Author Topic: Just for fun - Create your own faction  (Read 15699 times)

Vertu Honagan

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Re: Just for fun - Create your own faction
« Reply #30 on: April 29, 2014, 02:52:42 AM »
Name of Faction - Night Walkers

Theme - A world full of Ninjas and their beast companions that help them in their conquests.

Description - The Night Walkers were originally normal humans with the ability to communicate with animals and they lived rather peaceful co-existant lives in their world. That is until one day a rift opened and thousands of troops poured in through the rift. Most of their world was conquered by this massive army, but those that remained resistant were forced into the shadows. These strong men, women, and their beast companions soon found the shadows as their allies in striking back against not only this army but anything else that eventually made it's way through these rifts.

Color - Dark Green

Playstyle - This faction is based on more calculated plays. All of their cards will be played straight into either the assault or defense zones with invincibility to abilities (Including ability cards and card abilities such as artifacts and characters.) on the first turn they are played, which is considered the Ability: Hidden in the Shadows. Their beast companions will help to buff them and they will be a slightly slower play style much like DoD, but on the offensive side instead of Defensive.

Aleta - Aleta the Hidden
Cost:  6 10 morale cost
Stats: 4/12
Abilities:
Hidden in the Shadows
Pay 3, exhaust: 3 target friendly creatures get Ability Hidden in the Shadows on their next turn.

Unlimited - Hidden Soldier
Cost: 2
Stats: 4/7
Abilities:
Hidden in the Shadows

Name -  Vertu Honagan the Man of Legends
Cost -  6
Stats -  11/11
Race - Human
Ability -  Master of Shadows: This character goes directly into the assault zone and can never be targeted by abilities or artifacts. Pay 5, exhaust: Deal this characters attack directly to the opponents fortress.
Picture - A lone man standing out on a cliff overlooking a conquered valley. He has a headband blowing in the wind with a katana strapped to his hip with his hand holding the sheath as it sways. His clothing style is that of a traditional ninja, but with a green headband to match the color of his faction.
Flavortext - There once was a legend of a man that drove back any being that step through one of the rifts to this world.

Offline Black Lister

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Re: Just for fun - Create your own faction
« Reply #31 on: May 07, 2014, 06:55:00 AM »
Name of Faction - The Progenitors

Theme - Imperialistic theme


Description - The original human empire that once ruled the multiverse. A unified remnant of an ancient civilization, they have extremely advanced technology that is perfectly mixed with magic (not hybrid abomination-style). Imperialistic in nature. c in nature.

Playstyle - Progenitor cards buffs allies when summoned, and have special effects when buffed past a certain point. 

Aleta - Immortal Archeomancer

Unlimited - Progenitor Trooper: 2 cost -- 3/3 (Gains +2/1 whenever a Progenitor character is placed on the battlefield)


Yourself as a character -

Name - The Black Lister
Cost - 5
Stats - 6/6
Race - Human
Ability - Whenever this card deals damage to a character, it removes all copies of that character from the game. When The Black Lister is destroyed, return all cards removed this way to the opponents library. Whenever this card deals damage to an opponent's fortress, remove all copies of a random card in their deck from their deck. When The Black Lister is destroyed, return all cards removed this way back to their owner's library.
Flavortext - His word holds so much power, even the dumbest beast understands and obeys him.

Offline Benionin

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Re: Just for fun - Create your own faction
« Reply #32 on: May 20, 2014, 03:00:07 AM »
Name: Sappers (yeah, it needs work. I'll keep thinking about it). Maybe Spelldrainers

Theme: Anti-Ability/Anti-Magic.

Playstyle: these guys would be weak but would become stronger each time your opponent used an ability, like the opposite of an Aether Acolyte. Good players of the Sappers would use strong threats, perhaps splashed, to draw out the opponents' removal and make their cards stronger.

Color: Black

Aleta, the Immortal Spelldrainer
Pay 1, Exhaust: remove an ability card from a graveyard. Put a 2/2 Elemental token into the support zone.

Unlimited Character: Sapper Adept
Cost: 2
Morale: 3
Human
5/5
Whenever an opponent plays an ability card, this character gets +1/+1

Unique Character: Ophiuchi, Star of Darkness
Purity: 2
Cost: 5
Morale: 10
Elemental
5/5
Untouchable
When you play CARDNAME, remove all ability cards in all graveyards from the game, then remove all other copies of those ability cards from each players' hand and deck.

Location: Canopus, Fortress of the Void
Cost: 6
At the end of each turn, a random ability card from each players' deck is put into their graveyard

Artifact: Energy Locus
Cost: 5
Whenever another player casts an ability card, characters you control gain +1/+1

Stuff like that--benefit from ability cards, hate ability cards. Obviously this would become more powerful in multiplayer.
Matchups: good against ability heavy factions, like the Verore, but bad against factions with big bruisers, like the Sleepers and Warpath. Okay against FD and GI, I imagine.
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Offline Darkhex

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Re: Just for fun - Create your own faction
« Reply #33 on: May 21, 2014, 03:00:49 AM »
Name of Faction - The Immortals (Came up with this on the spot)

Theme - Combat Masters and very few ability cards.

Description - battered and Broken from fighting off the Infected, Aleta stumbled upon a civilization of people with immortal blood. Collapsing into their leader's arms, they promised to help Aleta fight off the corruption of Avarach and cleanse the realms of the undead.

Playstyle - Get as many creatures into your assault and Defense zones as possible. all of your creatures have either Charge or Vigilence with additional abilities.

Aleta - Aleta, Immortal Master
Cost: 6 10 morale cost
Stats: 10/5
Abilities: If Aleta is in the Graveyard for 6 consecutive turns, she returns to play.
If Aleta kills a character, Heal all damage dealt to her and she gets +1/+1 permanently.
Pay 3: Aleta fights target character
"When Aleta discovered the Immortals, she was so weak with the Virus that she feared she would infect these people and told them to leave her. However the strange race amazingly had a cure for the virus of Avarach. Renewed with hope, Aleta now leads the Armies of the immortals across the worlds, cleansing them of Avarach's Corruption. She hopes to lead them to Kyrallic, the Origin of the Virus and Wipe out the Sleepers once and for all.

Unlimited - Immortal Warrior
Cost: 3 Morale Cost: 2
Stats: 4/4
Abilities:
If Immortal warrior is in the graveyard for 4 consecutive turns, He returns to play with your choice of either vigilance or charge.


Yourself as a character -

Name - Rune, The Immortal One
Cost -  8 Morale Cost: 15
Stats -10/10

Race - Unique Character - Immortal human

Ability - Unstoppable in assault zone, Prevents 3 damage dealt to him by creatures and abilities while in the defense zone.
If Rune is in your graveyard for 5 consecutive turns, he returns to play with your choice of either Charge or Vigilance.
As long as Rune is in the assault zone, other Immortals you control in the assault zone get +3/+0
As Long as Rune is In the Defense zone, other Immortals you control in the Defense zone get +0/+3

Picture - His picture changes depending on what zone he is in. If he is in the Assualt zone, he appears as a man wielding twin blades with Immortal soldiers charging toward the player while he strides toward the player calmly. If he is in the Defense zone, he is only wielding one blade with a large energy shield and facing the player, with immortal Soldiers behind him with shields raised and weapons pointed toward the player. 
Flavortext - " The leader of the Immortals. Rune is a Master of all forms of combat and can adapt to any combat situation, from an Iron defense, to a full on attack. His presence on the battlefield seems to make all immortals fight harder."

Offline 64chrom

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Re: Just for fun - Create your own faction
« Reply #34 on: May 25, 2014, 06:32:18 PM »
Name of Faction -  Silver hand mercenaries

Theme -  human faction big guns big possibilities

Description - once hired by flame dawn at first contact with sleepers let into trap forced to defend against horde somehow few leaders survived and now seek vengence for former employers

Playstyle -  using characters with multitarget strikes  to kill many foes ,crush defenders use plunder and burn fortess to bare ground also has faction resource cards
=
Aleta - Aleta immortal villain ability pay 2 give human character +1/+1 and plunder 1 if  human character already has plunder +2/+2 and  if in graveyard return to play in 5 turns(its human ony buff so i dont see nothing op in it and if it  is cost of ability gets 3 )

Unlimited -  hired  gun cost 3 stats 6/7  morale cost 4(i wonder about 5 to make them a little nerfed but they ability is gamble stats needs to be quite high since cant buff itself and 6 damadge is crucial because discarded demonic mercenary has 6/6 same as hellmouth demon )if hired gun kills character he has 50% chance to hit neighbouring characters

Yourself as a character -


Name - Hazel,first officer
Cost -  5 morale 10
Stats -  10/10
Race -  human(unique)
Ability -  pay 6 deal 5 damadge in enemy zone (including support zone) exhaust for 2 turns
Picture -  woman with dark skin and bright hair and grenade launcher)
Flavortext - I survived assault of the horde, no one can stop me


example of cards : a sack of silver coins(ability) cost 3 regain 10 morale  a silver well unique artifact cost 4 for every 3 turns gather 1 resource(up to 5)and can be released liked in ancient egg and once used go to graveyard, if removed from a game draw 2 cards landmine(ability) cost 5 first attack character take 5 damadge if survive he  got exhaust for 1 turn
« Last Edit: August 10, 2014, 11:08:54 AM by 64chrom »

Offline Antimony

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Re: Just for fun - Create your own faction
« Reply #35 on: June 09, 2014, 10:43:55 PM »
Name of Faction: The Port of Nobles

Theme: Seaside Trading Town/Pirates/Creatures of the deep

Description: A massive port town known as The Port of Nobles exists on the continent south of Talich, under the rule of the aligned Flame Dawn and Genesis Industries. The town is mostly neutral, as it is the biggest melting pot of individuals in the world since the calamity. Despite its name, The Port of Nobles is largely a shanty town with many small buildings and shacks packed tightly together. The streets are always full of people, as the entire town is an open market selling anything from food to weapons to shady deals. A few Flame Dawn goons are always on patrol, but the easygoing atmosphere of the ocean sucks them in just as much as the next person. Travelers all over the world always seem to end up here to make a life for themselves, even those from the sea. The seafolk only come up to land here in the Golden coast to trade and mingle with the land-dwellers. They are quite the slippery types, known to shaft an unsuspecting sucker in a deal and swim away before they can even notice. Most notoriously is the one and only seafolk known to all only as Mr. Sly. His deep roots in the black market as well as his great standing with The Flame Dawn have given him unofficial rule over the Port of Nobles, allowing him to destroy his competition with the only thing bigger than his gut: his wallet.

The seas are also home to pirates, who are staging a major rebellion on board their fleet of ships far away from the probing eyes of Genesis's technology and the harshest extent of the Dawn's law. Some shady characters on land and sea act as informants and spies for the pirates, who are slowly seeing the invasion of The Sleepers as their opportunity to strike. The zombies may cover the land, but the seas will always be free. Especially when the leader of the pirates can summon the almighty Leviathan at will. In addition to Leviathan, the depths of the ocean are vastly unexplored and can house some...interesting companions that the pirates have learned to control.

Playstyle:
  • Dive ability: Pay x to cause a character in the assault zone to become unblockable but also reduce its attack to 1 (Preemptive, lasts until the end of the turn). Most characters with dive with also have an ability that activates when hitting the opponent's fortress directly such as plunder. Some higher-tier characters can also gain untouchable while diving. Most diving cards usually have low health and average attack, making you choose between diving attacking depending on the situation. They are also vulnerable to removal due to their low health, unless diving also grants them untouchable.
  • Caches/Trading: Unique indestructible cache artifacts that have x amount of coins when they enter play. Caches have a maximum amount of coins they can hold, and are removed from the game if the number of coins reaches zero. They are similar to the Mission cards from the star trek expansion: you start each match with it automatically in play in the support zone, and only one can be in a deck at a time. You consume y number of coins to recruit an artifact card that costs y-1 or less into your support zone.
  • Artifacts/Uses: Some artifacts have x uses needed to activate their ability. Once there are no uses left, the card is destroyed. Most artifacts gain uses when purchased via the cache, and most low cost artifacts start with 0 uses to prevent other factions from splashing them in to abuse them.
  • Pirate Ships: Location cards that require a character card to pilot them.



Characters:



Caches/Artifacts:


Ships/Locations:


Abilities:

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Inkidu

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Re: Just for fun - Create your own faction
« Reply #36 on: June 15, 2014, 02:17:59 PM »
Name of Faction - The Council of Nine

Theme - A pirate themed faction that uses dieselpunk, jury-rigged clunkers including floating cities, submarines, and battleships and some of the Untamed World's (undoubtedly) huge aqua-fauna to ride the waves of the Untamed World's oceans.

Description -  in search of old ruins and lost technology to keep the flotilla going. They're democratic raiders and plunderers who have a maritime civilization having left the continents long, long ago to the will of the Warpath and the beasts. The Rifts mean the great armadas of the pirates can find new shores in search of crucial plunder.

Playstyle - It uses humans and ships with a scant few large beasts. Ships tend to be hard, humans soft and fragile Main mechanics:

Plunder: As it plays now.

Crewing: Kind of like the Mega Unit Pilot ability but you can stack them on to one ship, or spread them out. If you lose the ship though you lose the crew (though there would be saving cards. Some crewing would be by specific pirate characters (uniques or some mid level pirate subtype cards), but most could be characters of any faction. A few ships would bond with artificials or artifacts too.

Dive: I like the dive ability but it would only effect units with dive for a cost making them untouchable and all without making the whole zone untouchable. Also the damage would be half instead o just one. There would be less dive cards though.


Agent Coyle: Since my faction comes from a world with an Aleta. I'll do an Agent Coyle.

Unlimited - Agent Coyle, Dread Pirate. I'm not sure of HP or Power values, but he'd have some crew options to chose and he doesn't sink with the ship. Pay 11 turn him into  a 20/30 sea dragon with dive not fly.

Yourself as a character -

Name - Inkidu, Master of the Black Market.
Cost - 5 (or so)
Stats -  6/10
Race -  Human, Pirate
Ability - Chose one:
Pay five exhaust: Increase your resources by one for the next three turns.
Pay six exhaust: Decrease your opponent's resources by one for three turns.
Pay two exhaust: Search your deck for target pirate card and put it in your hand.

Picture - I'll let artists decide that.
Flavortext - "Hello, stranger... what'are ya' buyin'?

Offline CommunistMountain

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Re: Just for fun - Create your own faction
« Reply #37 on: July 07, 2014, 12:51:21 PM »
Name (and Theme): Team Fortress 2 (promo faction like Star Trek, not a proper faction)

Background: Merasmus was angered by the Soldier again, and so he opened a rift into the Infinity Wars Multiverse and threw them in.

Playstyle: Introduces a new mechanic, Respawn. It would go, “You can play this character from the Grave exhausted for 2X-Y, where X is the character’s Resource Cost, and Y is the number of turns it spent in the Grave.” This is similar to the respawn system in MVM, where you can pay more to respawn earlier.

Unlimited: None.

Characters:

Abilities:

Artifacts:

Locations:
« Last Edit: January 27, 2016, 12:40:13 AM by CommunistMountain »

Offline vengefulmierothi

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Re: Just for fun - Create your own faction
« Reply #38 on: July 16, 2014, 11:53:47 PM »
I love this thread and all the great, thoughtful ideas in it. Some of my favorites are the all-dragon faction, the dive/tunneling mechanics, and the themes centered around time manipulation. I almost feel like some of these faction ideas could have their own specific threads for discussion.

Anyway, after throwing around my creative juices for awhile I came up with the following faction. Enjoy!


Name: The Veiled Host

Colors: Black...and more black.

Theme: An army of darkness, with strong ‘battlemages’, and units that get buffed for every unique character in play.

Description: Based on the reigning faction in a fantasy novel I wrote titled ‘Veiled Empire’. They are ruled by the Mierothi, a race of scaled humanoids with unparalleled command over the powers of darkness. Mierothi, and their half-breed Daeloth, lead a force of common soldiers and beasts of pure nightmare.

Playstyle: Flood the combat zone with cheap bodies that can protect your uniques and serve as sacrifice fodder. Many unique characters with multiple abilities, but they can only be activated while in a combat zone. High risk = high reward.

Lore: (ie. how it fits into the infinity wars universe) The Mierothi are ever driven to conquest by their dark god, Ruul. Searching for every advantage, they ceaselessly plumb the depths of the dark energy which binds the universe together. In one of these explorations, they accidently open a rift to Talich. Their grand host immediately begins marching to war…

Slogan: “Others may dabble in darkness, but WE are its true masters.”

Why I think it would be a fun addition to Infinity Wars: I like all the characters with activated abilities, but think Its kind of lame that they mostly just sit in command/support and cast their spells and hardly ever get put in danger. With the characters in The Veiled Host, this faction will introduce a playstyle that rewards players for getting their valuable characters down in the trenches, and provides a few tools for keeping them alive.


Characters:


Veiled Marauder
Type: Unlimited - Human
Rarity: Common
Cost: 1
Morale: 1
Purity: 1
Stats: 3/3
Passive Ability: For every unique character in the combat zone, Veiled Marauder gains +1/+0 while in the assault zone, or +0/+1 while in the defense zone.
Text: “We march to war, and victory!”
Art: Darkly clad soldiers marching in a line with swords and shields.
Explanation: Starts below curve, but can become quite strong once your uniques enter the fray.

Veteran of the Conquest
Type: Human
Rarity: Common
Cost: 2
Morale: 3
Purity: 1
Stats: 5/6
Passive Ability: the first character card played the turn after Veteran of the Conquest is played has its cost reduced by 1 and gains haste.
Text: “Follow me!”
Art: Grizzled veteran soldier charging a hill and waving others to come with him.
Explanation: Helps get more cheap bodies out onto the field.

Shadow with Claws
Type: Beast
Rarity: Common
Cost: 2
Morale:1
Purity: 1
Stats: 6/6
Passive: Charge
Text: “It stalks the night…”
Art: Panther-ish beast with glowing eyes zipping from shadow to shadow
Explanation: Beast character that will play into a sacrifice mechanic explained later.


Daeloth
Type: Human
Rarity: Common
Cost: 3
Morale: 5
Purity: 1
Stats: 7/8
Passive Ability: Characters killed by Daeloth are removed from the game.
Activated Ability: Pay 1. Deal two damage to up to three random characters in the opposing zone (the same character can be struck multiple times). May only be activated once per turn and only from the combat zone.
Text: “Kneel before the darkness, or I shall cut you down.”
Art: Warrior in black and red armor with sword in one hand and shooting blasts of dark energy from the other.
Explanation: What? No exhaust? 6 damage for 1 cost? OP much? Not really. This is where the risk/reward factor starts to come into play. The ability can only be cast while in a combat zone making the character vulnerable. And it can only hit the opposing zone and isn’t targetable, limiting the usefulness. This is the bread ‘n butter battlemage of the Veiled Host.

Darkwatch Guard
Type: Human
Rarity: Common
Cost: 3
Morale: 4
Purity: 1
Stats: 6/9
(Sort-of)Passive Ability: If a unique character you control would die, you may choose to sacrifice a Darkwatch Guard instead. This effect may only occur if both characters are in the combat zone.
Text: “My life, for the glory of the empire.”
Art: Shield and spear warrior, taking a hit for an important looking dude.
Explanation: Good blocker and helps keep your uniques alive. ‘Nuff said.

Adjudicator
Type: Human
Rarity: Common
Cost: 2
Morale: 7
Purity: 2
Stats: 5/5
Passive Ability: When Adjudicator comes into play, deal 4 damage to two random characters in your opponent’s support or command zone.
Text: “Battle lines mean nothing. No one is safe from my blade.”
Art: Assassin-type character sneaking up and stabbing someone in the back.
Explanation: Makes your enemy think twice about leaving things in support. Combos with Controlled Temporal Anomaly/Intervention.

Ranger
Type: Human
Rarity: Uncommon
Cost: 3
Morale: 3
Purity: 1
Stats: 6/8
Passive Ability: Reach
Passive Ability: If Ranger is in the support zone during the combat phase, it deals ‘X’ damage to one random character in the opponent’s assault zone, where ‘X’ is equal to the number of Unique characters you control in the combat zone.
Text: “That’s not the wind.”
Art: Bowman firing a volley shot.
Explanation: Both passives give defense against flyers, with the second rewarding you for keeping your uniques in harm’s way.

Elite
Type: Human
Rarity: Uncommon
Cost: 4
Morale:8
Purity: 2
Stats: 10/10
Passive Ability: Elite takes ‘X’ less damage from all sources, where ‘X’ is the number of Elite in the combat zone.
Text: “Stand with me, brothers!”
Art: Soldier with full plate armor, giant shield and sword, standing in a shield wall.
Explanation: Makes a strong shield wall when multiple Elite are on the field. Also buffs himself when alone.

Yourself as a character:
Vengeful Mierothi
Type: Unique - none (or *NEW TYPE* Reptilian)
Rarity: Uncommon
Cost: 4
Morale: 9
Purity: 3
Stats: 4/10
Passive Ability: At the end of the turn, Vengeful Mierothi deals ‘X’ damage to your opponent’s fortress, where ‘X’ is the highest morale cost of any character you control that died this turn. This effect can only occur if Vengeful Mierothi is in the combat zone.
Text: “You shall pay for this!”
Art: A Mierothi (dark humanoid with scales and claws) surrounded by bodies, lashes out against a fortress with an explosion of dark energy.
Explanation: Direct fortress damage but limited to once per turn and only if something dies. Potent but, unlike Sacullus, the opponent can plan for and work around this effect.

Aleta, the Immortal Conjuror
Type: Unique - Human
Rarity: Rare
Cost:4
Morale:5
Purity: 1
Stats: 6/16
Passive Ability: If Aleta is in the graveyard for 4 consecutive turns, she returns to play.
Active Ability: Pay 2. Create a random spell card from Infinity Wars and place it in your hand. This may only be activated once per turn and only from the combat zone.
Text: “Aleta knows the secrets of all her others selves. And now...the secret is out.”
Art: Aleta darkly dreaming. And, you know, conjuring stuff with her mind.
Explanation: The Veiled Host faction has few innate ability cards. This Aleta can mitigate that somewhat. Like Uncontrolled rift, this can create ANYTHING, regardless of faction or purity. You still have to pay the cost to play the cards, though.

Truln, the Chronicler
Type: Unique - none (or Reptilian)
Rarity: Uncommon
Cost: 2
Morale: 8
Purity: 1
Stats: 2/8
Passive Ability: At the end of the turn, if Truln is in the combat zone, your opponent’s morale is lowered by ‘X’ where ‘X’ is the number of turns Truln has ended in the combat zone.
Active Ability: Pay 3 Truln gains Shield 1 for this turn, but cannot attack. This can only be activated from the combat zone.
Text: “History is written by the victors.”
Art: A Mierothi male watching a battlefield and writing in a book.
Explanation: For morale kill builds. Starts weak but can steamroll if protected long enough.

Kitavijj, the Mother Phyzari
Type: Unique - none (or Reptilian)
Rarity: Rare
Cost: 3
Morale:7
Purity: 1
Stats: 4/8
Active Ability: Pay 1. All characters you control in the combat zone are healed of 2 damage.
Active Ability: Pay 2. Target character you control in the combat zone is healed of all damage.
Only one ability may be activated per turn and only from the combat zone.
Text: “You’re not allowed to die until I say so.”
Art: Mierothi female, with her bloody hands stuck inside a ‘patient’.
Explanation: Healer to keep your peeps alive. Only heals damage, so it doesn’t actually increase health like Daode or Aleta caretaker.

Jezrid, the Marshall Adjudicator
Type: Unique - none (or Reptilian)
Rarity: Rare
Cost: 4
Morale:8
Purity: 2
Stats: 12/8
Active Ability: Pay 3. Jezrid is removed from the game until the end of the turn. When he returns, kill one random character in your opponent’s support zone or command zone. Can only be activated from the combat zone.
Text: “I am the blade in the darkness.”
Art: Dark Mierothi assassin, appearing out of nowhere to strike down his target.
Explanation: Better version of the basic Adjudicator, with built in reactivation. This can force your opponent to move important characters into the combat zone when they see him coming.

Grezkul, the Supreme Arcanod
Type: Unique - none (or Reptilian)
Rarity: Rare
Cost: 5
Morale: 10
Purity: 3
Stats:10/12
Passive Ability: When Grezkul deals damage to a character, deal an additional 3 damage to all other characters in the same zone.
Active Ability: Pay 2. Grezkul ignores the first source of damage against him this turn. Can only be activated from the combat zone.
Text: “When my armies march, you’ll find me at their head.”
Art: Mierothi with thick, spiky armor surrounded by a wreath of dark fire.
Explanation: Beat stick that pairs well with Fight, Unstoppable, Swift Stikes, etc. to wipe out entire lines of defenders.

Lekrigar, the High Regnosist
Type: Unique - none (or Reptilian)
Rarity: Rare
Cost: 6
Morale: 9
Purity: 2
Stats: 4/12
Active Ability: Pay 4. Sacrifice target human and target beast on the battlefield. Create a Twisted Monstrosity in the same zone as Lekrigar. Can only be activated once per turn and only from the combat zone.
Text: “In our experiments with dark energy, we have made some delicious discoveries.”
Art: Mierothi male, shooting dark energy from both arms out to altars on either side of him.
Explanation: A different way to use all the cheap humans in the game. Also allows a good case for a Warpath splash with breeders.

Twisted Monstrosity (summoned only)
Type: Human Beast
Rarity: Uncommon
Cost: 4
Morale: 2
Purity: 2
Stats: 16/16
Passive Ability: Unstoppable. Characters killed by Twisted Monstrosity are removed from the game.

Rekaj, the Emperor
Type: Unique - none (or Reptilian)
Rarity: Epic
Cost: 18 (Cost is reduced by 2 for every Unique character you control that died this game)
Morale: 15
Purity: 3
Stats: 20/20
Passive Ability: When Rekaj is in the combat zone all characters you control in the combat zone can only be killed by combat damage. (Sidenote: can we just call this effect “Resolve” and save text space on the cards already?)
Active Ability: Pay 6: Choose a target with Untouchable. It loses Untouchable and has its power reduced to 0. May only be activated once per turn and only from the combat zone.
Text: “It seems my underlings have failed. No matter. I shall deal with you myself.”
Art: Royally dressed Mierothi casually strolling through a field of death and destruction.
Explanation: This is the titan of The Veiled Host. Only comes out if opponents kill too many of your uniques, meaning it can ACTUALLY save a losing game, rather that just help you win more.

Voren, the Prisoner without Chains
Type: Unique - Angel
Rarity: Epic
Cost: 7
Morale:0
Purity: 1 (The Veiled Host) or 1 (Observers of Solace)
Stats: 0/9
Passive Ability: Shield 1.
Active Ability: Pay 3, exhaust, deal 3 damage to Voren. Can only be activated from the battlefield. Target character you control on the battlefield gains +6/+6 permanently and heals 6 damage at the end of every turn. If Voren dies to this ability he ascends.
While Ascended, Voren becomes 20/20, gains flying, and becomes locked to the assault zone. At the end of every turn, all characters in the same zone and opposing zone take five damage, and he deals double damage to your opponent’s fortress.
Text: “I will pay for my sins, but so too shall you.”
Art: Sad looking angel with long dark hair, siphoning blood.
Explanation: Hard to kill and gives a powerful effect on the active, and becomes this faction’s “dragon” if he manages to kill himself with it.


Draevenus, the Remorseful Assassin
Type: Unique - none (or Reptilian)
Rarity: Epic
Cost: 8
Morale: 15
Purity: 2
Stats: 5/10
Passive Ability: If Draevenus would enter combat with a character, he first deals damage to it equal to half (rounded up) of its current power.
Active Ability: Pay 6. Draevenus shadow-dashes, dealing damage equal to his attack power to all characters in the opposing zone. Can only be activated once per turn and only from the combat zone.
Text: “They once knew fear, and they called it by my name.”
Art: Mierothi male in black chainmail, throwing daggers that explode with dark energy when they hit their targets.
Explanation: Late game powerhouse that can obliterate whole lines of attackers with his active + passive, especially potent with attack buffs.


Blade Cabal
Type: Unique - Human
Rarity: Rare
Cost: 8
Morale: 15
Stats: 4/12
Passive Ability: Untouchable, Bloodthirst 4, Multistrike 2
Active Ability: Preemptive: Pay 5. Characters adjacent to Blade Cabal gain Untouchable for this turn, and half the damage they receive is redirected to him. He loses multistrike for this turn.
Text: “I was born to punish those who abuse their power.”
Art: Warrior with a double-bladed staff. Spells are aimed at him but fizzle without doing damage, then he cuts down his attackers.
Explanation: A potent combination of passives more than makes up for his high cost and low stats, and his active allows you to protect other important characters.

Vashodia, Mistress of Darkness
Type: Unique - none (or Reptilian)
Rarity: Legendary
Cost: 5
Morale: 9
Purity: 2
Stats: 2/12
Passive Ability: Vashodia receives half damage (rounded down) from all sources. If Vashodia ends the turn on the battlefield, spawn a 0/2 Darkwisp in the support zone.
Active Ability: Pay 2, sacrifice a Darkwisp. Deal 10 damage to target character your opponent controls on the battlefield.
Active Ability: Pay 4, sacrifice 2 Darkwisps. All characters you control in the combat zone gain Bloodthirst 4 until the end of the turn.
Active Ability: Pay 6, sacrifice 3 Darkwisps. At the beginning of the next turn, kill three random characters your opponent controls in the combat zone.
Active Ability: Pay 8, sacrifice 4 Darkwisps. Vashodia permanently gains +12/+2 and Shield 1.
Only one ability may be activated per turn and only from the combat zone.
Art: Small female Mierothi in a dark, hooded robe. Spell effects swirl around her.
Explanation: A ton of potent abilities with the double drawback of SPECIFIC sacrifice, and that she must be in the combat zone. (sidenote: her third ability is exactly what Wholesale Slaughter SHOULD be). Well worthy of the Legendary slot for the Veiled Host.

Darkwisp (summoned only)
Type: Spirit
Rarity: Common
Cost: 0
Morale: 0
Purity: 2
Stats: 0/2
Passive Ability: Flying
Art: Swirling ball of darkness, with purple lightning crackling throughout.
Explanation: Plays into Vashodia’s sacrifice mechanic, also used to block flyers.

Abilities: There will intentionally be few faction specific abilities (one, to start with) that they play from hand, as so many characters have activated ones.

Whisper to the Dark
Type: Ability
Rarity: Common
Cost: 2
Summon 3 Darkwisps in your support zone.
Art: 3 Darkwisps flying through the night.

Artifacts:

Eye of Ruul
Type: Unique - Artifact
Rarity: Rare
Purity: 3
Cost: 3. As an additional cost to play Eye of Ruul, sacrifice target character you control on the battlefield.
Active Ability: Pay 2, exhaust. Choose a character. If they activate an ability this turn, they are killed.
Art: Dark obelisk-type structure with a glowing crystal on top.
Text: “He sees all…”
Explanation: Punishes enemies with abilities.

Remnant of the Shroud
Type: Artifact
Rarity: Uncommon
Cost: 5
Purity: 2
Passive Ability: Whenever a player uses an ability card, their morale is reduced by 5.
Art: A splinter of darkness cutting across the sky.
Text: “The Shroud was shattered when the rift was opened. These pieces are all we have left.”
Explanation: Morale-kill version of Ancient Aether. Pairs well with Truln, the Chronicler and all the character-killing this faction can dish out.

Locations:

The Chasm
Type: Location
Rarity: Rare
Cost: 7
Purity: 2
Passive Ability: All characters your opponent controls in the combat zone receive -1/-1 at the start of each turn. Every time a character you control dies, a 0/2 Darkwisp is created in the support zone.
Art: A huge canyon brimming with darkness.
Text: “We have already broken our own world. What makes you think we won’t do the same to yours?”
Explanation: Expensive but powerful. The anti-Ritual Master. Also, perfectly paired with Vashodia.



Ok. That’s about it. I think this has all the tools a new faction would need, with a unique playstyle that works on its own but also can be mixed with other factions for some interesting combos. I had a lot of fun writing this up, so let me know what you think!

Offline CommunistMountain

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Re: Just for fun - Create your own faction
« Reply #39 on: July 17, 2014, 07:44:09 AM »
Kitavijj, the Mother Phyzari
Active Ability: Pay 2. Target character you control in the combat zone is healed of all damage.
There are quite a number of overpowered ideas you have, but this stood out to me as the most overpowered idea you've come up with (and also the one I would bother pointing out).

Not only can it heal a character fully for the low low price of 2 Resources (especially unfair if the character has a high base health), Kitavijj also doesn't Exhaust, meaning that with maximum Resources you can fully recover 5 Characters. And that's not counting additional Resources from other Resource–providing Characters like Wealthy Noble.

Also, 1 Purity makes it easily splashable with other factions which opens up even more possibilities than ever (probably the best combo would be to use it on Agent Coyle, Immovable, which will allow Coyle to soak up immense amounts of damage for an indefinite period of time).

And it costs only 3 Resources!

While you're busy balancing out your faction, why not see my idea (right above your post) about a TF2 faction?

Offline Conquest

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Re: Just for fun - Create your own faction
« Reply #40 on: July 18, 2014, 08:32:08 PM »
Name (and Theme): Team Fortress 2 (promo faction like Star Trek, not a proper faction)

Background: Merasmus was angered by the Soldier again, and so he opened a rift into the Infinity Wars Multiverse and threw them in.

Playstyle (or lack thereof): A lot of TF2–themed mechanics, but that's it.

Unlimited: None.

Characters:

Abilities:

Artifacts:

Locations:

Love the idea of a TF2 faction :D Seems to be lacking bread though :P
THE VIRUS RISES ONCE MORE!


Offline vengefulmierothi

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Re: Just for fun - Create your own faction
« Reply #41 on: July 19, 2014, 01:04:17 PM »
Kitavijj, the Mother Phyzari
Active Ability: Pay 2. Target character you control in the combat zone is healed of all damage.
There are quite a number of overpowered ideas you have, but this stood out to me as the most overpowered idea you've come up with (and also the one I would bother pointing out).

Not only can it heal a character fully for the low low price of 2 Resources (especially unfair if the character has a high base health), Kitavijj also doesn't Exhaust, meaning that with maximum Resources you can fully recover 5 Characters. And that's not counting additional Resources from other Resource–providing Characters like Wealthy Noble.

Also, 1 Purity makes it easily splashable with other factions which opens up even more possibilities than ever (probably the best combo would be to use it on Agent Coyle, Immovable, which will allow Coyle to soak up immense amounts of damage for an indefinite period of time).

And it costs only 3 Resources!

While you're busy balancing out your faction, why not see my idea (right above your post) about a TF2 faction?

Hey thanks for the feedback!

I agree that there are a lot of "OP" abilities in this faction, but I did my best to try and balance them out. Things like character cost, morale cost, purity, and the combat zone restriction seemed to be enough of a drawback in most cases, but without access to Lightmare's formulas for balancing cards, it's all best guess at this point.

As for Kitavijj, I am comparing her 2nd ability with Tribal Medicine, which heals 10 damage for 1 cost. 90% of the character cards in the game will be fully healed by this. For 2 cost, and the double combat zone restriction, a full heal didn't seem all that OP to me. Especially since if either Kitavijj OR her heal target are stumbled/exhausted/killed then the heal won't go off. And yes, she doesn't exhaust (none of the characters with activated abilities do) but she (and everyone else) are restricted to one ability use per turn.

As for your TF2 faction, here are some random thoughts I had while reading through it:
(Keep in mind, though, that I have never played TF2 so I am unfamiliar with the characters and abilities from that game)

Soldier and Demoman are almost exactly the same character. I would try to come up with something more to differentiate them.

Pyro: I love it! Targeted immolate + bonus damage to immolated targets is a great mechanic.

Conga Line: Hilarious! I can imagine after playing this card, some latin-flavoured music starting, and all the cards shaking back and forth and spinning in a slow circle around the battlefield :)

Payload Cart: Interesting mechanic. Can be comboed with Sleepers very well. Spawn tokens + exhaust them all + Fear + name your opponent's support zone = win!

Christopher, the Communist Mountain: I see a bit too much room for abuse here. All you gotta do is play Xi, ascended and use her ability and you win the game. This would have to be triple purity at least.

Speaking of purity, you don't have it listed for any of your cards. No morale cost either. Adding these in will give you an additional balancing tool.

Last random thought: You only have one 2-cost character and zero 1-cost characters, making this faction have an extremely weak early game.

Offline CommunistMountain

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Re: Just for fun - Create your own faction
« Reply #42 on: July 19, 2014, 01:25:33 PM »
Thanks for your feedback. :)

Soldier and Demoman are almost exactly the same character. I would try to come up with something more to differentiate them.
They are quite similar in–game. The only differences I could make without deviating from in–game stats were the Soldier's buffing abilities and the Demoman's defensively–oriented Stickybombs.

Speaking of purity, you don't have it listed for any of your cards. No morale cost either. Adding these in will give you an additional balancing tool.
I didn't bother thinking of these stats. :P

Offline TheHeavyIsASpy

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Re: Just for fun - Create your own faction
« Reply #43 on: August 05, 2014, 03:50:12 AM »
Name of Faction - remnants of the old world

Theme -  fallout like cards with scrap armor and makeshift weapons

 color - grey and dark blue

Description - when everything had calmed down after the sleepers rampage on avarrach, the survivors of the destruction decided that sticking together and laying low was there best option.

Playstyle - weak units that work well with each other to create new units
 
Aleta -   Aleta, the immortal scavenger (6/16) - human (cost 7) (moral 10)
             Flavour Text: "when the sleepers ravenged the land, Aleta try to help as much as she could"
             If Aleta, the immortal scavenger is in the graveyard for 6 turns, she returns to play.
             pay 2: create a 4/4 artificial unit in the support zone
             Picture - aleta with blond hair and a wrench wearing makeshift metal armor

Unlimited - scrap collector (4/6) - Unlimited human (cost 3) (moral 4)
                  collect: every time scrap collector attacks the enemy fortress or an artificial unit he gains 1 scrap metal
                  when he gets 5 scrap metal, sacrifice one eyedrone and he creates a  Reinforced eyedrone in the same zone.
                  reinforced eyedrones have 3/3 plus the heath of the sacrificed eyedrone -1/-1
                  Picture - a man with a toolbox, pistol, and armor in a field of scrap

                  Eyedrone (4/4) - Unlimited artificial (cost 1) (moral 2)
                  wall of metal: For every other eyedrone in a zone, all eyedrones in that same zone gain +0/+1
                  Picture - kinda like the eyebots from the fallout games

Abilities - repair (cost 2) heal 10 from a non organic unit (can over heal)

               scavenged meds (cost 1) heal 10 from a non artificial unit (can not over heal)

               armor (cost 2) heal 5 from a unit (can over heal)

               wheels (cost 3) give target card in your hand haste. Flavour text: gotta go fast! - blue thing 2014

 locations - scrapyard (cost 5) every artificial unit you play gains 2/2 when scrapyard is on the field.
                                               every human gains 1/3 Flavour text: one mans scrap, is another mans army - Yorik, shield of the remnants

                 scavenged fortress (cost 7) - every two turns 1 4/6 eyedrone is created in both zones

artifacts - makeshift canon (cost 7) pay 6: sacrifice 2 artificial units and deal x amount of damage to every unit in a zone, with x being
                                                                   the attack power of the sacrificed units

myself as a character - Yorik, shield of the remnants 10/13 unique human (cost 9) (moral 12)
                                     cleanse: pay 8: kill target sleeper unit in play, but pay 10 if its in the command zone.
                                     blessed armor: take 2 less damage from all sources, 3 less from sleepers.
                                     when Yorik, shield of the remnants comes into play one 2/5 Combat Mechanic is created in your support
                                     zone. If Combat Mechanic is in the same zone as Yorik, every unit he kills comes back in to play under your
                                     control after 2 turns and becomes artificial. He also gains energy shield (same as untouchable).
                               


                                                              Well, that was it. did you like it?  :D
                                     
                                     
« Last Edit: August 05, 2014, 05:01:18 AM by TheHeavyIsASpy »

Offline Cadbury93

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Re: Just for fun - Create your own faction
« Reply #44 on: August 10, 2014, 11:14:10 PM »
Name of Faction: Onyx Shinobi

Theme: Ninja

Description: To be added

Playstyle: Loads of low cost characters that have haste but often leave the board at the end of the turn. So at the end of each turn your side of the board will usually be empty.

Characters:

Aleta, Immortal Instructor
Resources: 5 Morale: 5 Purity: 1
6/16
Unique Human
"If Aleta, Immortal Instructor is in the graveyard for 6 consecutive turns, she returns to play. Pay 2, Exhaust: All Human Characters you control gain +3/+3 until the end of the turn."

Onyx Genin
Resources: 1 Morale: 3 Purity: 1
3/3
Unlimited Human
Haste
"At the end of the turn, if Onyx Genin is still in play it returns to its owner's hand"

Koga, Onyx Squad Leader
Resources:3 Morale: 8 Purity: 2
10/2
Unique Human
Haste
"While Koga, Onyx Squad Leader is in the deployed area, the cost of all Human Onyx Shinobi characters is reduced by 1"

Shadowsworn Assassin
Resources: 1 Morale: 5 Purity: 1
4/1
Human
Haste
"If the Shadowsworn Assassin would enter combat with a character, it kills the character and returns to its owner's hand instead. At the end of the turn if Shadowsworn Assassin is in play it dies."

Kazuya, Master of Shunpo
Resources: 4 Morale: 10 Purity: 2
8/8
Unique Human
Haste
"While Kazuya is deployed all other cards in his owners hand and deck with the name 'Kazuya, Master of Shunpo' instead become 'Kazuya's Afterimage' (They revert once he is sent to the graveyard). If Kazuya dies or is removed from play any of his afterimages that are in play are sent to the graveyard."

Kazuya's Afterimage (Token)
Resources: 2 Morale: 0 Purity: 2
8/8
Human
Haste
"When Kazuya's Afterimage enters the deployed area, its power and health becomes equal to Kazuya, Master of Shunpo's power and health. At the end of the turn if Kazuya, Master of Shunpo is in play Kazuya's Afterimage returns to its owner's hand, this effect also applies if Kazuya's Afterimage is in the graveyard."

Onyx Avenger
Resources: 2 Morale: 5 Purity: 1
3/3
Human
Haste
"When Onyx Avenger is deployed, it gains +1/+1 for each character in your graveyard. At the end of the turn if Onyx Avenger is in play, it is shuffled into its owner's deck and its owner draws a card. If Onyx Avenger dies, it returns to play as a Shade of Vengeance"

Onyx Jōnin
Resources: 3 Morale: 8 Purity: 1
8/8
Human
Haste
"While Onyx Jōnin is in play, all other human characters have +2/+2. At the end of the turn if Onyx jōnin is in play, it is shuffled into its owner's deck and its owner draws a card."

Avatar of Vengeance
Resources: 6 Morale: 0 Purity: 3
5/10
Unique Spirit
Haste, Unstoppable, Invincible
"When Avatar of Vengeance is deployed, remove all characters in your graveyard from play. Avatar of Vengeance gains +2/+2 for each character removed in this way. At the end of the turn, Avatar of Vengeance is removed from play."

Shade of Vengeance
Resources: 3 Morale: 0 Purity: 2
2/2
Spirit
Unstoppable
"Whenever a character you control dies, Shade of Vengeance gains +3/+3. If Shade of Vengeance would die, it loses all stat buffs and becomes exhausted for 2 turns instead."

Ethereal Toad
Resources: 3 Morale: 2 Purity: 1
3/10
Spirit Beast
"If Ethereal Toad would die to combat damage, it becomes exhausted instead."

Spirit Wolf
Resources: 3 Morale: 2 Purity: 1
9/4
Spirit Beast
"If Spirit Wolf would die to combat damage, it becomes exhausted instead."

Immutable Voidwalker
Resources: 4 Morale: 4 Purity: 1
10/10
Spirit
"Immutable Voidwalker's Power and Toughness cannot be changed"

Soul Reaper
Resources: 2 Morale: 2 Purity: 1
4/4
Spirit
"If Soul Reaper would enter combat with a character that has the spirit sub-type, kill that character instead. Characters killed this way are sent to your graveyard."

Sage Turtle
Resources: 3 Morale: 5 Purity: 2
2/12
Beast
"Pay 3, Exhaust: Any characters that are exhausted this turn become exhausted for an additional turn. All characters in play with the name "Sage Turtle" become exhausted next turn."

Spectre
Resources: 1 Morale: 1 Purity: 1
2/2
Spirit
"Activate: Target a character, that character gains the spirit sub-type and Spectre is removed from play. If that character dies or otherwise loses the spirit subtype, Spectre will return to play."

Spirit Summoner
Resources: 4 Morale: 8 Purity: 1
0/4
Human
"While Spirit Summoner is in play, all spirit characters in your hand and deck gain haste."

Shadow Clone (Token)
Resources: 0 Morale: 0 Purity: 2
0/4
Spirit
"If a character next to the Shadow Clone would take damage, the Shadow Clone takes damage instead. At the end of the turn Shadow Clone is removed from the game. If the shadow clone would die it is removed from the game instead."

Abilities:

Smoke Bomb
Resources: 2 Purity: 1
Ability
Pre-emptive
"Target a combat zone, units in that and the opposing combat zone become untouchable and unable to attack or block until the end of the turn."

Shadow Clone Jutsu
Resources: 3 Purity: 2
Ability
"Create a 0/4 Shadow Clone next to each character in play you control"

Scroll of Summoning
Resources: 1 Purity: 1
Ability
"Search your deck or graveyard for a spirit or beast character that costs 3 or less and target a combat zone. The character will come into play in the target zone. At the end of the turn the character is sacrificed. You cannot target unique characters with this ability."

Materialize
Resources: 5 Purity: 1
Ability
"The power and toughness of all spirit characters you control is doubled. Affected characters lose the spirit sub type and all text."

Poisoned Kunai
Resources: 1 Purity: 1
Ability
"Deal 2 damage to the target character. It becomes poisoned, taking 2 damage at the end of each turn."

Artifacts

Dusk Spawner
Resources: 2 Purity: 1
Artifact
"At the end of each turn your spirit characters gain +1/+0"

Orb of Shadows
Resources: 4 Purity: 2
Unique Artifact
"When a character you control comes into play it gains +2/+2"

Locations

The Hidden Village
Resources: 2 Purity: 1
Location
"At the start of the turn if you have no characters in play, you gain 3 extra resources for this turn. (Note this is not a permanent increase like the trading post, but a bonus on top like a Wealthy Noble)"
« Last Edit: August 13, 2014, 12:26:10 PM by Cadbury93 »