
Slay the Spire Playable Character Concept: The Patriarch
Starting HP: 70
Card Ideas:
-Eeeeeee
Skill, uncommon, 1 energy
Gain 10 block, exhaust
Card art: Patriarch screaming
-Scatter
Skill, uncommon, 1 energy
Gain 4 block for each scav. Remove all scavs.
Card art: Patriarch butt poking out of a hole in a wall, scavs running around.
-Spear Circle
Attack, common, 1 energy
Deal 3 damage once +once for every scav
-Smek Frenzy
Attack, uncommon, 1 energy
Deal 1 damage six times
-Clams
Skill, rare, 1 energy
Heal 2 hp. All scavs gain +1. Exhaust.
-Blue Feather
Power, uncommon, 1 energy
Gain 2 scav slots.
-Endless Assault
Attack, rare, 2 energy
Deal 8 damage. Send 1 scav. Recruit 1 scav.
-Charge
Skill, uncommon, 2 energy
Send all scavs.
-Survivalist
Skill, common, 1 energy
Send one scav. It is not destroyed but loses half its value.
-Strong Rookies
Power, rare, 2 energy
Scav base value +1
-Draft
Power, uncommon, 2 energy
At the start of each turn, recruit 1 scav.
-Spear Throw
Attack, common, 0 energy
Deal 5 damage to a random enemy, exhaust
-Shelltooth Bite
Attack, common, 0 energy
Deal 4 damage, reduce block by 6
-Thing Toss
Attack, rare, 1 energy
Deal 10 damage. If this kills an enemy, recruit 1 scav.
Card art: Zhat Zhing being thrown.
-Slimy Snacks
Skill, uncommon, 1 energy
Scavs gain +1, exhaust
-Fetch
Skill, common, 1 energy
Draw 2 cards.
-Scavenger Training
Power, rare, 2 energy
Whenever you recruit, draw 1 card.
-Share Tips
Skill, common, 1 energy
Recruit 1 scav, one random scav gains +1
-Resupply
Skill, common, 1 energy
Recruit 1 scav. Draw 1 card.
-Recycle
Skill, common, 1 energy
Send 1 scav. Draw 1 card.
-Stab the Weak Spot
Attack, common, 1 energy
Deal 8 damage and apply 1 vulnerable.
-Foe Study
Skill, uncommon, 1 energy
Apply 2 studied
(Studied enemies take +50% damage from sent scavs)
-Get Down
Skill, uncommon, 2 energy
If you have an active scav the next time you would take unblocked damage, remove 1 scav instead. Exhaust.
-Defensive Training
Skill, common, 1 energy
Gain 8 block. One random scav gains +1.
-Defensive Tactics
Skill, rare, 1 energy
Gain 1 dexterity for every active scav. At the end of your turn, lose all dexterity gained this way.
-Spear Wall
Skill, uncommon, 1 energy
Gain 8 block. Whenever you are attacked this turn, deal 2 damage back
(would probably need more card ideas, to make something resembling balance)
___________________________________________________________________________________________________
So this is a thing I've thought about. Feel free to think up more card ideas and/or tell me how my ideas suck and would make a terrible character.
Card Ideas:
-Eeeeeee
Skill, uncommon, 1 energy
Gain 10 block, exhaust
Card art: Patriarch screaming
-Scatter
Skill, uncommon, 1 energy
Gain 4 block for each scav. Remove all scavs.
Card art: Patriarch butt poking out of a hole in a wall, scavs running around.
-Spear Circle
Attack, common, 1 energy
Deal 3 damage once +once for every scav
-Smek Frenzy
Attack, uncommon, 1 energy
Deal 1 damage six times
-Clams
Skill, rare, 1 energy
Heal 2 hp. All scavs gain +1. Exhaust.
-Blue Feather
Power, uncommon, 1 energy
Gain 2 scav slots.
-Endless Assault
Attack, rare, 2 energy
Deal 8 damage. Send 1 scav. Recruit 1 scav.
-Charge
Skill, uncommon, 2 energy
Send all scavs.
-Survivalist
Skill, common, 1 energy
Send one scav. It is not destroyed but loses half its value.
-Strong Rookies
Power, rare, 2 energy
Scav base value +1
-Draft
Power, uncommon, 2 energy
At the start of each turn, recruit 1 scav.
-Spear Throw
Attack, common, 0 energy
Deal 5 damage to a random enemy, exhaust
-Shelltooth Bite
Attack, common, 0 energy
Deal 4 damage, reduce block by 6
-Thing Toss
Attack, rare, 1 energy
Deal 10 damage. If this kills an enemy, recruit 1 scav.
Card art: Zhat Zhing being thrown.
-Slimy Snacks
Skill, uncommon, 1 energy
Scavs gain +1, exhaust
-Fetch
Skill, common, 1 energy
Draw 2 cards.
-Scavenger Training
Power, rare, 2 energy
Whenever you recruit, draw 1 card.
-Share Tips
Skill, common, 1 energy
Recruit 1 scav, one random scav gains +1
-Resupply
Skill, common, 1 energy
Recruit 1 scav. Draw 1 card.
-Recycle
Skill, common, 1 energy
Send 1 scav. Draw 1 card.
-Stab the Weak Spot
Attack, common, 1 energy
Deal 8 damage and apply 1 vulnerable.
-Foe Study
Skill, uncommon, 1 energy
Apply 2 studied
(Studied enemies take +50% damage from sent scavs)
-Get Down
Skill, uncommon, 2 energy
If you have an active scav the next time you would take unblocked damage, remove 1 scav instead. Exhaust.
-Defensive Training
Skill, common, 1 energy
Gain 8 block. One random scav gains +1.
-Defensive Tactics
Skill, rare, 1 energy
Gain 1 dexterity for every active scav. At the end of your turn, lose all dexterity gained this way.
-Spear Wall
Skill, uncommon, 1 energy
Gain 8 block. Whenever you are attacked this turn, deal 2 damage back
(would probably need more card ideas, to make something resembling balance)
___________________________________________________________________________________________________
So this is a thing I've thought about. Feel free to think up more card ideas and/or tell me how my ideas suck and would make a terrible character.
Category All / All
Species Yinglet
Size 3000 x 6750px
File Size 5.03 MB
I'm not even 100% satisfied with it, honestly.
Mainly the lack of an obvious alternate archetype/build; all the characters in the game have at least two big themes/archetypes to build towards while playing, and a big part of the game is evaluating on-the-fly which cards you should add to your deck when the game offers a selection. Poor choices can lead to a non-viable build that can't get you through a run, and not knowing what cards you will be offered is a big part of what makes these such difficult choices.
Ya boi here has only one possible main build, the high-offense card spam, and I feel it would make for a rather boring character once the novelty of yinglets wears off. There are no choices to make here. Grab cheap attacks, as much scav recruiting as you can, and throw everything at the enemies as fast as possible.
He would need an entire alternate path, something that doesn't rely on the scav mechanic as much. I tried to go with ideas that would fit this "generic yinglet commander" concept, and it turns out pretty much every yinglet behavior fits neatly into this one zerg rush strategy. The only other typical yinglet thing I can think of to add to this would be something about poisons, due to their affinity/resistance.
But anyway, glad you appreciate it.
Mainly the lack of an obvious alternate archetype/build; all the characters in the game have at least two big themes/archetypes to build towards while playing, and a big part of the game is evaluating on-the-fly which cards you should add to your deck when the game offers a selection. Poor choices can lead to a non-viable build that can't get you through a run, and not knowing what cards you will be offered is a big part of what makes these such difficult choices.
Ya boi here has only one possible main build, the high-offense card spam, and I feel it would make for a rather boring character once the novelty of yinglets wears off. There are no choices to make here. Grab cheap attacks, as much scav recruiting as you can, and throw everything at the enemies as fast as possible.
He would need an entire alternate path, something that doesn't rely on the scav mechanic as much. I tried to go with ideas that would fit this "generic yinglet commander" concept, and it turns out pretty much every yinglet behavior fits neatly into this one zerg rush strategy. The only other typical yinglet thing I can think of to add to this would be something about poisons, due to their affinity/resistance.
But anyway, glad you appreciate it.
Aha, I see! Still, that hits me as one of those "only the artist will ever see the 'problems' in their work" issues, as what I see here, I really like. But no matter how well something turns out, we artists are cursed to see how far something may fall short of what we had in our heads, ya know?
Sadly, no. I have no skill or knowledge of coding, and no reasonable way to hire or recruit people who do.
So for now, this is merely an idea.
But it's an idea of a mod for a game that already does exist, so if this has piqued your interest you could always go check out the actual product by searching for "Slay the Spire" on Steam (and probably other places too, I don't know.) It's a fun game.
So for now, this is merely an idea.
But it's an idea of a mod for a game that already does exist, so if this has piqued your interest you could always go check out the actual product by searching for "Slay the Spire" on Steam (and probably other places too, I don't know.) It's a fun game.
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