rec.games.trading-cards.jyhad

Submission: Ritual of blood concentration. Temporal capacity increase.

6 messages from 4 participants · 09 November 2015 – 13 November 2015 · vekn.net/forum
the topic on the V:EKN forum

Whisker

Name: Ritual of blood concentration Cardtype: Action Cost: X blood Discipline: Thaumathurgy +1 stealth action. This vampire untaps. Put this card on the acting vampire. His or her capacity is considered x-1 higher for purpose of playing cards. Burn this card during your next untap phase. As above, but cost of this card is decreased by 1. Art notes: A vampire standing in circle of mystical symbols, and air around him is shimmering with power. Small rock and other object are thrown upward by sudden burst of energy. If you have ever seen Dragon Ball, or any other anime you know the image I'm after. World of Darkness reference: Have not found this in any books I've read. I first came across this power in a WOD larp, where local Tremere were using it to be able to use dominate on elders of other clans. How does this card address a compelling game need?: Created by: Mikko Moisander Notes: Included the "for purposes of playing cards" clause in order to avoid Soul Gem abuse.

Ankha

The real question is: > Whisker wrote: > How does this card address a compelling game need?: > It looks like a combo card, what did you have in mind? Banishment? Reins of Power? Ancient Influence? Prince of Paris, France Ratings Coordinator, Rules Director

Whisker

I was mostly thinking about Govern the Unaligned and some other cards targeting younger minions, maybe banishment. With Reins of Power, this unfortunaly gets Return To innocense level broken. To fix this, wording could be further revised to: "for purposes of playing cards requiring disciplines".This would close off political cards. Is there some other problematic stuff, I have complitely missed?

direwolf

Concentrate Vitae 1 Put this card on this vampire with three counters or add three counters to a Concentrate Vitae on this vampire. You may burn a counter to increase this vampires capacity by 1 when playing a card that requires a discipline. Attach this card to a Concentrate Vitae on this vampire. When burning a counter, this vampire's capacity is increased by the number of Concentrate Vitae cards on this vampire. Kinda silly, but similar idea. Probably too much text and convoluted game mechanics. Independent Futurist. Contrarian (titled, X votes where X is the number of votes as the acting minion.) Target Vitals is always the better combat card.

jamesatzephyr

> Whisker wrote: > I was mostly thinking about Govern the Unaligned and some other cards targeting younger minions, maybe banishment. With Reins of Power, this unfortunaly gets Return To innocense level broken. To fix this, wording could be further revised to: "for purposes of playing cards requiring disciplines".This would close off political cards. Is there some other problematic stuff, I have complitely missed? > So, a couple of points. First, leaving aside the specifics of the card, your apparent main motivation is to provide a card that makes Gvoern the Unaligned better. Can we stop and think about that for a moment? Govern the Unaligned is widely regarded as one of the best bleed actions in the game, with a versatile superior that allows decent crypt acceleration and bloat. Why do we need to make this more playable? Can people not improve their crypt construction and transfer strategies instead? Then, on the specifics of the discipline-only variant, really, the main thing you're helping is Dominate because that has most of the "younger" mechanics that people actually use - on Seduction, on Govern the Unaligned, on Redirection, on Mind Rape, on Murmur of the False Will - and that come along with a clutch of Thaumaturgy too. And so then my question is: do we need a 6 or 7 capacity vampire to be able to play Mind Rape hitting much bigger vampires, and adding insult to injury by throwing down Seduction with their newly embiggened capacity? There are a small army of playable vampires in that arena. It might be interesting to see people be able to experiment a bit more with Redirection and Murmur, rather than relying on the more consistent Deflection - but really, Govern and Mind Rape stand out as the big winners here. Does Dominate need the help? It's already full of win, and assuming you craft a card using this mechanic that's reasonably useful, Dominate is probably the main beneficiary. I'm not sure that "Really good Dominate cards need a shot in the arm" is a compelling game need that warrants addressing.

Whisker

Well, actually no. I just remembered a power I considered cool in a live action game, and tried to turn it in a card without stopping to think about the balance aspect. You are absolutely right, the game really does not need a card like this. Please let's just forget I ever brought the subject up.