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3 years ago  ::  Oct 10, 2010 - 6:01PM #21
DoctorComics
Date Joined: Aug 28, 2009
Posts: 199
My thanks to everyone who helped us get the initial list of 120 "Atom" cards.

Now it's time to add card text. If we're going to do this, we should do it right the first time. Include ALL CARD TEXT, including color text. Here's our format:

Alpha Mutation:

Name (A; Rarity C, U, or R; Keywords) Color text in italics. Each line separated by semicolons, with commas to represent tabs or columns; Overcharge: When you use/hit with/hit or miss with this power, you can roll a d20; 10+: Something good happens; 9+: You suck and die (save ends).

Omega Tech:

Name (O; Rarity C, U or R; Origin Ishtar, Area 52 or Xi) Color text in italics. Body Slot; Each line is separated by semicolons, with commas to represent tabs or columns; Salvage #: A #-level character can salvage the Name. It becomes a Slot item with the following property: rest of salvage text here.

I have already added the 8 cards from my own booster pack. Check out the list to see how the format works. I know including things like color text and everything seems like a pain, but if you're going to d a job, let's do it right.
The Doctor Comics Blog: doctorcomics.blogspot.com
On Twitter @doctorcomics
GW Card List: http://community.wizards.com/go/thread/view/75882/26023881/Card_List
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3 years ago  ::  Oct 10, 2010 - 7:29PM #22
FlashbackJon
Date Joined: Jul 5, 2006
Posts: 2,145
Since semicolons and commas may appear in ordinary text, consider / or | or something similar.  Just in case someone felt inclined to actually port this into a database and didn't feel like parsing all those cards independently.  Tongue out
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3 years ago  ::  Oct 10, 2010 - 7:48PM #23
lord_bob
Date Joined: Mar 20, 2006
Posts: 1
Here are the few I have that aren't already transcribed:

8. Dream Grenade (O; C; Ishtar) "Sweet dreams, suckers!"  Weapon: 1-hand weapon; Power: Consumable: Standard action, Area burst 1 within 10; Target: Each creature in burst; Attack: Level +6 vs. Fortitude; Hit: The target falls unconscious (save ends); Miss: The target is dazed until the end of your next turn.; Effect: Roll a d20.  On a 4 or less, the burst is larger than you anticipated, and the dream grenade instead target each creature in an area burst 10 using the same origin square.

16. Metal Body (A; C; Dark) "Hey tin man, enough with the squeaking.  And do something about that glare!"  Benefit: Your skin changes to shiny, banded metal. You gain a +1 power bonus to AC, and your maximum hit point value increase by 15.; Overcharge: When you start your turn, you can roll a d20.; 10+: While this card is readied, the power bonus to AC increases to +2, and your maximum hit point value increases by 30 instead of 15.; 9 or less: Your metal skin grows too thick, and you make like a metal statue (save ends). While under this effect, you are stunned.

59. Multiattack (A; U; Psi; Weapon) You attack in a blinding flurry of weaponry.  Standard action, Melee or ranged; Requirement: You must be wielding two weapons.; Effect: Make two basic attacks with your primary weapon and one basic attack with your secondary weapon. You can shift 1 square after each atack.; Overcharge: When you use this power, you can roll a d20.; 10+: You can use this power a second time on your next turn if this card is readied.; 9 or less: After the attack, you drop each weapon you're holding 1d6 squares away from you in a random direction.

70. Servo-Assist Armor (O; U; Ishtar)  This form-fitting armor jerks you out of harm's way. Occasionally, it will jerk you around for no reason, usually when you're holding a drink.  Armor: Light; Power: Encounter; Immediate interrupt, Personal; Trigger: You are hit by an attack; Effect: You gain a +4 power bonus to AC and Reflex until the end of your next turn.; Salvage 4: A 4th-level character can salvage the servo-assist armor.  It becomes light armor: +4 armor bonus to AC; +1 bonus to speed.

96. Know-It-All (A; R; Psi) You're good at pretty much everything you do.  And you don't mind saying so.  Benefit: You gain a +10 power bonus to Intelligence, Wisdom, and Charisma-based skill checks.; Overcharge: When you start your turn, you can roll a d20.; 10+: The power bonus increases to +15 while this card is readied.; 9 or less: Whenever you make an Intelligence, Wisdom, or Charisma-based skill check while this card is readied, the GM rolls a die in secret.  Odd: No effect.  Even: The +10 power bonus becomes a -10 penalty instead.

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3 years ago  ::  Oct 11, 2010 - 12:52AM #24
Palmerkun
Date Joined: Aug 31, 2010
Posts: 705
#7 - Hypno-Ray (O; Rarity C; Area 52) You did NOT see a blue walrus-man stealing the data disks. It was definitely Venus and swamp gas. Weapon: 1-handed ranged; Power: Encounter; Standard Action Close Blast 5; Target: Each creature in blast; Attack: Level + 6 vs Will; Hit: The target is stunned (save ends). Until the end of the encounter, the target is susceptible to suggestion, and anyone making an Interaction check agains the target gains a +10 power bonus to the check.

#15 - Proboscis (A; Rarity C; Bio, Healing, Physical) Your nose grows into a two-foot long stabbing weapon that siphons vital fluids from your foe. No, really. Minor Action Melee 1; Target: One creature granting you combat advantage; Attack: level + 5 vs AC; Hit: 1d6 physical damage, and you regain hit points equal to your level; Effect: You can use this power each turn while this card is readied.
Overcharge: When you start your turn,  you can roll a d20; 10+: If you hit with this power, you regain hit points equal to twice your level instead; 9+: Your proboscis gets in your way. You take a -2 penalty to attack rolls (save ends).

#23 - Machine Command (A; Rarity C; Psi) You telepathically sieze control of a robot, computer, or similar device. Standard Action Ranged 10; Target: One android, robot, computer, or vehicle; Attack: level + 3 vs Will; Hit: You dominate the target (save ends).; Aftereffect: The target is dazed (save ends).; Special: You can cause a target that does not normally take actions, such as a vehicle or excavator, to operate as you direct - for example, you could order a robot excavator to dig a trench.
Overcharge: When you use this power,  you can roll a d20; 10+: The target takes a -5 penalty to saving throws against this power; 9+: The target gets a +5 bonus to attack rolls against you while this card is readied.

#31 - Duralloy Shield (O; Rarity C; Ishtar) The Ancients formed duralloy into wondrous shapes. One good use you've found for it is to keep angry mutants from beating on your head. Arms; Power: Encounter; Immediate Interrupt Personal; Trigger: You are hit by an attack; Effect: You gain a +2 power bonus to all defenses until the start of your next turn. In addition, until the end of the encounter, you gain a +2 shield bonus to AC and Reflex.; Salvage 2: A 2nd-level character can salvage the duralloy shield. It becomes a shield: +1 shield bonus to AC; +2 shield bonus to reflex.
(Note that the semi-colon in "+1 shield bonus to AC; +2 shield bonus to reflex." is an actual semi-colon, not a line break. You may want to choose another line break symbol)

#38 - Laser Whip (O; Rarity C; Xi) This long, flexible whip is formed from a bam of ruby light. Weapon: 1-handed melee; Power: Encounter * Laser; Standard Action Melee  5; Target: One creature; Attack: Level + 6 vs Reflex; Hit: 3d10 + Dexterity modifier + twice your level laser damage. In addition, you knock the target prone and pull it 2 squares.; Salvage 4: A 4th-level character can salvage the laser whip. It becomes a light 1-hand melee 2 weapon: Dex/Int; +3 accuracy; 2d6 laser damage.
(Again, all semi-colons in the Salvage section are real semi-colons)

#56 - All A Dream (A; Rarity U; Psi, Psychic) You catch a vision of the future and change your plans accordingly. Immediate Interrupt Close Blast 3; Trigger: An enemy hits you with a close or area attack; Effect: The attack instead misses you and each target in the blast.;
Overcharge: When you use this power,  you can roll a d20; 10+: You can use this power a second time while this card is readied; 9+: You take 2d10 psychic damage and the triggering attack does hit you.

#61 - Stun Whip (O; Rarity U; Area 52) This slender silver whip delivers a powwerful electric charge. Weapon: 1-handed melee; Power: Encounter * Electricity; Standard Action Melee 3; Attack: Level + 8 vs AC; Hit: 1d10 +  Dexterity modifier + twice your level electricity damage, and the target is stunned (save ends); Salvage 2: A 2nd-level  character can salvage the stun whip. It becomes a light 1-hand melee 2  weapon: Dex/Int; +3 accuracy; 1d10 electricity damage, and the target is slowed until the end of your next turn.
(Again, all semi-colons in the Salvage section are real semi-colons)

#104 - Fusion Lance (O; Rarity R; Ishtar) This ornate metallic lance glows with sun-hot plasma. Weapon: 2-handed ranged; Power: Encounter * Electricity, Fire; Standard Action Ranged 10; Target: One creature; Attack: Level + 6 vs Reflex; Hit: 4d8 + Constitution modifier + twice your level electricity and fire damage.; Salvage 9: A 9th-level  character can salvage the fusion lance. It becomes a heacy 2-hand ranged 10  weapon: Str/Con; +2 accuracy; 3d10 electricity and fire damage.
(Again, all semi-colons in the Salvage section are real semi-colons)




All done!
AlexandraErin: If last season was any indication, I think Encounters is pretty much the elemental opposite of "organized" play!
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3 years ago  ::  Oct 11, 2010 - 10:14AM #25
Doomed_Prophet
Date Joined: Dec 13, 2008
Posts: 39

Here's the last bit....

112. Phoenix Neurojack (O; R: Xi) When you’re near death, this device releases a flood of nanobots into your bloodstream to bring you back. Neck; Power: Encounter Healing; No Action, Personal; Trigger: You drop to 0 hit points or fewer; Effect: You regain hit points equal to your bloodied value, and you are dazed until the end of your next turn.; Salvage 7: A 7th-level character can salvage the phoenix neurojack. It becomes a neck item with the following power.; Immediate Interrupt, Personal; Trigger: You drop to 0 hit points or fewer for the first time during an encounter.; Effect: You regain hit points equal to your bloodied value and are stunned until the end of your next turn.


113. Plasma Sphere (O; R: Ishtar) This small cannon generates white-hot plasma bombs encased in guided magnetic fields.  Weapon: 2-hand ranged; Power: Encounter Electricity, Fire; Standard Action, Area Burst 2 within 20; Attack: Level + 6 vs. Reflex; Special: This attack ignores blocking terrain (like walls).; Hit:43d8 + Strength Modifier + your level electricity and fire damage.; Miss: Half damage; Salvage 8: A 8th-level character can salvage the plasma sphere. It becomes a heavy 2-hand ranged 10 weapon: Str/Con; +2 accuracy; 2d12 electricity and fire damage, and each creature adjacent to the target takes damage equal to your level.


114. Rad Armor (O; R: Ishtar) This metallic-black powered suit protects you from harm by releasing a burst of rads at a nearby enemy when you’re damaged. Armor: Heavy; Power: Encounter Radiation; Immediate Reaction, Close Burst 2; Trigger: You take damage; Target: One creature in burst; Attack: Level + 6 vs. Reflex; Hit: 3d8 + Constitution + twice your level radiation damage, and the target is weakened (save ends).; Salvage 6: A 6th-level character can salvage the rad armor. It becomes heavy armor: +7 armor bonus to AC; resist 10 radiation.


115. Vibro Sword (O; R: Xi) Just think “chainsaw on steroids.”  Weapon: 1-handed melee; Power: Encounter Physical; Standard Action, Melee 1; Target: One or two creatures; Attack: Level + 8 vs. AC.; Hit: 3d8 + Strength Modifier + your level physical damage, and ongoing 5 physical damage (save ends).; Salvage 3: A 3rd-level character can salvage the vibro sword. It becomes a heavy 1-handed melee weapon: Str/Con; +2 accuracy; 1d8 damage, and ongoing 5 physical damage (save ends).


116. Gunport Armor (O; R: Ishtar) This heavy armor provides good defense, and some good offense too when the gun ports work correctly. Armor: Heavy; Power: Encounter Physical; Minor Action, Ranged 10; Attack: Level + 6 vs. Reflex; Hit: 2d10 + Constitution modifier + twice your level physical damage.; Salvage 4: A 4th-level character can salvage the gunport armor. It becomes heavy armor: +7 armor bonus to AC; you gain resist 5 physical.


117. Heavy-Lift Harness (O; R: Xi) “Get away from her, you -!”  HP 100, Space 2 by 2 squares; AC 20, Other Defenses 17; Speed 5; Driver: A driver occupies 1 square of the heavy-lift harness’s space and must have both hands free to move it or use its power.; Load: 1 Medium creature and 4,000 lbs of gear.; Power: At-Will Physical; Standard Action, Melee 2; Target: One Creature; Attack: Level + 8 vs. AC; Hit: 2d10 + Constitution modifier + twice your level physical damage, and the target is immobilized (save ends). The immobilization also ends if you are no longer adjacent to the target.; Salvage 4: A 4th-level character can salvage the heavy-lift harness. It becomes a special item as above, but without the power.


118. Interface Goggles (O; R: Xi) You’re too cool for school with these styling shades built by machine AI designer known only as “HAL.” Head; Power: Encounter; Standard Action, Ranged 10; Target: One robot creature; Attack: Level + 6 vs. Will.; Hit: The target is dominated(save ends).; Miss: The target gains a +5 bonus to attack rolls and damage rolls against you until the end of the encounter. Salvage 6: A 6th-level character can salvage the interface goggles. It becomes a head item with the following property: You gain a +4 bonus to Interaction checks against robots, computers, and other sentient machines.


119. Screaming Meemie (O; R: Xi) Each 6-inch missile fired from this shoulder launcher emits a piercing sonic burst that scrambles your enemies’ nervous systems. Weapon: 2-handed range; Power: Encounter Sonic; Standard Action; Area Burst 2 within 20; Target: Each creature in burst; Attack: Level + 6 vs. Fortitude; Hit: 5d6 + Intelligence modifier + your level sonic damage, and you push the target 2 squares from the burst’s origin square.; Salvage 8: An 8th-level character can savage the screaming meemie. It becomes a light 2-hand ranged 20 weapon: Dex/Int; +3 accuracy; targets Fortitude; 3d6 sonic damage, and the target is weakened until the end of your next turn.


120. Rifle Hound (O; R: Area 52) This metallic robot follows you around on three steel legs. You call it “Tripod.” Power: Encounter Laser; Standard Action; Effect: You activate the rifle hound in an adjacent square. The hound occupies 1 square. Enemies can’t move through its space, but allies can. Whenever you move, you can move the hound up to 6 squares as a free action. The hound’s defenses are all 20. If a single attack deals 20 or more damage to the hound, the hound makes an attack against you and then is destroyed. You can make the following attack with the hound once per round.; Minor Action, Ranged 10; Target: One creature; Attack: Level + 6 vs. Reflex; Hit: 3d8 + your level laser damage.
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3 years ago  ::  Oct 11, 2010 - 10:48AM #26
greyseer
Date Joined: Mar 26, 2010
Posts: 83
To flush out the first 10

1. Wings (A; C ;Bio) It's a Bird! It's a plane! It's a - it's a- heck, I don't know what it is.  Benefit: You grow wings and gain a fly speed of 8, but you must land at the end of your turn, or crash;  Overcharge: When you start your turn, you can roll a d20; 10+: You do not need to land at the end of your turn.; 9 or less: As a free action you fly 2d6 squares in a random direction and crash, taking 2d10 physical damage. In addition you fall prone and are dazed until the end of your next turn.


2. Tentacles (A; C; Bio) For the love all that's holy, what's growing out of you? Benefit: You grow 2 tentacles, in addition to your nurmal limbs.  You can draw or sheathe a weapon (or retrieve or stow an item stored on you) as a free action instead of a minor action.; Overcharge: When you start your turn, you can roll a d20; 10+: While this card is readied, you can make a basic attack with your tentacles each round as a minor action.; 9 or less: Your tentacles decide to strangle you.  You fall prone and are stunned (save ends)


3. Mind Switch (A; C; Psi) You switch the minds of two creatures.  Standard action, ranged 10; Target: One enemy; Effect:  The target is dominated (save ends) by you or a willing ally within 10 swuares of the target.  While the target is dominated, it dominates the creature dominating it.; Overcharge: When you start your turn, you can roll a d20; 10+: The target takes a -5 penalty to saving throws against this power.; 9 or less:You are also stunned(save ends).  You can't save against this effect during the turn you overcharge it.


4. Radio Head (A; C; Dark) You've got a song stuck in your head. And so does everyone else.  Benefit: You can receive and broadcast analog radio signals.  You can transmit any sound you can imagine or are currently hearing, including voice communications and sound.  You have a range of 10 miles. ; Overcharge: When you start your turn, you can roll a d20; 10+: Your range increase to 50 miles instead of 10.; 9 or less: You unconciously broadcast a hostile radio signal that incites anger in all nearby sentient machines and robots.  It also draws mobile sentient machines and robots within 1 mile of your location to you.


6.The Patch II(O;C;Area 52) When you slap this metallic dsic into the back of your hand, tiny medicinal machines flood your bloodstream.; Power: Consumable Healing.;  Minor Action; Personal; Effect: You regain hitpoints equal to 2d6 + your bloodied value.


9. Hoverboard (O;C;Ishtar) This two-foot-wide, sleek silver disk hovers six inches above the ground.  It's a neat ride... once you get the hang of it! ; Feet; Power:Encounter; Move Action; Personal; Effect: Until the end of the encounter , you can move your speed +2, ignore difficult terrain, and move over liquid surfaces.  At the end of any turn in which you benefit from one the hoverboard's movement effects, you make a medium DC Acrobatics check.  If you fail, you fall prone.


10. Fizz Neurojack (O;C;Ishtar) When you plug this matte-black jack into the back of your neck, it's party time!; Neck; Power: Encounter; Minor Action; Personal; Effect: You gain a +2 power bonus to Athletics checks until the end of the encounter.  In addition, roll a d20.  You can add the result to one Athletics check you make during this encounter.;  Salvage 2: A 2nd-level character can salvage the fizz neurojack.  It becomes a neck item with the following property:  You gain a +2 item bonus to Athletics checks.

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3 years ago  ::  Oct 11, 2010 - 2:45PM #27
DoctorComics
Date Joined: Aug 28, 2009
Posts: 199
Updated!

We're about 1/4 of the way there. 31/120
The Doctor Comics Blog: doctorcomics.blogspot.com
On Twitter @doctorcomics
GW Card List: http://community.wizards.com/go/thread/view/75882/26023881/Card_List
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3 years ago  ::  Oct 11, 2010 - 3:09PM #28
AFossDDI
Date Joined: May 25, 2009
Posts: 215
This is a fantastic project idea, and I hope to be able to contribute some after I pick up my copy of GW and some cards this weekend.

It will probably be worthwhile to keep an eye out for possible typos and other editing issues, and come up with a standard format for people to use if they have correction notes to post.
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3 years ago  ::  Oct 11, 2010 - 5:58PM #29
Palmerkun
Date Joined: Aug 31, 2010
Posts: 705
Updated my list in Post #24
AlexandraErin: If last season was any indication, I think Encounters is pretty much the elemental opposite of "organized" play!
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3 years ago  ::  Oct 11, 2010 - 7:38PM #30
DoctorComics
Date Joined: Aug 28, 2009
Posts: 199
Updated!

Oct 10, 2010 -- 7:29PM, FlashbackJon wrote:

Since semicolons and commas may appear in ordinary text, consider / or | or something similar.  Just in case someone felt inclined to actually port this into a database and didn't feel like parsing all those cards independently.  




I hear you and understand, but I think I'm going to go ahead and finish what we have started. I don't think there's any clarity questions; all the powers seem understandable. I'm going to just complete things according to the current plan, and perhaps whoever comes next to make the database can solve the problem with a simple find/replace. 

 

The Doctor Comics Blog: doctorcomics.blogspot.com
On Twitter @doctorcomics
GW Card List: http://community.wizards.com/go/thread/view/75882/26023881/Card_List
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