Aug 09: Comic Project Participation: Create a Card!
11 years ago
|██████████|BODY
|██████████|MIND
|██████████|SOUL
Status: Constant feeling of wanting to sneeze...
|██████████|Will To Art
█ This time around character participation isn't going to be a commission-type system, it will be more contest-type. Though don't worry it won't be terribly complicated or even require all that much effort.
As I explained in my previous journal the comic project I'm working on is going to be around the theme of a card-game. I could design all the cards myself pretty easily (I'd just create a bunch of cards based on what's inside my gallery), but I figured I might as well have people who want to participate create the cards for this game. There's not too many factors in this card game I've made up, so it should be relatively easy for a card to be made up on the spot.
With card games there's typically a card cost. This I'll be figuring out on my own. Essentially the cost range will be between 1 and 9, but most will be 1 to 5. Cards that cost 7 or more are likely instant win cards will will not be applicable. Either way it's nothing you need to worry about.
There's three card themes currently: Technology, Magic, Biological. This mirrors the research departments of Enduring Technologies. There can be one theme or a mixture of two or all. Odds are mixed themed cards would end up being more expensive in terms of cost to use. The theme of the card will more or less determine the kind of 'trap card' created.
There's currently five things that any given card can do: Move, disable, root, free, and field effects (all in theory can be combined into a single card). For the purpose of the comic the only cards being used are to disable, and root minions; so those are the only ones you need to consider. A disable will bind a minion, but that minion will still be able to move about the board. A root card will both bind a minion and keep them in place, preventing them from moving on the board any further. A disabled card can later be rooted. Though I should note that one of the cards will probably be a move/root combination card, so that can be a consideration as well.
I'll talk a little about the other card effects a bit that aren't being used in the comic. Move is pretty obvious as it makes a minion move an extra space on the board, or move an enemy minion backwards. Freeing is also obvious in that it will remove the effects of a disabling or rooting card. The field effects may render certain freeing cards useless or change disable cards into root cards, ect ect.
So a card that might be used in this comic could be something along the lines of "Tentacle Monster" which would be like a generic "biological root" card. If I wanted to be more creative with the card it could have the additional effect of "disables all adjacent minions" which would allow for a faster method of disabling all enemy minions to be able to attack them with cards directly. Though of course this would make the card more expensive.
█ Now I invite you to make up possible cards to use for this game. Those I'll pick I'll put into the comic obviously (and will have their character be subject to it of course). To keep things relatively fair though, only create one card. Wouldn't be exactly fair if one person creates like a dozen different cards covering a lot of different combinations increasing the odds that I have to pick one of those ideas. Of course this also means try not to copy another person's card. If it does happen just reply with a changed idea. There's no limitation to the creativity you can put into a card effect, just keep in mind that an overly complicated card likely won't be used for the purpose of the comic (though if it's really good I just might end up changing my plotted layout to accommodate for it). You can give the card a name if you want, if not I'll come up with one myself if I like the idea.
I'll take card ideas for a couple days before deciding which ones I'll use for the comic. I'll probably decide either on Monday or Tuesday.
|██████████|MIND
|██████████|SOUL
Status: Constant feeling of wanting to sneeze...
|██████████|Will To Art
█ This time around character participation isn't going to be a commission-type system, it will be more contest-type. Though don't worry it won't be terribly complicated or even require all that much effort.
As I explained in my previous journal the comic project I'm working on is going to be around the theme of a card-game. I could design all the cards myself pretty easily (I'd just create a bunch of cards based on what's inside my gallery), but I figured I might as well have people who want to participate create the cards for this game. There's not too many factors in this card game I've made up, so it should be relatively easy for a card to be made up on the spot.
With card games there's typically a card cost. This I'll be figuring out on my own. Essentially the cost range will be between 1 and 9, but most will be 1 to 5. Cards that cost 7 or more are likely instant win cards will will not be applicable. Either way it's nothing you need to worry about.
There's three card themes currently: Technology, Magic, Biological. This mirrors the research departments of Enduring Technologies. There can be one theme or a mixture of two or all. Odds are mixed themed cards would end up being more expensive in terms of cost to use. The theme of the card will more or less determine the kind of 'trap card' created.
There's currently five things that any given card can do: Move, disable, root, free, and field effects (all in theory can be combined into a single card). For the purpose of the comic the only cards being used are to disable, and root minions; so those are the only ones you need to consider. A disable will bind a minion, but that minion will still be able to move about the board. A root card will both bind a minion and keep them in place, preventing them from moving on the board any further. A disabled card can later be rooted. Though I should note that one of the cards will probably be a move/root combination card, so that can be a consideration as well.
I'll talk a little about the other card effects a bit that aren't being used in the comic. Move is pretty obvious as it makes a minion move an extra space on the board, or move an enemy minion backwards. Freeing is also obvious in that it will remove the effects of a disabling or rooting card. The field effects may render certain freeing cards useless or change disable cards into root cards, ect ect.
So a card that might be used in this comic could be something along the lines of "Tentacle Monster" which would be like a generic "biological root" card. If I wanted to be more creative with the card it could have the additional effect of "disables all adjacent minions" which would allow for a faster method of disabling all enemy minions to be able to attack them with cards directly. Though of course this would make the card more expensive.
█ Now I invite you to make up possible cards to use for this game. Those I'll pick I'll put into the comic obviously (and will have their character be subject to it of course). To keep things relatively fair though, only create one card. Wouldn't be exactly fair if one person creates like a dozen different cards covering a lot of different combinations increasing the odds that I have to pick one of those ideas. Of course this also means try not to copy another person's card. If it does happen just reply with a changed idea. There's no limitation to the creativity you can put into a card effect, just keep in mind that an overly complicated card likely won't be used for the purpose of the comic (though if it's really good I just might end up changing my plotted layout to accommodate for it). You can give the card a name if you want, if not I'll come up with one myself if I like the idea.
I'll take card ideas for a couple days before deciding which ones I'll use for the comic. I'll probably decide either on Monday or Tuesday.
Name: Gel prison
Type: Tech
Cost: 4
Effect: Disables and roots a target until they are freed, must be adjacent to one of your minions to be activated
Description: The target is engulfed in a thick semi-transparent gel, the gel solidifies into a cube shape with the target suspended inside
Its a disabling/rooting card.
The minion it gets attached to can still move but only on every other turn and after it moves the goo hardens around the joints making it impossible to move.
It would be a technology theme
It could be called Joint Prison
Hope this works XD
Cost: 4
Tech Disable
Silencer Collar
A swathe of liquid latex spews from the collar's rim, quickly engulfing the victim in a rubbery shell, blocking all senses. This shell can, and most likely will be hardened at the press of a button visible on the collar on the outside of the captured victim's neck (for one extra cost)
basically it latches onto a certain minion and binds their hands and feet in slippery rubber hoovesmaking it impossible to balance or hold anything. then the head is put in a mask loosely based off that of a horse blinding them and making them only able to speak in neighs and whiny prevent chants and other forms of magic XD
Neural Leech
Type:
Technology/Biological
Description:
A genetically engineered parasite will ambush the target minion, latching onto the back of the neck and siphoning off electrical currents running through the victim's spine, severely inhibiting their ability to coordinate movement.
Effect:
Apply Neural Leech to target minion.
Choose one:
Root affected minion for 2 turns.
Or
Disable affected minion for 2 turns.
Flavor Text:
"I was just trying to integrate the energy leeching properties of the Sha'reigh living metals into a living being... turned out it was far more efficient than anticipated. At least that's what I realized after I woke up three hours after it escaped. Good thing it can't reproduce. I think."
~Research Log Krazen
Cost: 2
Theme: Biological
Type: Root and silence
Name: 'Self Bondage'
An amorphous blob of specially engineered totipotent cellular mass sticks the minion to the floor. It circles up around its legs and roots them in place with a thick, tacky length of coils. The blob extracts DNA from the rooted minion (hair roots/skin/sweat) and almost instantly the blob's totipotent cells specialise and mimic the minion's likeness. The result is a purely physical mimic (pseudo-clone) from the head down to the waist. The pseudo-clone hugs or otherwise traps the minion's limbs (a straightjacket type hold is a nice one), and kisses it deeply and forcefully. The body of the pseudo-clone from waist down retains the coils, making it resemble a big snake which wraps around the minion's legs and holds them in place. Perhaps the minion's genitals are put to use by having the "snake" portion sexually compatible with that of the minion (pussy for the guys, dick for the gals).
Re-engineering Nanobots Cost:5
Type: Tech
Roots target minion in place. If targeted minion is not freed in three turns, move it into other players field. They gain control of target minion.
As they are essentially reprogramming someone, would probably be a type of body control and transformation, to something more akin to the opposition (not sure if that would be other robots or aliens or flora or whatever?) Thought it would have been a good idea to make it force move three spaces and then turn if not freed but I'm not even sure the play field is 3 spaces across and what have you. there is just something neat about having to watch someone get forced marched to the side they'd so be forced to join. Just random ideas though; and kinda excited to see what everyone comes up with for this!
Name :
Invasive vines
Cost :
2
Description :
A vegetal parasite land on the targeted minion's chest and thrust a vine in his muzzle, gagging him. In the next turn, the parasite grows and emprison all his prey in a web of vines.
Effect:
Turn one : Disable the affected minion
Trun two : Root the affected minion
Type: Technology/Magic
Cost: 5
Description: Causes a sarcophagus (with a design on the cover similar to an Egyption-themed Endium just for kicks) to appear that shoots out bandages toward the target, binding and gagging them but giving them two free turns to try and escape or be freed. (Disable)
If they are still disable on their third turn, the target is fully mummified before being dragged helplessly into the sarcophagus, which closes and locks. (Root)
(If this is really card-game themed, then perhaps this could be the last effect, but it isn't necessary.)
If the target is still locked in the sarcophagus on their third turn after being rooted, the target's pwner must toss a coin and call heads or tails. If they call it right, their target is released and no longer rooted. If they call it wrong, the target is released onto the opposing player's field instead.
(Couldn't resist tossing a game of chance in there. XD But like I said, not necessary if it's too complicated.)
Type magical
Name:
Kitsune Fire
Cost 5
Forms a glowing nimbus about target revealing them to everyone. Also adds a slow effect of
+5
Duration
two turns
Theme: Magic
Cost: 2
Effect: Disable
Description: Upon casting of the spell, the intended target will find the ground around them to a depth of two feet beginning to liquefy to the consistency of wet cement as a thick layer of the enchanted substance begins to crawl up their body. This animated morass will attempt to engulf a sufficient proportion of the target's body and limbs as to impair movement and render them incapable of offensive actions. Fortunately, the effect is concentrated around the target as they move, ensuring that others behind will not be inconvenienced. Testing has proven the success of this spell upon most any surface, although care should be taken around substances such as rubber and cement which may stain upon dispelling. Rumours of the animate-morass violating targets have been greatly exaggerated, although a degree of discomforting pressure upon certain waist-line apertures is inevitable.
Card name: Gender Inversion Box
Type: Tech
Cost: 3
Description:
When a character moves over the small area this card effects, a metal box comes out of the floor and covers the victim's lower body.
The subject is bind for 2 turns. Afterwards is released with his or her crotch gender inverted.
Hope this card helps Endium.
For a while I toyed with the idea for a magic 'Sentient Latex Pit' card, with a cost of 3 or 4, that would root and disable the target minion by binding them with latex tendrils and dragging them into a pit on their current space (lots of implied teasing and denial of course x3 ), allowing friendly minions to bypass it. Also briefly considered a basic 3-cost "Mag-Lock" tech card that would root and disable a minion by binding magnetic cuffs over the wrists/ankles and then having them all magnetize and snap together... But the card idea I liked best is the following:
Name: Bondage Hood
Type: Universal?
Cost: 2?
Description: Target minion is disabled, a leather or latex bondage hood pulled over their head. Target minion has a 50% chance of moving in the wrong direction when moved. Discard Bondage Hood after one full turn if target minion's hands/forepaws are not also disabled by a separate card.
Some are terrified by the dark stifling isolation it brings, but others just find such anxiety exciting.
Might synergize well with another cheap disabling card, like a 'snaring vines' card or a 'Straitjacket' card x3
Card Name: Latex Trap
Effect: The ground beneath the character's feet turns into thick latex goo, sticking them in place and applying an arm binder. If another unit tries to free them, flip a coin - heads is a successful rescue, tails results in the rescuer becoming trapped as well.
Type: Magical
Cost: 1
Effect: Disable creatures in 2 adjacent squares. One must be a friendly target, the other an enemy target.
Description: A rain of thick ooze pelts the area, adhering to and disabling all creatures within.
Card Name: Shadow's Strike
Type: Technology/Biological
Root/Disable (maybe one or the other)
Cost: 3
Description: when this card is played, Shadow latches onto the targeted minion and begins to engulf them. at a toss of a coin, if heads, the minion is rooted, if tails the minion is disabled.
Flavor Text: "now the fun begins"
Tech
Cost: 3
Move
Swap the positions of two minions. Any disables or roots are preserved in the swap.
"A clever use of dimensional rings. But not the intended purpose, I'm afraid..."
How about robotic Assimilation ?
http://www.furaffinity.net/view/13177198/
http://www.furaffinity.net/view/13177241/
Assimilation Party
Tech/Biological
Cost: 5 (or more)
Root/Disable
discription:
Unleashes a beast with ability to assimilate others.
(if appliable)Toss a die, when the number is 2-6 Sacrifice one of your own minions, this minion cannot be used for this turn. Then take 1-3 minions of the player you chosen under your commend.
When the number 1, move 2 of your minions into death zone.
Biological
Cost: 3
Root
Description: Sprays target with a compound that prevents all movement, sealing the minion in a shell that resembles stone, making the minion appear as a statue. Minion can continue to breathe but cannot speak beyond mumbles and moans. Minions that are not disabled are able to avoid the petrification effect from a coin-toss, if they fail the coin toss they will be rooted at the waist down for 1d4 turns.
name: plant hug (plant kiss if they roll a 1 of course hehehe)
type:Biological (or magic)
cost: 4 (root)
description: root spring out of the floor. walls, and or ceiling. rooting the air for up to 3 rounds. a successfully 6 on a dice roll will allow them to get out 1 turn earlier (2 total). if target rolls a 1 a tentacle is stuffed in down there throat. add 1 round to time (4 total).
cost 3
biotech
When Kitty Puff is played you can immobilize 1 minion, you may also pay 3 more for every additional minion you wish to immobilize.
Minion(s) permanently become yours at end step
opponent must roll a 6 or higher to negate effect
Cost: 4 / 5
Biological/Magic
[Root]
Description: Nature of warped magic springs a large hand (Slightly larger than the size of an average living) from any affected soft ground/goo and grabs anyone nearby with its hand. Might not want to stay on there for long unless you enjoy being 'disturbed' by it, due to its warped nature of having more hands inside its giant finger with 'dirty' ideas to its victims.
Can be negated (or 'taken' out if already affected) with two Heads in a row on a coin.
Card type: Technology
Card name: Energy Boleadoras
Cost: 3-8(3 for using them and additional 5 for causing a shock)
Game play: This boleadoras can diasble a minion if they hit at height of chest and arms or root it when they hit legs. Additional thing is that, who played the card can cause(for additional 5) a shock which can make hard moving or thinkiong.
Descritpion: This boleadoras don't look to different than ancient ones. But their advantage over the older is that, those bolas can cause short shock to make a target weaker or easir to catch.
Cost: 2 or 8
Game play: A swarm of nanites appears and engulfs a single character within two squares. There is no effect on the affected characters first turn. On the second they are disabled, and on the third they are rooted. For four times the cost (8), the swarm can be increased in size to a 2 by 2 area, but the caster must be one of the squares. These effects last for 3 rounds.
Description: The small canister holds a swarm of nanites. The instructions read to point and release, preferably forwards. It says there is a delayed effect as they need to activate, but can be quite powerful. There is also a big red button on it should the need arise.
Type: Magic
Cost: 5
Effect: Target one minion and disable them. However, the targeted minion will get extra disables and roots the more turns the effects stay on the minion. During your opponents beginning phase they must choose to draw two cards or allow you to draw two cards. If your opponent allows you to draw 2 cards the effect will end, but if they draw two cards the effects on the targeted minion will increase to a root. After a third turn, if they choose to draw the 2 cards again then that minion is completely rooted and disabled for the next 3 turns with no chances of freeing them.
Text: "All fantastic things comes to those that wait."
Type: Technical
Cost: 3?
Effect:Disables target by installing device that prevents orgasms, and teases minion stronger the closer it get's to goal. If another disable card installed effect is removed.
"Text: Price for victory."
Opt: Device looks like latex cock sheath merged with base of cock, or hollow dildo with cup around labia.((or like set of wires over cock, around vagina))
As soon as I get control of all the shenanigans I have to deal with (costume commissions, quincenera practices, short vacations, etc), I will be starting my "Know Your Role" fetish series. It's gonna be fun.