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Topics - Septima Rhay

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121
PvP / Septima Event Ideas
« on: July 13, 2020, 04:32:41 pm »
Current event ideas that can be refined and run for the community in 2021.  Propose new ideas in a new thread. 

Spoiler for Mirage - Individual PvP Event:

Miragethings aren’t always what they seem.

Players choose 3 deckbuilding packs.  2 of the three packs are publicly presented accurately.  1 is publicly presented falsely.  Other participants won’t know which 2 are true and which 1 is false.

Base upgrades –
5 from your 3 deckbuilding pack cards only

Mirage cards - Each round a set of "mirage" cards will be freely upgradeable (don’t count towards base upgrades).  Example Round 1: Mutation, Tomb, Graviton Fire Eater, Gaian Enchantress, Nightshade, Heat Mirror, Whirlpool, Monk, Pixie, Epoch, Despair, Dream Catcher

Deckbuilding Packs–
you pick 3 before round 1; selection applies for entire event.

You do not have to play any cards from your three packs, but base upgrades only apply to cards in those groups
You may not build decks with cards from the three packs you did not select.

Deckbuilding packs --

Barrage – Pandemonium, Plague, Corpse Explosion, Command Skeleton, Brawl, Boomstick, Dry Spell, Thunderstorm, Rain of Fire

Collage
– Chromatic butterfly, Shard of Serendipity, Quantum Pillar, Quantum Pendulum, Gift of Oceanus, Georesonator

Camouflage
– Squid, Cloak, unstable shapeshifter, Lycanthrope, Shtriga, Lemming, Graboid, Midas Touch

Entourage – Alpha Wolf, Cell, Fungus, Empathic Bond, Graviton Deployer, Jack O’Lantern, Nymph Queen, Firefly queen, Déjà vu, Pharaoh

Massage – Antimatter, Tidal Healing, Healing, Druidic Staff, Shard of Gratitude, Rejuvenation, Magma, Purify, Surgeon, Shard of Divinity

Sabotage – Shard of Sacrifice, Pulverizer, Shard of Focus, Deflagration, Burn Card, Innovation, Goon


Restricted cards
You may have a maximum of two copies of each of the following cards in a deck: Discord, Earthquake, Shard of Patience, Miracle, Wings, Black Cat, Embezzle

Additional cards for deckbuilding
Depending on community feedback, deckbuilding can be more open or restrictive.  Open means you would have access to any cards in the game with the exception of the deck packs you did not select.  More restrictive means players may need to select X cards at the start of the event that they'll have access to deckbuilding in addition to the (a) deck pack cards they've selected and (b) mirage cards for the round. 

Rounds
Probably 3 rounds, with a mirage twist in each round (new set of mirage cards that can be upgraded).
More event format details to be fleshed out if interest in event is shown.

Spoiler for Open Olympics - Individual PvP Event:

Open Olympics
- the world olympics may be postponed, but the olympics are still happening in oEtG this year

Players select a nation (element) to represent
Players build one deck for each of the 7 events
--6 PVP events are all 1 game matches and round-robin style.
--1 Deckbuilding challenge: Sprint vs. the Player-host
-- Decks are submitted to host by end of deckbuilding phase, then players have a few weeks to complete matches.
-- There will be rankings/points within each event, as well as an overall point (medal) count for an overall event winner.

Timeframe: likely 2-3 weeks to build decks.  Then 2-3 weeks to complete all matches.
Players are encouraged to coordinate all PvP events with an opponent in one go.  Being 1 game per 6 events, this should be reasonable.

Events can be modified, changed, and are open to community suggestions prior to start of signups.  Events so far are designed with theme in mind and need serious look at competitive balance (a) within each event and (b) overall for various elements.  If their is serious event, Septima will lead the pre-event balancing discussions.

 
1.   Sprint (Deckbuilding challenge)

a.   Objective: beat the host-AI with the fewest Turns to win
b.   3 attempts vs. Host-AI
c.   Players tied with fastest TTW will be broken by average TTW of 3 attempts, if still tied, tie remains – players share placement
d.   Host AI will play a 30 card deck of non-upgraded
i.   24 air pillars
ii.   6 Scattering Wind (to be played on player); represents wind effect
e.   10 upgrades
f.   Minimum 70% cards in deck must be in-element
g.   Banned card: Immolation

2.   Marathon (PvP)
a.   Objective: beat your opponent on damage
b.   Decks must have exactly 60 cards
c.   Minimum 40 cards must be in-element
d.   2 upgrades
e.   Must win on damage (no milling opponent, milling effects still allowed)
f.   Banned Card: Miracle

3.   Quadathlon (PvP)
a.   Objective: beat your opponent on damage
b.   Minimum 30% deck in-element
c.   Maximum 60% deck in-element
d.   Remaining cards must be from quad element which your element is part of (i.e. If you are Air, your quad element is Material)
e.   6 upgrades
f.   Banned cards: other cards (except quad pillars)

4.   Gladatorial Golf (PvP)
a.   Objective:  beat your opponent on damage quickly, but with as few strokes as possible at time of win
b.   Each attack is a ‘stroke”
i.   Examples
1.   If 3 creatures attack once each, that’s 3 strokes
2.   Playing a weapon, animating, and catapulting it all in one turn = 1 stroke
3.   Playing a creature and sundial on the same turn = no stroke
4.   Playing a creature and freezing it on the same turn = no stroke
ii.   CC and PC is allowed
iii.   Fog and Dusk are banned
iv.   You can affect the strokes of your opponent through your own actions
v.   Minimum 70% deck must be in-element
vi.   8 upgrades
vii.   Banned card: Silence
c.   Placement overall is for winners with fewest strokes
Spoiler for tiebreaking:
i.   # games wins serve as tiebreaker when strokes are tied
ii.   Example score
1.   Entropy player – 2 win, 4 loss; strokes for wins 7, 10
2.   Death Player – 6 wins, 0 loss; strokes for wins 9, 14, 8, 9, 9, 10
3.   Earth player – 3 win, 3 loss; strokes for wins 5, 8, 9
4.   Air player – 1 win, 5 loss; strokes for wins 8
a.   1st place = earth for win with fewest strokes (5)
b.   2nd place = Entropy for second fewest strokes (7)
c.   3rd place = Death and Air tie with 8 strokes, but Death wins the tiebreaker by having a 6 to 1 wins advantage
d.   Both players should play slowly and audit each ‘stroke’; strongly recommend copying the replay of the match to verify strokes later.

5.   Knock-out Boxing (PvP)
a.   Objective: achieve one of two alternate win conditions to winning on damage
i.   Alternative condition a: Beat your opponent by milling them out (they run out of cards)
ii.   Alternative condition b: Beat your opponent when their hp is exactly 1hp at the end of their turn. s
iii.   If you beat your opponent on damage, you lose
b.   Minimum 50% deck must be in-element
c.   4 upgrades
i.   Banned cards: Black Cat, Pandemonium 3.0
Still not clear how to rank this; needs more thought

6.   Weightlifting (PvP)
a.   Objective:  beat your opponent on damage quickly, but with the highest HP as possible at time of win
b.   Minimum 70% deck must be in-element
c.   12 upgrades
d.   Placement overall is for winners with highest HP
Spoiler for tiebreaking:
i.   # games wins serve as tiebreaker when HP are tied
ii.   Example score
1.   Entropy player – 2 win, 4 loss; HP at time of wins 187, 381
2.   Death Player – 6 wins, 0 loss; HP at time of wins 115, 87, 189, 100, 45, 144
3.   Earth player – 3 win, 3 loss; HP at time of wins, 189, 99
4.   Air player – 1 win, 5 loss; HP at time of wins
a.   1st place = Entropy for win with highest HP (381)
b.   2nd place = Air for win with second highest HP (265)
c.   3rd place = Death and Earth tie with 189 strokes, but Death wins the tiebreaker by having a 6 to 1 wins advantage

7.   Fencing
a.   Objective:  beat your opponent on damage
b.   14 upgrades
c.   Minimum 50% deck must be in-element
d.   Maximum deck size is 33 cards
e.   Deck must contain exactly 6 copies of exactly one weapon (does not have to be in-element)
f.   Deck may not have any additional weapons besides the 6
Feel kind of "meh" about this event, and would be happy for an improved suggestion.

Placement/Points

TBD
Example:
1st place 3 pts
2nd place 2 pts
3rd place 1 pts
Participating in all 7 events 2 bonus pts
If there are ties for a place, both players will receive full points


Spoiler for Questing - Individual or Team; casual/non-competitive:

Septima has tried out a Questing in the Land of Rhay idea, but likely needs to streamline it.  If there's serious interest in this, Septima would work on fleshing out the idea in a more practical way.

More info has been added regarding a Team Quest: https://etg.dek.im/forum/index.php?topic=1060.msg4912#msg4912


122
Events / Affinity - Finals
« on: July 05, 2020, 04:30:15 am »
Rules: https://etg.dek.im/forum/index.php?topic=1049.0



Finals match

Septima Rhay 6 - 1 Serprex

Serprex: Material  :air :earth :fire :water
Protected cards: Fog, Shard of Patience, Arctic Squid
Cards banned for opponents: Discord, Fog, Lightning, Wings, Earthquake, Gift of Oceanus, Steal

VS

Septima Rhay:  :water
Protected cards: Shard of Patience, Arctic Squid, Dry Spell
Cards banned for opponents: Discord, Shard of Focus, Wings, Blue Nymph, Azure Dragon, Iridium Warden, Arctic Squid



3rd place match


7636bas 6 - 0 gomorycut

gomorycut:  :air
Protected cards: Shard of Freedom, Owl's Eye, Pulverizer
Cards banned for opponents: Earthquake, Shark of Void, Embezzle, Arctic Squid, Mind Flayer, Shard of Focus, Deflagration


VS

7636bas: Material :air :earth :fire :water
Protected cards: Nymph's Tears, Shard of Patience, Deflagration
Cards banned for opponents: Discord, Dimensional Shield, Innovation, Wings, Arctic Squid, Blue Nymph, Sky Blitz

Players have through July 13th to complete matches.

123
Events / Affinity - Semis
« on: June 25, 2020, 04:11:54 pm »
Rules: https://etg.dek.im/forum/index.php?topic=1049.0



Rank 1 vs 4 match


Serprex: Material  :air :earth :fire :water
Protected cards: Fog, Shard of Patience
Cards banned for opponents: Discord, Fog, Lightning, Wings, Earthquake


VS

7636bas: Material :air :earth :fire :water
Protected cards: Nymph's Tears, Shard of Patience
Cards banned for opponents: Discord, Dimensional Shield, Innovation, Wings, Arctic Squid

Serprex 5 - 4 7636bas




Rank 2 vs. 3 match

gomorycut:  :air
Protected cards: Shard of Freedom, Owl's Eye
Cards banned for opponents: Earthquake, Shark of Void, Embezzle, Arctic Squid, Mind Flayer


VS

Septima Rhay:  :water
Protected cards: Shard of Patience, Arctic Squid
Cards banned for opponents: Discord, Shard of Focus, Wings, Blue Nymph, Azure Dragon

Septima Rhay 5 - 1 gomorycut



124
Events / Affinity - Open Round
« on: June 07, 2020, 05:22:40 am »
Rules: https://etg.dek.im/forum/index.php?topic=1049.0


Players

Serprex: Material  :air :earth :fire :water
Protected card: Fog
Cards banned for opponents: Discord, Fog, Lightning

gomorycut:  :air
Protected card: Shard of Freedom
Cards banned for opponents: Earthquake, Shark of Void, Embezzle

Dawn_to_Dusk:  :chroma
Protected card: Miracle
Cards banned for opponents: Black Hole, Reverse Time, Amber Nymph

Chapuz: Cardinal  :aether :entropy :gravity :time
Protected card: Black Hole
Cards banned for opponents: Sanctuary, Dream Catcher, Salamander

Lost in Nowhere: Spiritual  :darkness :death :life :light
Protected card: Miracle
Cards banned for opponents: Purify, Flooding, Otyugh

Dataleak: Cardinal  :aether :entropy :gravity  :time
Protected card: Discord
Cards banned for opponents: Steal, Deflagration, Fahrenheit

7636bas: Material :air :earth :fire :water
Protected card: Nymph's Tears
Cards banned for opponents: Discord, Dimensional Shield, Innovation

Septima Rhay:  :water
Protected card: Shard of Patience
Cards banned for opponents: Discord, Shard of Focus, Wings

Matches

Dataleak vs. Septima Rhay (2 - 4)
gomorycut vs. Lost in Nowhere (5 - 1)
Serprex vs. 7636bas (5 - 1)
Chapuz vs. Dawn_to_Dusk (2 - 4)
Chapuz vs. Serprex (0 - 6)
Lost in Nowhere vs. Dataleak (3 - 3)
7636bas vs. gomorycut (4 - 2)
Dawn_to_Dusk vs. Septima Rhay (2 - 4)
Dataleak vs. 7636bas Dataleak forfeits due to inactivity
Serprex vs. Dawn_to_Dusk (5 - 1)
gomorycut vs. Chapuz (4 - 2)
Septima Rhay vs. Lost in Nowhere (2 - 4)


Tie-break match:

7636bas vs. Lost in Nowhere (4 - 2)

16 wins - Serprex
11 wins - gomorycut
10 wins - Septima Rhay
9 wins - 7636bas

8 wins - Lost in Nowhere
7 wins - Dawn_to_Dusk
4 wins - Chapuz
DNF - Dataleak


125
Events / Affinity - Sign-ups
« on: May 24, 2020, 10:09:37 pm »
Read event rules/structure: https://etg.dek.im/forum/index.php?topic=1049.0


art by: sael

SIGN-UPs

1. Serprex: Material  :air :earth :fire :water
2. gomorycut:  :air
3. Dawn_to_Dusk:  :chroma
4. Chapuz: Cardinal  :aether :entropy :gravity :time
5. Lost in Nowhere: Spiritual  :darkness :death :life :light
6. Dataleak: Cardinal  :aether :entropy :gravity  :time
7.7636bas: Material :air :earth :fire :water
8. Septima Rhay:  :water


Create a sign-up post and list your affinity for all to see publicly.  You may edit the affinity through the sign-up deadline. 
Private message your bans and protection to host (Septima Rhay) by sign-up deadline.  You may PM Septima in forum or discord.  If you have questions/concerns about the event, please contact Septima Rhay.

SIGN-UPS CLOSED

Rough timeline of event:
2 weeks sign-ups
2 weeks to complete 3x open round matches
1 week for semi-final matches
1 week for Finals and runner-up matches

126
Events / Affinity
« on: May 22, 2020, 02:52:08 pm »
Event: Affinity


art by: sael

Players sign up and announce their chosen affinity from:

1.   Chroma :chroma
a.   6 upgrades in deckbuilding
b.   Deck may contain up to 50% of a single element

2.   Cardinal  :aether :entropy :gravity :time
a.   15 upgrades in deckbuilding when 100% cards in deck are "in-element"
b.     In-element cards are from Cardinal elements {Aether, Entropy, Gravity, and Time} and Chroma cards
c.      Lose 2 deck upgrades per card that is off-element (i.e. 30 card deck with 7 off-element cards will be reduced to 1 deck upgrade)

3.   Material  :air :earth :fire :water
a.   15 upgrades in deckbuilding when 100% cards in deck are "in-element"
b.     In-element cards are from Material elements {Air, Earth, Fire, and Water} and Chroma cards
c.      Lose 2 deck upgrades per card that is off-element (i.e. 30 card deck with 7 off-element cards will be reduced to 1 deck upgrade)

4.   Spiritual  :darkness :death :life :light
a.   15 upgrades in deckbuilding when 100% cards in deck are "in-element"
b.     In-element cards are from Spiritual elements {Darkness, Death, Life, and Light} and Chroma cards
c.      Lose 2 deck upgrades per card that is off-element (i.e. 30 card deck with 7 off-element cards will be reduced to 1 deck upgrade)

5.   One of the 12 elements  :entropy :death :gravity :earth :life :fire :water :light :air :time :darkness :aether
a.   12 upgrades in deckbuilding
b.   Minimum 50% cards in deck must be in-element
c.     Chroma cards do not count as in-element

Other deckbuilding notes
a. Any mark may be used
b. Players have default 5 minutes in between games unless otherwise agreed between both opponents

Bans
Players choose 3 cards that are banned from ALL opponents’ decks during matches against them unless the opponent protected the banned card; cannot ban a pillar or pendulum; event organizer will post bans publicly after sign-ups are over

Protections
Players choose 1 card that is protected from ALL opponents' declared bans; event organizer will post protections publicly after sign-ups are over

Examples of Legal and Illegal Decks
Spoiler for Example Decks:

Affinity: Spiritual
Protection: Nightmare
Opponent: Fire {Bans Mirror Shield, Fractal, and Innovation}
100% from spirituality elements?  Yes. Note that the Chroma cards, quantum pillar and tower count as in-element for quad players.
Any banned cards in deck?  No
No more than 15 upgrades?  Confirmed. Chroma cards are in-element and allow full 15 upgrades for quad players.
Deck is LEGAL


Affinity: Spiritual
Protection: Bone Wall
Opponent: Cardinal {Bans Shard of Divinity, Steal, and Adrenaline}
100% from spirituality elements?  No.
Are upgrades accurately reduced for each off-element card in deck? No.  There are 5 off-element cards in the deck, so 10 reduced upgrades.  There should be a max of 5 upgraded cards in the deck.
Any banned cards in the deck?  No.  Even though Poison is banned, Arsenic and other poisonous effect cards may be used. The specific death card, poison, is banned for this match.
No more than 15 upgrades?  Confirmed. 
Deck is ILLEGAL


Affinity: Entropy
Protection: Discord
Opponent: Chroma {Bans Black Hole, Miracle, and Shard of Freedom}
At least 50% from Entropy?  No, unfortunately, only 14/30 (46.7%) cards in deck are from entropy. Chromas cards are not in-element for mono affinities. Even if SoSe gives you enough Entropy cards so you end up playing more than 50% entropy cards, it is still illegal.  Must start with 50% entropy cards in deck build.
Any banned cards in the deck?  No.  However, note if Shard of Serendipity gives you any of the opponent's banned cards, you MAY play them (and perhaps note after the game it came from SoSe).
No more than 12 upgrades? Confirmed.  If your opponent notices more than 15 upgrades, note that you are playing SoSe.
Deck is ILLEGAL


Affinity: Earth
Protection: Earthquake
Opponent: Time {Bans Fire Bolt, Sapphire Charger, and Earthquake)
At least 50% from Earth?  Yes, 38/50 (76%) cards in deck are from Earth
Any banned cards in the deck? Yes -- Earth quake, however, your protection allows you to play it anyway
No more than 12 upgrades?  Confirmed.
Deck is LEGAL

Matches
Open rounds– 6 game matches with 3 assigned opponents (18 total games); top 4 players in game wins advances to playoff; 2 weeks to complete all matches; decks played are to be posted after the entire round is over

Semifinal round – Best of 9 game match
Semifinalists may add 2 bans and 1 additional protection; decks played are to be posted after the entire round is done

Final round – Best of 11 game match
Finalists may add 2 bans and 1 additional protection; decks played are to be posted after the entire round is done
Losers of the Semifinal round will also play a Bo11 to determine 3rd/4th place.

After Matches
After a match, post results as a new thread in respective round board but do not post decks used.  Instead, save deck codes and post along with match results after the round ends for all participants.

Breaking ties
If 2 or multiple players tie after open round, we'll break the ties in the following order
1. Player with better head-to-head record
2. If still tied, player with best Win-Tie-Loss stats (2-0-1 beats 1-2-0)
3. If still tied, we go to combined wins of tied player's opponents' wins (strength of schedule)

Prizes

1st: 1 mark code, 12k gold
2nd: 12k gold
3rd: 6k gold
4th: 3k gold
5-8th: 1k gold

127
New Card Suggestions / Candle
« on: February 19, 2020, 04:20:48 pm »
Type: Permanent
Cost: 1 :fire
Effect: Gain 2 :light every turn; lasts 4 turns
Skill: "Snuff".  0 cost - Destroy candle and immediately gain 3 :darkness
Upgraded: lasts 5 turns

Candle concept interests me as a card for Fire element; just not sure how to best develop.   Maybe doesn't offer enough over spiritual pillar.  Would be a support card for Jack O'Lantern..gain light to play shadows and when you get nightfall, snuff out the candle. Should play well with immolation - 6 fire gets out 1 jack and 1 candle.

128
General Game Discussion / Elemental Questing in the Land of Rhay
« on: December 12, 2019, 09:38:03 pm »
Welcome to the Land of Rhay!  Here there be no great kingdoms or states.  Pockets of civilization are scattered throughout a wild expanse of forest, mountain, swamp, and desert. The few noble cities in this region have naturalized and share virtually no connection to the far away kingdoms from whence they came.

Our tale begins in the Great City of Hombarion where you were born and live.  You have come of age and are a Rank 1 user of elemental spells, creatures, and strategies.  You work for the Serendipity Guild, which operates in Rhay’s two great cities: Hombarion and Bahyrst. You may take on Grade 1 missions.  As you acquire experience you may register for higher grade missions and gain additional benefits.

The current mission available to you is to travel to Hombarion’s sister city, the Great City of Bahyrst. You will deliver a small package of important, classified substances, which the Serendipity guild is experimenting with to create new cards.  It is a ten day journey to Bahyrst, assuming a smooth journey.  The payment for successful completion is 500 gold coins and an oetg card of your choice.

Travel throughout Rhay can be dangerous and unpredictable. Be prepared! Your route is due west across the Dhamma Desert to the small city of Pamor.  Then you will continue between the Blue Mountains and the Sea of Ares, passing the Ilandre and Silverwood forests. The Fortress of Vila and Caham Tower will be your next stops.  May RNG be with you.

Mission Map: https://i.imgur.com/QtwbETv.png
Your route begins on the right/west side of map; you'll work your ways left/east

Full Map of Rhay: https://i.imgur.com/Fu68Ioh.jpg
Spoiler for about map:
Rhay was randomly generated with https://www.d20srd.org/fantasy/world/
Mission Bestiary:

A major part of professional questing as part of a guild is preparation.  The serendipity guild collects and provides its own intel to guild questers.  Guild members in return share detailed data about their missions.  The following bestiary is not an exact accounting of what creatures and challenges (cards/decks) you may encounter on your journeys.  But, the knowledge of the areas you will travel and recent intel suggest there's a reasonable chance you may encounter these entities.  You may face threats that are not on this bestiary.  Your threat or challenge may be a specific individual with unique fighting style for which the guild does not have data.  You may very well not face some of the threats from the bestiary.  Use the bestiary as a source for preparation.

01l2o01l2i01l2k01l2n01l2j01l3801l2r0153a01l5q01l5t01l5p01l5m01l5n01l6f01l5r01l6901l6601l9901l9801l8p01l9001lbu01lc101lc8015ce01lc901lca01lcr01lfm01li701lij01liq01li801lic01li601lie01lj101lon01loq015ov01loh01lp301lp5015p401loo01lrq01lrp01lrk01lrt01lsc01ls601lsb01lvf01lv101lum01lun01lv301lut01luv01lva018pi


Dhamma desert -
strong chance of cards from :time, medium chance from :death :gravity :earth :air
Pamor - it's a fishing village by the sea, so cards from  :water :air are a strong possibility
Illandre and Silverwood forests - lush forests with strong chance of cards from :life
Fortress of Vila - a friendly military fort that manufactures battle equipments; they offer friendly training duels, so expect at least some cards from :earth :gravity, but individual fighters could specialize in any cards/styles/elements
Vila to Caham tower - a wilder, rocky hills region with paths between mountains; look out for :death :gravity :earth :air :darkness
Caham tower to Bahyrst - a mix of forest, plain, and desert region; Mana desert is not a dry/sand desert, but an area where strange things can happen like quanta disruption, so be on guard for :entropy and :chroma
Camping - some nights you will stay at inns/forts, others you will camp; be ware of entities of  :darkness  :death
Not likely to encounter - never say never, but questers traveling your route rarely report encountering threats from  :fire :aether. A few common creatures, like salamanders, of course, can be found roaming everywhere.

Starter Mission: Bahyrst Delivery Mission Registry - create a new post with the following information

Questing Name -
Brief description of self -
Class -
If you are a sorcerer, list 4 elements -
Card Inventory (copy/spoiler dek code) -
Timezone, Preferred time for questing -


Select Class & Card Inventory

Class: Beastmaster
Class bonuses: 2 base card upgrades; 6 creature card upgrades
Class restrictions: Decks must contain 6 or more creatures; Decks may not have both weapons and shields
Evasion: 70%

Class: Cleric
Class bonuses: 4 base upgrades; May self-revive self or others once per mission 
Class restrictions: Decks must include 3 or more cards from purify, heal, Shard of Gratitude, Sanctuary, and/or Shard of Divinity
Evasion: 70%

Class: Infiltrator
Class bonuses: 2 base card upgrades; may upgrade stealthy cards - no limits
Class restrictions: May not use fire or light cards
Evasion: 95%
Spoiler for Stealthy cards:
015020155q01lct015ou015rr015s401lus01lv1015v2015vb015up015uu015vd0162e0162401627018pi
Class: Sorcerer
Class bonuses:10 base card upgrades
Class restrictions: May access up to 4 elements*; Decks must contain 6 or more spell cards; decks may not contain both weapons and shields
Evasion: 70%
*Future access to other elements possible but acquisition will be slow and costly

Class: Warrior
Class bonuses: 6 base card upgrades
Class restrictions: Decks must include 3 or more copies of weapons and/or shields
Evasion: 70%

Class: Wizard
Class bonuses: 2 base upgrades; access to additional intel/insight
Class restrictions: Decks must contain 6 or more spell cards; decks may not contain both weapons and shields
Evasion: 70%

Base card inventory
  • Questers may carry card scrolls from which they can build decks
  • Level 1 novices start with 50 total card scrolls in their initial inventory
  • Each copy of an oetg card = 1 card scroll
  • Pillars, Pendulums, and Towers do not count towards the 50 card total

Example Card inventory
Spoiler for Infiltrator class:
02l9506l9001l8s025rr02lrk025ro015rj06lru025s4015ur05lus04lv103lv2025vb04lup015uo05luv01lul018pt


How questing works

Game Master’s role (GM)
  • Describes your surroundings; narrates your experience
  • Asks you to make choices
  • Announces challenge/battle instances
  • Will duel you with a pre-built deck representing your challenge or battle

Quester’s role
  • Design character, pick class, build card inventory, study quest intel
  • Make decisions when given options; answer questions when asked
  • Slice of life details like setting up camp, buying food/lodging, etc.,  are not things you need to track; assume you have the imaginary coin to do these things when presented with options/questions "i.e. Would you like to order another apple juice?"
  • When presented with a challenge decide whether to engage in challenge* or battle** or avoid challenge/battle (run away)
* Challenges are always non-lethal, but losing challenges can lead to negative affects
** Battles are usually lethal, meaning if you lose you will die; the GM will confirm if you have actually died


Questing with a party

This area of event will be more developed and fleshed out if multiple players express interest.  Basic idea is that 2-3 players will quest together, and use their class advantages to help out the group.  Having a wizard in your party helps mindgate opponents, clerics can revive/buff, etc.  This will be especially useful if higher grade missions are developed, which may be very challenging for a single player to complete successfully without dying.  Depending on oetg development, group PVP may be a future option (2+ players fighting an opponent at the same time).  Also open to idea a player can build and control all characters in a party, but this only makes sense if there's a lack of community members to party with and there are a lot more missions.  Ultimately, think it would be most fun and best for community to team up with other players.

Pre-Challenge/Pre-Battle
  • The GM will announce how much time you have to prepare and build your deck before you enter the challenge/battle; the default time for deckbuilding for normal instances will be 5 minutes.  There are some instances where you will have more or less time depending on the situation.
  • Before your accept the duel, send the GM the deck you are playing for quick legality check
  • Tell the GM if you accept the challenge/battle or want to run away.  When accepting, there’s no running away after the instance begins.  The GM will send you a duel and tell you how much time you have until you must accept (usually 5 minutes). If you lose a battle you can die (more about dying below)
  • If you choose to run away from a challenge/battle, the GM will roll an evasion dice; evading an instance will not give you experience; if the evasion attempt fails, you must face the challenge/battle; Evasion rates - Infiltrator =95%; all other classes = 70%

Challenges
  • Are never lethal.  They are events in which you complete a puzzle, combat training, or other non-lethal task.
  • Some challenges are not avoidable; you must attempt them
  • Challenges still require you to duel in pvp; the gamemaster will battle you with a deck that represents the non-lethal threat
  • Challenges grant experience
  • Losing the challenge can result in negative affects like reduced upgrades, losing cards, facing an additional challenge, etc.

Battles
  • Accept the duel invite from GM within the time allotted (usually 5 min.)
  • Fight until you defeat the opponent
  • Battles are often lethal, meaning if you lose, you can die.  There may be instances you lose a lethal battle but are spared death or are revived. 

Dying/lasting effects - What happens after you die?
  • You may let your character stay dead, or the Serendipity guild will resurrect you. If you did during a mission and are able to be revived, you are back to life.  If you cannot revive, you die for good and then choose if you want to resurrect; resurrection is like resetting your character; revive is giving a character life again mid-mission without any reset
  • After resurrection: Your skills, reputation and experience will be reset to level 1. 
  • After resurrection: You will receive a -2 base upgrade penalty in your next adventure as a level 1 quester; the penalty is removed if you move on to rank 2
  • Instead of death, some challenges/battles may result with negative effects beyond the mission; these might include losing cards from your inventory, losing base upgrades, having curses placed on you (i.e. you can no longer use cards from gravity element, etc.); there may be opportunities to correct these negative statuses or you can accept the loss

Post-Battle
  • The GM will confirm if you have won or lost
  • Collect experience; while you could evade many battles, your character will level more slowly
  • The GM will share the GM deck that represented your opponent/challenge
  • If you or other party member are able to cast revive after a death, you may do so now
  • There is no loot or coin reward for battles; you get paid for completing your mission

Mission End; Experience; Rewards

Upon successfully reaching Bahyrst and delivering your package, you will receive 500 gold coin, 500 experience and 1 card scroll of your choice.  By acquiring experience, you'll be able to gain higher rank, which gives you access to higher grade missions and various benefits. The purpose of coins may be further developed and provide potential benefits.

Rank promotion; Higher rank benefits

Rank promotion
  • Start with 0 experience, begin at rank 1, access to grade 1 missions
  • After gaining 500 experience, promoted to rank 2, access to grade 2 missions
  • After gaining 1500 experience, promoted to rank 3, access to grade 3 missions
  • After gaining 5000 experience, promoted to rank 4, access to grade 4 missions
  • After gaining 15000 experience, promoted to rank 5, access to grade 5 missions
Higher rank benefits
  • With each rank promotion, you earn the following default benefits: (a) 3x additional base upgrades, (b) 3x additional card inventory slots, (c) option to re-pack card inventory- you may swap up to 10 of your previous cards for new cards
  • With each rank promotion, you may choose one of the following rank benefits (repeatable selections)
  • (1) Power boost: An additional 7 base upgrades (10 total) and 2 additional cards/card slots (5 total)
  • (2) Versatility boost: expand card inventory/new cards by 12 (15 total) and 1 base upgrades (4 total)
  • (3) Life boost: Acquire 2x self-revival charges (stacks), charges are one-time use; they don't recharge each mission and can't be cast on other party members (except clerics)
  • (4) Class enhancement (1st time): (see more below)
  • (5) Class enhancement (2nd time): (see more below)

Spoiler for Class enhancements:
Class enhancements

Class: Beastmaster - designate a creature from your inventory as your companion for entire mission; for each copy of that card in your deck, add +1 base upgrades (i.e. Choose phoenix as familiar; 4 phoenix in deck = 4 additional base upgrades for deck)

2nd time enhancement - acquire stampede skill; when playing decks with 15 or more creatures, you may fully upgrade your deck unless other quest effects/ailments apply

Class: Cleric - gain another revive charge; master a protection buff

2nd time enhancement -gain another revive charge; master a second protection buff

Cleric enhancement buffs

(1) Osmosis; when osmosis is cast at beginning of instance, the GM will roll a 1d4 dice.  The number rolled will reduce upgrades to opponent's deck (priority order is quanta cards, then permanents, then spells, then creatures).  Those upgrades lost by the GM deck are transferred to the cleric and/or party.  If playing with a group, upgrades may be dispersed as desired to party members as base upgrades. 
(2) Nullify; when nullify is cast at beginning on instance, the Cleric may select one spell card to nullify from the opponent's deck.  If present in deck, GM will not be able to play card from hand; card will still be in GM deck and thus vulnerable to yoink, mindgate, etc.
(3) Give; when give is cast at beginning of instance, the GM will roll a 1d6 dice.  The GM will add X number of Y card to deck.  X = dice roll and Y = the card selected by the cleric from the cleric's card inventory

Class: Infiltrator - acquire 4x cloak charge; charges are one-time use

2nd time enhancement -acquire 6x cloak charge (stacks); charges are one-time use

Cloak may be cast on self or party member and essentially grants invisibility; player with cloak may escape from a fight mid-battle with 100% evasion rate; cloak may only be cast prior to death, not after

Class: Sorcerer - only required to use 5 spells in decks; add access to 1 more elements (5 max) but will lose 3 base upgrades; card inventory expands by 3

2nd time enhancement - only required to use 4 spells in decks; add access to 1 more elements (6 max) but will lose 3 base upgrades; card inventory expands by 3

Class: Warriors - only required to use 2 weapons or shields in decks; may upgrade all deck weapons/shields, upgrades don't count towards base upgrades

2nd time enhancement - Berserker mode; may be used once per mission - warrior may play a fully upgraded deck

Class: Wizard - only required to use 5 spells in decks; gains precognition orb and will be able to see the first half of the deck of next opponent before challenge/battle; rare opponents may block precognition

2nd time enhancement - only required to use 4 spells in decks; gains rewind ability once per mission and, after starting a battle, is able to cast rewind (on self or party member) and replay entire battle from start; must be alive to cast

Event development and feedback

Most importantly, questing should be fun and streamlined.  I would love feedback to improve the event, both thematically and mechanically, as well as balancing character creation, battles, risks and rewards.  It would be totally awesome if other people want to serve as a game master or design missions (even their own realm).  Also the world itself (missions, places you'll visit) and mechanics of questing are likely to develop as the event progresses. Ongoing feedback is always welcome and thanks in advance if you notice some changes to rules, balancing, etc.

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Decks / Black Magic
« on: November 24, 2019, 05:20:29 pm »
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Loses to a ton, but so fun when it wins.  Get a cat-embezzle combo out early and get opponent cards down to about 15-18 cards remaining.  Then with SoB and CC combos, you can mill them out in a single turn.  Playing SOB early depends on opponents deck and their quanta.  If they have the potential to play a single creature, then SOB early is good.  If SOB gives them more rushing power, try to hold off for a final combo.  In rare cases, where you are overquanta on dark and not getting your key cards, cast embezzle on opponent creature.

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