble with in purple. I'll list the purple cards text below as well. I think I've got Death's Gamble and Threatening Feint worked out, and the DM loves Ground Zero, but the players don't so I added the bits about enemies only on a crit. I'm still a bit iffy on Reinforcements, Grab Some Air, and Body Shield. Threatening Feint: \Mark\ **Crit or Fumble** Mark the target(s) until the end of your next turn. Marked targets take 5 damage per tier if they make an attack not including you. Death’s Gamble //Death has come to collect// **Crit or Fumble:** Resolve Crit or Fumble normally. You and Target are both placed under Death’s Gamble. Death’s Gamble: you may not heal, regenerate, or gain temporary hit points. All hits on you by anyone with Death’s Gamble deal maximum damage. Death’s Gamble is only removed when someone with it on them dies, or gets the Saved! Crit or Fumble. //Death takes his toll one way or another// Reinforcements //Add combatants// **Martial Crit:** Reinforcements or new allies arrive after the end of your turn (see magic crit for appropriate type & power, or create a “Mysterious Stranger” NPC that shows up for PCs and disappears at the end of the encounter.) **Martial Fumble:** (Fear): Power was not used. Instead move your speed +2 away from the target. You avoid unsafe squares and difficult terrain if you can. This movement provokes opportunity attacks. You take -5 to attack and grant combat advantage until your next turn. **Magic Crit** Power is lost, Conjure monster(s) appropriate to the power and your level (fire elementals for a scorching burst, a minion for at-will or basic, standard for encounter, elite for daily). **Magic Fumble** Power is lost, you disappear and are shunted to a pocket dimension, save ends. When you save you reappear in the same square you disappeared from. Ground Zero //burst// **Crit:** Power becomes burst 2 centered on target or if already a an area effect, increase the size by 2 and center it on the target. All effects of the power besides those that only affect allies affect only enemies. Pull 3 more crit cards and apply their effects to all enemies that are hit. **Fumble:** Power becomes burst 2 centered on your, or if already an area effect increase the size by 2 and center it on you. Pull 3 more crit cards. You take max damage. Ignore enemy and ally keywords in power. All targets hit take full effect of the 3 additional crit cards and the power. Grab Some Air **Martial Crit** Push target d3 squares up per tier, (can still save to go prone vs. going up if not flying). Target may attempt to Catch Hold. //see Athletics// **Martial Fumble:** You are pushed up as above. **Magic Crit:** Loose power, all targets are Levitated: Slowed -2 AC & Reflex & forced 4 squares up each round, Save Ends, falling damage as normal. **Magic Fumble:** You are forcibly levitated as above. Stench //Close Burst 1 Push Zone// **Critical or fumble** Close burst 1, Creates a zone in burst that lasts until the end of the encounter. Zone of Stench: Creatures take a -2 to attacks in the zone. //"Criticus had skunk and limburger sandwiches for lunch again."// Body Shield **Martial Crit:** Pull target to you. Target is grabbed, and provides cover, any attack that misses you roll against the target. When target escapes you lose all benefits. **Fumble:** You provide cover as above until the beginning of your next turn. //Grasping Hand// **Magic Crit:** Target Slides to an adjacent square and is Immobilized, target Slides with you and provides cover as above, Save Ends. Greed Treasure! **Martial Critical:** Steal a random item from the target. **Martial Fumble:** You throw random coins and gems at the target(s), roll a basic ranged attack against all targets doing d4 damage, and distracting. **Magic Critical:** You shoot gems at the targets imbued with your power, +d6 damage per tier, and leaves a parcel of gems in targets squares. **Magic Fumble:** You shoot gems at the targets. Make an attack against reflex on all targets. (Hit): d6 per tier. (Effect): leaves a parcel of gems in the target(s) squares. |