Spellcards
Spellcards will still work the same as before, except with a few new things.
Types of SpellcardsRegular Spellcard
- Maximum of 4 rounds
- Invincibility is half the length of the spellcard, rounded down, minimum being 1.
Survival Spellcard
- Minimum of 3 rounds, maximum of 4 rounds.
- Invincible during the whole duration of the spellcard.
- Can only be used once per battle.
- Costs 2 bombs.
- Can only be created at level 10.
- Can only have 1 per characters, 2 once reaching level 20.
Last Word
- 5 rounds by default.
- Can only be used once per campaign
- Requires the user to have 1 life left.
- Requires the situation to be more than a friendly duel with no consequences.
- Can only have 1 per character.
- You can create your own at level 15 for free, and upgrade it every 5 levels. Requires the spellcards mechanics to be discussed with the GM.
- The user is not invincible, but the user has to be hit 5 times in order to break the spellcard.
Spellcards? Effects.The list of costs and effects of the original pdf was pretty bad. Allow me to show you the new one!
Volley: Costs 1 FP, and works like an attack. The ?Number of Volley Per Rounds = Might? rules still stands.
Speed Boost: Costs 5 FP. Prevents any form of escape and greatly speeds you up, making it useful out of battle as well.
Hindrance: A fancy rename of beams. Gives a -1 to your opponent?s dodging roll during this round. Beams aren?t the only thing that can hinder dodging, y?know.
Status Infliction: Costs depends on the status effect and the amount of people that will be inflicted with the status. Statuses will be discussed later and put in an order of power so that you can estimate the costs.
World Effect: Things like time slow, time stop, acceleration, massive scale illusions, etc. are considered World Effects. They will usually cost quite a lot of FP, but makes them not only useful in battle, but also out of. Can only be 1 per round, and the round must contain nothing more than a world effect.
Ungrazable: A very expensive effect, it?s actually a new name for the ??Wide Beam?? effect, which caused the attack to be impossible to graze, and outright killed the target instead. I changed it because it?s not limited to being a Wide Beam; It?s anything you consider impossible to graze, like an explosion an AoE, a humongous volley, etc. Again, only 1 per round, and they can only be the only effect during that particular round.
And finally, my masterpiece (not),
Options!That?s right, they get their own section. Options are radically different now.
The old Options used to let you fire moar volleys, but that?s silly because paying more for what you could just spend 1 FP on is silly.
The new Options are considered everything that isn?t you in a spellcard. That means things like dolls, portals, etc. Their use is not meant to be shooting bullets, but rather giving spellcards extra effects. Note that you can technically use options without special effects for free. (Like using dolls, but getting no advantages whatsoever from it) Here?s a few examples;
Movement: Summoning dolls that fire for you means you?ll be able to run away while still firing, dodge more easily, etc.
Hindrance: Accompanying your attacks with, for example, orbs of wind that create gusts to prevent flight and disrupts your opponent?s ability to dodge.
Other uses: Anything you can think of. Kamikaze teletubbies, for example! Just think of something, tell the GM what you want it to do, and I?ll tag a price on it!
Volley Effects1 FP: Element: Infuses your volley with an element.
2 FP: Immobile/Persistent: -1 to the next round?s dodge roll of your opponent?s.
3 FP: Big: -1 to your opponent?s dodge roll.
4 FP: Unpredictable/Curvy: +1 to your hitbox hit roll.
5 FP: Huge: -2 to your opponent?s dodge roll.