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Ok, I admit that I've failed somewhere before. But anyway welcome. Just a brief intro on what you should expect here:
1. Football. Not gonna post much of that any soon since season is over. :S
2. Anime, Games, etc. Just abt anything conceivable under the Japanese radar barring anything and everything Rule 34. Now that's illegal. Period. -.-;
3. Music. Everything to do with it is listed under the tab.
5. Unacceptable humour: Anything and everything is fair game here. As long as I don't get rounded up by the ISA. -.-'

6.
The Known World=Fantasy world building in process. I: Used to be glossary, now devoted to random rambling; II: Character Concepts; III: Lore.
7. der Wolf=my Fictionpress account under the moniker Tsumujikaze no Soujutsu. A Ranger's Tale is hosted under this page. :)
8. New section now upped. Maybe I should also gun for upping A Ranger's Tale here since I do have this funny feeling that traffic coming to here is way more than whatever I'll get in FP.

Statement of intent: Everything said here is a figment of personal opinion, be it me or anybody commenting. I try to be responsible, but my parents=/=parents of the world.

@Druid of Luhn: Crap. Should have remembered far earlier to give you the credit for your CSS text box code. :(

A/N: But sadly, it seems that your CSS text box code has now been halved efficiency wise. :(

That most important note I should have added: Any images posted in this blog are NOT my own stuff. I got them from Google image search, I don't earn any shit by being a thief and liar. Those responsible for the pictures, rest assured that you all are great artists in your own regards. Sadly, we all know what limited space means in terms of posting.

Latest Note: Changed alignment for my page widgets due to my worry that I can't centre align the thing.

Note on A Ranger's Tale: In case any complaining fella wants to have a legal case with me, let this be known that A Ranger's Tale is rated M by default. I've upped the swearing and somewhat a bit on the dark/gritty factor. You all have been warned, let no little boy and girl enter the forbidden realm.

Latest on ART: A Ranger's Tale now starting to kick back in gear. But I really hate the insanely fluctuating climate here in S'pore.

P.S: Oh, and one more thing. Vid below is yet another ideal OP for A Ranger's Tale.

Sunday, 11 May 2014

While I wait for...

Marvel Heroes to d/l the patch and itself, I might as well pull off a grand summary of what I've done thus far. Well sorta...

Mr TTC: I don't think trying to do your own CCG is ideal, you know.

Me: Why?

Mr TTC: Because Marvel is a global company. You do this kind of thing, they will want you to pay royalty.

Above convo truly happened during church. So much for trying to be my own man... -_-

Apparently, I got myself lost in 2-3 sub-quests @Hell's Kitchen. Damn fun running around in open space and spamming Black Panther's basic attack tho*...
*Gutted to say I've yet to get the hang of using Cyro-Dagger in terms of trying to pahlang instead of pahjiao.



[Marvel Alliance of the Atom Ver 1]
What you need:
1. Cards from Marvel Alliance of the Atom
2. More than one deck of poker cards
3. Counters

Different phases during every player's turn:
Draw-Draw a card from any deck belonging to your Characters. You can only draw one card per turn this way.
Main-This is where your Characters will engage combat with enemy Characters.
End-Concludes your current turn together with resolving any debuff (including Stun) effects.
Note: Unless stated otherwise, all debuff/Stun effects lasts only until end of current turn.

Character and deck rules:
1. For every Character played, a deck containing 53 cards plus 7 additional Character cards must be used. More on the latter part later on.
2. Every Character will have his/her own respective cost. No matter what, total cost used cannot exceed the maximum limit of 10.
3. Maximum number of cards in your hand will be decided by twice the number of Characters you play.
4. Every Character's actions will be classified under one of the four types, i.e. Spades, Hearts, Clubs, Diamonds.

Card type rules:
1. Diamond denotes Heal. Value of the card played will decide how much Life your Character will recover. Can be used more than once during any given turn.
2. Clubs denotes Stun. Value of card played must be greater than target Character's Strength or Life, depending which one is higher. Stun can only be played once per turn and after successfully dealing damage.
3. Hearts denotes Defend. Value of card played will reduce the amount of damage suffered by your Character. If that card's value is greater than damage dealt, defending Character takes no damage instead, i.e. successful Defend. Can be used more than once during any given turn.
4. Spades denotes Attack. Value of card played decides the amount of damage which can be dealt. Can only be used once per turn.

Rules for different cards:
1. Standard cards will have value ranging from 2 to 10.
2. Burst cards are those beyond the value of 10, i.e. Jack, Queen, King.
3. Characters affected by Stun cannot use any action apart from Heal.
4. Using Heal will remove Stun.

Burst:
1. Only one Burst card can be used per turn.
2. Burst will override all other effects.
2. Attack Burst, i.e. Spades, will always deal full damage. Damage value is fixed at 12.
3. Defend Burst, i.e. Hearts, will always ignore all damage dealt from a single source.
4. Stun Burst, i.e. Clubs, will always cause Stun status regardless of whether target Character manage to take damage.
5. Heal Burst will always recover full Life. Remove all debuff status including Stun this way.
6. If a player's Character deals 1 Attack Burst and target Character uses 1 Defend Burst, the Character with the higher Burst value wins, i.e. winner activates the respective Burst effect while the loser's Burst effect will be nullified.*
*Stun and Heal Burst cannot be used this way.
Note-Burst card value counts as Jack being the lowest and King the highest.

Flare:
1. Applicable only for Characters only.
2. Every deck must have four Aces. Flare will confer either twice the damage successfully dealt or +4 to Defend.
3. Flare lasts until end of your next turn.


Universe:
1. Every deck can only have one Joker.
2. If you draw one Joker card and decided to use it, all your Characters can use any ONE card from the hand as a Burst card. 
3. Will only last until end of current turn.
4. Can only choose one type of Burst effect.

Combat:
1. Unless specified otherwise, every Character can only Attack once per turn.
2. Attacking Character will always initiate attack.
3. Defending Character can never do so, no matter what.
4. Defending Character will attack back against the attacking enemy Character as a result.
5. Defending Character cannot attack back once stunned.
6. Characters cannot attack once stunned.
7. Stun effect will last until affected Character's next turn.

Characters:
1. Every Character will have one Ability.
2. Every Character will also have his/her own combat type and damage type.
3. Extra Character cards can be played to boost their existent counterparts during the game. This is known as Alternate Impact. This must be done before your Main phase.
4. Alternate Impact can only be used during your current turn and will last until starting of your next turn.
5. You can only use one Alternate Impact per same Character.
6. Alternate Impact confers +1 to any two stats of your choosing.
7. Cards used for this purpose can be added to the respective Character's deck.

Combat type
1. Blindside: Will always attack first.
2. Rage: +3 to successful damage dealt during next attack whenever receiving damage.
3. Brawl: Attack twice per turn instead of once.
4. Lock: Attack deals full damage at the cost of any one extra card used. Cards discarded this way must have a higher value than the Attack card used.
5. Leadership: Draw 1 extra card from any friendly Character's deck after winning a combat.
6. Wild Card: Unique effect that does not belong to any of the above five.

Stats:
1. Every Character will have the following stats: Life, Strength, Agility, Intelligence.
2. Life indicates maximum amount of damage Character can take. Once any Character's Life drops to 0, the Character will be declared dead and removed from game.
3. Strength indicates how much damage a Character can dish out. However, actual damage dealt will be decided by value of the Spades card played+Character's Strength.
5. Agility indicates Character's chances of avoiding damage altogether so long value of the Hearts card played+Character's Agility is higher than total value of damage dealt by enemy Character.
6. Intellect indicates number of extra cards drawn from that Character's deck during Draw phase so long you have less than 4 cards in hand. Can be stacked with Leadership.


C001: Iron Fist
(Danny Rand)
Cost-3
Life-17
Strength-7
Agility-8
Intellect-1

Combat type-Brawl
Damage type-Unarmed Melee
Description: Can choose to use Hearts as Attack and Spades as Defend during combat.

Mark of Shou-Lao
Can choose to skip Iron Fist's current turn. Iron Chi cannot be used during your following turn.
You can choose one out of four choices below during your next Draw phase.
[Healing Chi: Any Heal card played will double the amount of Life healed]
[Critical Chi: +4 Attack. Not applicable against Defend Burst]
[Fortress Chi: Immune to damage whenever any Defend card is played. Not applicable against Attacking Burst]
[Silent Chi: Immune to Stun]

C002: Angel
(Warren Kenneth Worthington III)
Cost-1.5
Life-16
Strength-5
Agility-7
Intellect-1

Combat type-Lock
Damage Type-Unarmed Melee
Description: Can choose to use Hearts as Attack and Spades as Defend during combat.

Soaring Free
Attack with value of 4 or more will be treated as Lock Attack without the normal cost of 1 extra card.

C003: War Machine
(James "Rhodey" Rhodes)

Cost-2.5
Life-15
Strength-7
Agility-5
Intellect-2

Combat type-Lock
Damage type-Energy Ranged
Description: Total damage equals Attack value+card discarded.

Noble Assistance
War Machine can choose to Stun any attacking Character during opponent player's turn; resolve the effect per normal. Can only use this Power once per every player's turn.

C004: Morbius
(Dr. Michael Morbius)
Cost-3
Life-18
Strength-7
Agility-6
Intellect-3

Combat type-Wild Card
[Heal 1 Life whenever Morbius wins a combat]
Damage type-Feral
Description: +1 Attack; +1 damage successfully dealt.

Living Vampire
Whenever Morbius is attacked and you choose not to use a Defend card, draw a card from attacking Character's deck. If drawn card is a Diamond numbering 2-10, use it to heal Morbius according to the card value. If it's a Burst or Flare card, put that card into your hand.

C005: Mister Fantastic
(Dr. Reed Richards)
Cost-1.5
Life-14
Strength-5
Agility-4
Intellect-4

Combat type-Leadership
Damage Type-Unarmed Melee
Description: Can choose to use Hearts as Attack and Spades as Defend during combat.

Ability
Elastic Deflection: Defend card with value 8 or more will nullify any non-Burst Attack targeting Mister Fantastic. Draw 1 extra card from Mr Fantastic's deck upon success.
[When Defending Burst is used: Redirect all damage from any source to target enemy Character]

C006: Sentinel
Cost-3
Life-24
Strength-10
Agility-2
Intellect-1

Combat type-Lock
Damage type-Energy Ranged
Description: Total damage equals Attack value+card discarded.

Extermination Programming
Sentinel can't be healed. Can choose to use any Heal card together with an Attack card during combat; Sentinel gains +1 to that Attack card dealt and +2 damage dealt. Can only use this Ability once per turn.

C007: Mystique
(Raven Darkholme)

Cost-1
Life-12
Strength-4
Agility-4
Intellect-2

Combat type-Leadership
Damage type-Unarmed Melee
Description: Can choose to use Hearts as Attack and Spades as Defend during combat.

Impostor
If you have the lowest number of Characters in play during any turn, Mystique will copy one enemy Character's stats. Draw an extra card after this ability is activated. Can only use this ability once per turn.

C008: Avalanche
(Dominikos Ioannis Petrakis)
Cost-1
Life-18
Strength-6
Agility-4
Intellect-1

Combat type-Lock
Damage type-Seismic Ranged
Description: Discard any one card from your hand after successful Defend; deals damage to attacking Character according to the value of that card discarded this way.

Seismic Shock
Whenever Avalanche uses any Burst card, deal 7 points of damage to all enemy Characters. Stacks with Attack Burst.


C009: Hogun
Cost-3
Life-19
Strength-9
Agility-3
Intellect-1

Combat type-Brawl
Damage type-Crushing Melee
Description: +2 damage successfully dealt.

Warriors Three: Grim
Hogun cannot be a target of any enemy Character's Burst effect.

C010: Tier
(Tier Sinclair)
Cost-2.5
Life-17
Strength-7
Agility-8
Intellect-1

Combat type-Brawl
Damage type-Feral
Description: +1 Attack; +1 damage successfully dealt.

Son of Hrimhari
Discard any Hearts card from your hand with value above 4.  Tier gains +2 to any stat of your choosing.

UC001: Spider-Woman
(Jessica Drew)
Cost-2
Life-17
Strength-8
Agility-7
Intelligence-1

Combat type-Brawl
Damage type-Unarmed Melee
Description: Can choose to use Hearts as Attack and Spades as Defend during combat.

Maximum Resistance
Draw the top card from Spider-Woman's deck during your Draw phase. Spider-Woman becomes immune to damage until end of your turn if drawn card's value is 7 or more. Discard the drawn card if Maximum Resistance is activated. Otherwise, place that card at bottom of the deck.

UC002: Pyro
(St. John Allerdyce)
Cost-1
Life-10
Strength-4
Agility-5
Intelligence-1

Combat type-Lock
Damage type-Area
Description: Can target up till three Characters.

Shaping the Inferno
You can choose to draw the top card from any of your Character's deck during Draw phase. If it is a Spades with value above 5, Pyro can attack up to five enemy Characters. If it is a Burst card, Pyro can attack all enemy Characters instead. Discard all cards drawn this way. Can only use this Ability once per turn.

UC003: Hydro-Man
(Morris Bench)
Cost-1.5
Life-16
Strength-7
Agility-6
Intelligence-1


Combat type-Brawl
Damage type-Unarmed Melee
Description: Can choose to use Hearts as Attack and Spades as Defend during combat.

Riptide
Whenever Hydro-Man is attacked, draw a card. If it is a Hearts card, Hydro-Man deals the same amount of damage as that card's value to attacking Character. Place the drawn card at bottom of the deck afterwards. If it is any other card, add it to your hand. Can only use this Ability once per turn.

UC004: Thing
(Ben Grimm)
Cost-3
Life-18
Strength-9
Agility-1
Intelligence-1


Combat type-Rage
Damage type-Unarmed Melee
Description: Can choose to use Hearts as Attack and Spades as Defend during combat.

Clobberin' Time!
Discard any Spades/Hearts card with value of 7 or more from your hand during Draw phase. You cannot discard any Burst/Flare/Universe card this way.
[If discarded card is Hearts: Only Attack cards with value 7 or more can damage Thing until next turn]
[If discarded card is Spades: Attack counts as Rage until end of current turn]


UC005: Shadowcat
(Kitty Pryde)
Cost-2.5
Life-11
Strength-3
Agility-4
Intelligence-3

Combat type-Blindside
Damage Type-Unarmed Melee
Description: Can choose to use Hearts as Attack and Spades as Defend during combat.


Intangible Phasing
Whenever Shadowcat takes damage/is attacked, you can choose to discard any Hearts/Diamond card with value above 6 from your hand. Shadowcat takes no damage instead until starting of your next turn. You cannot discard any Burst card this way.

UC006: Boomerang
(Fred Myers)
Cost-2.5
Life-13
Strength-4
Agility-4
Intelligence-3

Combat type-Lock
Damage type-Tactical
Description: Can use Diamonds, Clubs, Hearts, or Spades as Attack during combat.

Boomerang Specialist
Select one out of seven options during your Draw Phase. Boomerang's Attacks will have specific added properties until end of turn. You cannot choose the same option twice in a row.
[Shatterangs: +3 to successful damage dealt]
[Gasarangs: Attack cards will also count as Stun, i.e. successful damage dealt will automatically cause Stun]
[Razorangs: Only Defend cards with value 6 or more can be used by attacked Characters]
[Screamarangs-Stun any two enemy Characters of your choice whenever damage is successfully dealt]
[Bladarangs-Only Heal cards with value 6 or more can be used by attacked Characters]
[Gravityrangs: Can use any card as Stun]
[Reflexerangs: Enemy Character will be automatically stunned whenever a Stun card of any value is played]

UC007: Kane
(Garrison Kane)
Cost: 3
Life-18
Strength-7
Agility-3
Intelligence-3

Combat type-Leadership
Damage type-Tactical
Description: Can use Diamonds, Clubs, Hearts, or Spades as Attack during combat.

Interphasing Analysis
During your Main phase, target one enemy Character and draw the top card from Garrison Kane's deck. If you draw any Spades card this way, damage dealt by Garrison Kane to that enemy Character will count as Lock. If you draw any other card this way, Garrison Kane gains +1 to all stat until your next turn. Interphasing Analysis can only be used once per turn. Discard any card drawn this way.

UC008: Hammer
(Eisenhower Canty)
Cost-1
Life-12
Strength-4
Agility-2
Intelligence-4

Combat type-Lock
Damage type-Tactical

Description: Can use Diamonds, Clubs, Hearts, or Spades as Attack during combat.


Artillery Innovation
During Draw phase, you can discard any four cards, i.e. one Diamonds, one Clubs, one Hearts and one Spades. Hammer will automatically deal 5 points of damage to one target enemy Character whenever any of your Characters is attacked. Effect last until starting of your next turn.

UC009: Banshee
(Sean Cassidy)
Cost-1.5
Life-15
Strength-5
Agility-7
Intelligence-1

Combat type-Lock
Damage type-Area
Description: Attack can target up to three Characters.

Eldritch Blast
Discard any Spades card from your hand during before Banshee declares an Attack. Add that card's value to amount of damage successfully dealt. Cannot discard Burst/Flare cards this way.

R001: Nightcrawler
(Kurt Wagner)
Cost-1.5
Life-13
Strength-4
Agility-10
Intelligence-2

Combat type-Blindside
Damage Type-Unarmed Melee
Description: Can choose to use Hearts as Attack and Spades as Defend during combat.

Smoke and Brimstone
Place a Teleportation counter during your Draw phase.
[Remove any number of Teleportation counters during combat: Nightcrawler is immune to damage from X number of sources where X equals the number of Teleportation counters removed this way. Can only be used during your turn]
[Remove all Teleportation counters: Nightcrawler's Attack will target X number of enemy Characters where X equals the number of Teleportation counters removed this way. Characters targeted this way cannot use any Defend cards apart from Burst]

R002: Quicksilver
(Pietro Maximoff)
Cost-2
Life-15
Strength-5
Agility-10
Intelligence-1



Combat type-Brawl
Damage type-Unarmed Melee
Description: Can choose to use Hearts as Attack and Spades as Defend during combat.

Supersonic
Place a Speed counter every time Quicksilver takes no damage from any Attack.
[Remove all Speed counters: Quicksilver's Attack will target X number of enemy Characters where X equals number of Speed counters removed this way. Characters targeted this way cannot use any Defend cards apart from Burst]

R003: Bullseye
(Lester)
Cost-1.5
Life-14
Strength-6
Agility-7
Intelligence-1

Combat type-Lock
Damage type-Physical Ranged
Description: Can use two Spades instead of one whenever attacking. Value of cards used this way can only range between 2-6.

Anything Goes
Whenever Bullseye declares an Attack on an enemy Character, reveal the top card of that Character's deck. If value of the card drawn is not a Burst/Flare/Universe card, you can add that card's value to Bullseye's Attack. Attacked Character will place that drawn card at bottom of the deck afterwards.

R004: Thunderball
(Eliot Franklin)
Cost-2.5
Life-19
Strength-9
Agility-1
Intelligence-3

Combat type-Leadership
Damage type-Tactical
Description: Can use Diamonds, Clubs, Hearts, or Spades as Attack during combat.

My Wrecking Ball
Draw an extra card during your next Draw phase whenever Thunderball successfully deals damage.

R005: Colossus
(Piotr "Peter" Rasputin)
Cost-3
Life-19
Strength-9
Agility-1
Intelligence-1



Combat type-Rage
Damage type-Unarmed Melee
Description: Can choose to use Hearts as Attack and Spades as Defend during combat.

Organic Steel
Immune to damage so long attacking Character's Attack is value 6 or below. Colossus is still able to activate Rage so long he is attacked.
[Discard any Hearts with value above 5: Colossus replaces any attacked Character as the target]

R006: Sif
Cost-3
Life-20
Strength-9
Agility-5
Intelligence-1

Combat type-Rage
Damage type-Slashing Melee
Description: +2 to successful damage dealt

Dragonfang
Next Attack will automatically deal full damage so long the Attack card played has value above 6.
[Use any Attack Burst: Effect cannot be nullified by any Defend Burst]


R007: Gambit
(Remy LeBeau)
Cost-2
Life-14
Strength-4
Agility-9
Intelligence-2

Combat type-Blindside
Damage type-Explosive Kinetic
Description: Play one additional Spades upon successful damage; add that card's value to total damage dealt. Cannot use any Burst/Flare cards this way.

Cajun Flair
Place a Kinetic counter during your Draw phase.
[Remove any number of Kinetic counters before combat: Gambit gains +X to either Agility or Strength until your next turn where X equals the number of Kinetic counters removed this way. Can only be used during your turn]


[Deal any Burst card during combat: Remove all Kinetic counters. Gambit deals X damage to attacking Character where X equals that Burst card's value+total number of Kinetic counters removed this way. Effect cannot be nullified by any Defend Burst]

SR001: Thor
(Thor Odinson)
Cost-3
Life-20
Strength-10
Agility-4
Intelligence-1

Combat type-Rage
Damage type-Lightning
Description: Successful damage dealt can be allocated freely against more than one target.

Mjolnir
Place a Bravery counter whenever any of your Characters defends successfully, i.e. takes no damage from any attack after defending.
[Remove one Bravery counter: All your Characters gain +1 Strength]
[Remove all Bravery counters: All enemy Characters automatically suffer X damage where X equals Thor's Strength+number of Bravery counters removed this way]

SR002: Loki
(Loki Laufeyson)
Cost-2.5
Life-13
Strength-4
Agility-2
Intelligence-5

Combat type-Blindside
Damage type-Tactical
Description: Can use Diamonds, Clubs, Hearts, or Spades as Attack during combat.

God of Mischief
Place a Trickery counter whenever Loki receives damage without healing.
[Remove one Trickery counter whenever being attacked: Enemy Character can only deal damage by playing two Attack cards instead of one]
[Remove all Trickery counters during your Draw phase: All enemy Characters cannot initiate any attacks during their next turn unless the controller discards his/her entire hand]

SR003: Black Panther
(T'Challa)
Cost-3
Life-19
Strength-7
Agility-10
Intelligence-3

Combat type-Brawl
Damage Type-Unarmed Slashing Melee
Description: Can choose to use Hearts as Attack and Spades as Defend during combat; +1 to successful damage dealt.

Soul of the Panther


Discard any card of standard value, i.e. 2-10. Black Panther gains +X to either Strength or Agility where X equals that card's value divided by two and rounded down.

SR004: Deadpool
(Wade Wilson)
Cost-3
Life-15
Strength-6
Agility-8
Intelligence-2

Combat type-Wild Card
[Can choose between Blindside, Lock, or Brawl to utilize before the game starts: . Deadpool will gain that combat type until end of the game.]
Damage type-Tactical
Description: Can use Diamonds, Clubs, Hearts, or Spades as Attack during combat.

OMG! THEY KILLED DEADPOOL!
Place a Healing counter whenever Deadpool initiates attack. Deadpool automatically recovers X amount of Life after taking damage where X equals the number of Healing counters.
{YOU BASTARDS!!!!}
[Add-on effect: If Deadpool is killed, remove all Healing counters from the game and place Deadpool back to your hand instead. You can place Deadpool into play again starting from your next turn. Effect only takes place if Deadpool has at least 10 Healing counters in play]

A/N: If you guys ever wonder where the images are from, please worry not.