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SocialSocialist

PostPosted: Tue Jun 16, 2009 7:46 pm


Name: Ballistic knife
Effect: melee attacks to +1 damage, (1) Knife launch. Blade launches from the hilt for a +3 damage TEC attack, after which the ballistic knife is useless.
Type of item: Ranged/Melee weapon
Apperance: http://aycu09.webshots.com/image/46128/2001777051840261948_fs.jpg

first suggestion razz
PostPosted: Mon Jun 22, 2009 5:42 pm


Name: Double barrel
Effect: TEC attacks by the user are 4 attacks rolled at 1d8-2 damage (all must be on the same target) 2 ammo, half a turn to reload one shell
Blasting zone (2) consumes 2 ammo. 4 attacks are rolled at 1d8
Type of item: Ranged weapon, 2 hands
Appearance:
User Image - Blocked by "Display Image" Settings. Click to show.


Name: Vit+ rations
Effect: After use, the user gains a number of health equal to his strength restored every turn for the rest of the battle used.
Type of item: consumable
Appearance:
User Image - Blocked by "Display Image" Settings. Click to show.

Name: JDW portable mortar
Effect: Tec range x3. Fires a shell at the target enemy. The target makes a speed check, success depleting the targets move action of thier turn and failing dealing 2d8+2 fire damage. If hit, a str check is needed to avoid a broken limb. depleted after use
Type of item: 2 handed firearm
Appearance:
User Image - Blocked by "Display Image" Settings. Click to show.

Name: Sticky grenade
Effect: The sticky grenade is activated as an attack action and thrown as a free action. It detonates in 3 turns, and can be held after being activated by the user. Upon throwing (as a tec roll), it sticks to it's target until it's time runs out. The target can try to scrape it off as a move action on thier turn with 2 consecutive speed rolls, at which point it will spend the rest of it's time in the space it was scraped off. explosion deals 1d8 and causes a broken limb to the target and all in adjacent spaces
Type of item: consumable
Appearance:
User Image - Blocked by "Display Image" Settings. Click to show.

SocialSocialist


Aminalmammalia

PostPosted: Thu Jun 25, 2009 1:54 pm


Gabriowl here. Weapon systems are chaging: anti-tank weapons and assault rifles make the older ways of fighting an obsolete memory. Here are some cards along with the 'Techno Revolution' pack's theme

Name: MT-56 Main Battle Tank
Effect: Occupies a 2x2 space. Characters inside the tank take no damage if targetted, the tank does (which has 30 or 5D8 hp, according to GM). The tank has a defense rating of 3. The tank has a move of 3, Requiring a driver and a full turn action. The gunner can use TEC to fire the cannon (for 2D8+tec damage) to fire as a full turn action and reloads as a full turn action. An optional loader can also load the gun as a full turn action. An optional commander gives the tank the dodge perk (the effective speed being 3) and takes MP rolls for the tank (which are otherwise denied) Takes a full turn to load and get positioned at ones station. The crew's initiative rolls are reduced to 3, in order of driver, then gunner, then loader, then commander. Crew cannot take speed rolls or special rolls, including for abilities, and cannot attack with thier weapons
Type: Vehicle, Crew of 4, load of 0
Appearance:
User Image

Name: GC-22 Attack Helicopter
Effect: Occupies a 1x2 space. Characters inside the helicopter take no damage if targetted, the helicopter does (which has 20 or 4D8 hp, according to GM) Attacks against the helicopter are rolled at 1d8+2. The helicopter has a movement range of 8. It flys over impedements, meaning it can travel through enemies, pits, and foliage (limits are determined by GM) Initiative of all crew is made 4, with the pilots turn coming before the gunners. The pilot has control over movement and makes MP checks for the helicopter, as well as giving a dodge perk to the helicopter (whose effective speed is 4).Crew cannot take speed rolls or special rolls, including for abilities, and cannot attack with thier weapons. A gunner has access to a 1d8+Tec machinegun (which also has a range of Tec x2) as well as a special attack:
Rocket pods (3) Fires a pair of rockets at a foe. Does 2d8 damage, and auto-crits against armored vehicles.
Type: Vehicle, Crew of 2, load of 0
Appearance:
User Image - Blocked by "Display Image" Settings. Click to show.

Name:Barton infantry
Element: Gold
Location: Barton
Power:4
Speed:4
Technique:4
Mental Power:4
Special:1
Charm:3
Ability1: Weapon focus: firearms
Ability2: Immunity: Fear
Skill: Grit (passive) the Barton Infantry has a DEF of 2 against physical attacks
Alliance: Nuetral
Image: User Image
Quote: War is hell


Name:Aekean Sniper
Element: Gold
Location: Aekea
Power:2
Speed:3
Technique:5
Mental Power:5
Special:1
Charm:4
Ability1: Weapon focus: firearms
Ability2: Hide
Skill: Headshot (passive) Crits's deal 3d8
Alliance: Nuetral
Image: User Image
Quote: Boom... Headshot

Name biggrin urem Anti-tank
Element: Gold
Location: Durem
Power:5
Speed:3
Technique:4
Mental Power:3
Special:2
Charm:3
Ability1: Weapon focus: firearms
Ability2: Marksman
Skill: Fragmentation (passive) targets of Durm Anti-tank's Tec attacks must do a speed roll or lose one equipped item
Alliance: Nuetral
Image: User Image
Quote: MAGGOTS!

Name:Gambino Officer
Element: Gold
Location: Isle
Power:1
Speed:4
Technique:3
Mental Power:4
Special:3
Charm:5
Ability1: Weapon focus: firearms
Ability2: Sixth Sense
Skill: Prestige (passive) All allies of the Gambino officer get a +1 to aim rolls.
Alliance: Nuetral
Image: User Image
Quote: War is hell?
PostPosted: Fri Jul 17, 2009 10:46 am


More cards added to booster 8

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Zero the hunter

Captain

Ghostly Warrior

35,565 Points
  • Vicious Spirit 250
  • Seasoned Warrior 250


Zero the hunter

Captain

Ghostly Warrior

35,565 Points
  • Vicious Spirit 250
  • Seasoned Warrior 250
PostPosted: Sun Aug 09, 2009 2:32 pm


New characters added:
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Changed some cards:
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Also I am working on a special series of cards that are like summons or GF from Final Fantasy. Here is a small preview:
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PostPosted: Mon Aug 10, 2009 11:52 am


After seeing the spell cards there's always been one thing that prevented me from using them. One use only... Then I thought Could this possibly be a card?

Name: Superior Spellcasting
Effect: Able to prepare Spells from Spell Cards. 1-2 star equals 1 slot, 3-4 star equals 2 slots, 5+ stars equal All slots.
Type: Misc
Possible Star: 3

Ganturo Ginokun
Crew

Tipsy Millionaire

11,300 Points
  • Gender Swap 100
  • Invisibility 100
  • Hunter 50


Zero the hunter

Captain

Ghostly Warrior

35,565 Points
  • Vicious Spirit 250
  • Seasoned Warrior 250
PostPosted: Tue Aug 11, 2009 8:22 am


I like the item idea. It will probably be like a spell book or something like that. Different levels and each one has a star limit.
Lv1: 5 star
Lv2: 6 star
Lv3: 7 star
Lv4: 8 star

Also in a side note. My computer just had a freaking problem. The hard disk has died (apparently) and I will have to use a desktop to work on the cards. Luckly I made some backup data. But it will still take time until I can get the programs I need to work on cards. So for a few days (or probably weeks) no new items. This has been a message approved by your Guild Master.
PostPosted: Tue Aug 11, 2009 8:48 am


Need any help? I have alot of free time and Love Messing with sprites....

Ganturo Ginokun
Crew

Tipsy Millionaire

11,300 Points
  • Gender Swap 100
  • Invisibility 100
  • Hunter 50


Zero the hunter

Captain

Ghostly Warrior

35,565 Points
  • Vicious Spirit 250
  • Seasoned Warrior 250
PostPosted: Wed Aug 12, 2009 8:18 am


Nah I am ok. Besides we have a good amount of cards for the RPs.
PostPosted: Wed Sep 09, 2009 10:00 am


3 NEW CARDS! Made with my recent obsession with steam punk fashino:
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Zero the hunter

Captain

Ghostly Warrior

35,565 Points
  • Vicious Spirit 250
  • Seasoned Warrior 250


Zero the hunter

Captain

Ghostly Warrior

35,565 Points
  • Vicious Spirit 250
  • Seasoned Warrior 250
PostPosted: Sun Sep 20, 2009 4:03 am


New cards:
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New character:
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PostPosted: Sun Sep 20, 2009 5:29 pm


Item name: Plastic explosives
Effect: Plastic explosives is set as a full round action with a successful MP check, the user able to set it's det time from 1 to 3 turns (It becomes useless on a failed check). It does 1d8+4 damage (cancelled by a speed check) and hits all squares in a range of 1 (including diagnolly) Any walls hit by the blast are weakened, or completely demolished if they are dealt more then 8 damage.
Image:
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And a couple of Tf2 inspired items:

Item: Flaregun
Effect: All TEC attacks deal fire damage and ignite
Illuminate (3) Light squares in a 3 space radius from a space in TEC range.
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Item: Gustaf Recoilless Rifle
Effect: TEC attacks deal 2d8 damage, halvable by a speed roll. Hits all targets in a one square radius. Speed is reduced by 1 when wielding. Ammo 4, reload full turn per rocket.
Image:
User Image

Aminalmammalia



Zero the hunter

Captain

Ghostly Warrior

35,565 Points
  • Vicious Spirit 250
  • Seasoned Warrior 250
PostPosted: Sun Oct 11, 2009 9:30 am


UPDATE! 9 new cards and 1 new booster
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PostPosted: Mon Oct 12, 2009 10:00 am


Here's a problem I see with the new cards. Why would a Melee weapon increase Tec? Melee uses Power unless specified in the card text. Are the Technique cards activated by Tec rolls? Outside of Magic and what's said on Cards there are several rules not talked about like on Food, Scrolls, Tomes, and stuff.

Also. I still think Techniques should be for as long as you have it instead of one use only as I recall it's set to and make it non-transferable to make them more important since you can't really sell someone what you can do but maybe pay someone to teach you the move making a copy not a transfer.

Ganturo Ginokun
Crew

Tipsy Millionaire

11,300 Points
  • Gender Swap 100
  • Invisibility 100
  • Hunter 50
Reply
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