ImmacuNES III: Post-Apocalyptic Fantasy

Heh, I was surprisingly open with people I considered to have similiar agendas/people I considered fun to play with ie: merciary and Ekolite. I would have been quite open to Diamondeye too once he was converted to pro-Patrian side.

But then again I might be lying about my agenda, no? But of course, there are always ways of figuring out other people's intentions without using those clumsy spies.
 
I think the main reason me and Eko were so open is other than the same agenda, was that we had a safe distance from you :p
 
Safe distance, merc? Surely you realize that distance doesn't mean anything to me :p. I will send my vampric commandoes to the furthest reaches of the moon if I have to do so in order to backstab someone epicly.
 
sho uld we just go with trust NO ONE!?

Yeah, that's basically it. Trust nobody just to be safe, and when you try to get someone to agree with you, prepare some bribes.
 
Well, I was already planning on being extra-parinoid, but now? I'm going to be at "The Computer is your Friend" levels.
 
sho uld we just go with trust NO ONE!?

You can trust me. I can never keep a secret even when it's malicious. Heck, why'd you think I was the dogpile victim? "Oh hi guys I'm the sinister elves toying with master-arcana and wicked necromantic magic. Just look the other way, I won't hurt you. Yet."

Perhaps I need to work on that :hmm:

Well, I was already planning on being extra-parinoid, but now? I'm going to be at "The Computer is your Friend" levels.

We need someone to host a Paranoia game on Forum Games! I actually talked to BananaLee about it but he's kinda busy. Perhaps you should host one..?
 
You can trust me. I can never keep a secret even when it's malicious. Heck, why'd you think I was the dogpile victim? "Oh hi guys I'm the sinister elves toying with master-arcana and wicked necromantic magic. Just look the other way, I won't hurt you. Yet."

Perhaps I need to work on that :hmm:



We need someone to host a Paranoia game on Forum Games! I actually talked to BananaLee about it but he's kinda busy. Perhaps you should host one..?


I don't have any of the stuff. My knowledge is based on entirel on the TvTropes and wikipedia pages:blush:.

As for secrecy...maybe. Or at least get someone you likes you for you flaws.
 
OUCH! I think I was lucky to tread water for as long as I did. The lack of someones focused attention saved my butt!

34 hammers per turn
20 gold per turn

is a far cry from what you guys were churning out!! But on the positive side, that was 4 turns for me.

Although my leader Gwahyr was pretty kick butt!

And I loved reading the updates because when I jumped in halfway I "assumed" I had a few of the secret alliances/backstabberies figured out...HAH, not so much it turns out, maybe 30% correct in my assumptions!
 
Hows the Immaculate NES III Themed Magic the Gathering cards comming?

Not very well, things have been... somewhat stressing in my real life (yes I do acknowledge such a thing as RL), but I'm still pondering over this. I have relaticely limited knowledge/memory of the kharkush and whatstheirname, the nation they're conglomerating with. Apart from that, I have a plenty good feel of all nations, lorewise, so I just need to boil down to a couple of mechanical focuses.

Spoiler For those interested :
So far, I am thinking of focusing on the first turns; Horrors are going to be a major part of the flavour-picture. A general trend throughout the set will be a lack of flying units, and I want to create some sort of tribal theme as well - not only with horrors but also with certain other nations, namely my own Sjykalfar/Tearwillow elves, the Uld'ar orcs, and the Tabba Ghut trolls. Kraz will be the major blue colour and have lots of artifact synergy. Major nations representing the other colours are; Patria = White, Uld'ar = Red, Horrors = Black and Tearwillow/TabbaGhut/Kharkush = Green.

Spoiler Mechanics ideas :

The horrors need some sort of "parasite" or "conversion" mechanic. Perhaps it can be curable, but that has to be hard.

Some sort of tribal focus; I wanted the Riaï elves to be "Tainted Elves", and apply a special tribalism to "tainted" creature types; there would be spells and enchantments to turn a unit "tainted" ("Touch of Kanna" sorcery, per example).

Lots of White, Blue and Green units should focus on defense and on fighting the horrors through different means; Blue traditionally leans towards abolishment, green towards curing, and white towards defeating.
 
Hmm...

Lesser Horror
Special Effect: For the cost of X cards, take control of an opponent's (fighting) card if it is not in a kaer. It can deal double damage for that turn before going to your side of the field at the end of next turn.

Maybe a Kaer mechanic? You can hide a card in there and it will not be corrupted?
 
Make it so there's a limited number of Greater Horrors, whom can use a Parasite ability which reads something along the lines of "tap Greater Horror and sacrifice one or more Horrors: gain control of target non-legendary, non-horror creature who's casting cost is less then or equal to the combined casting cost of the sacrificed horrors. Targeted creature gains Tainted ability and its creature type becomes Horror in addition to its base type. If the targeted creature is Tainted then it can be taken for two mana less (three total horror's cost instead of five or something)" Then give the creature an ability based on what Horror parasited it (Rat Horror would give them mountainwalk, Water horror Islandwalk, etc...) The Greater horrors would obviously be powerful in combat in addition to their abilities, 6/6 or more.

Tainted ability gives the creature +1/+0 and changes its type to Black. There would be spells and effects that target only tainted creatures.

I haven't played with cards that're less then 10 years so I'm not entirely sure on the current rules of Magic. It comes with learning off of my dad's old cards

Achat should be either red or black.
some proposed cards and stuff: Flavor text for Sharad "He's the most dangerous of people, someone who's lost everything. Revenge is all he has left." Achatin based cards: Sharad (3 black, 3 red casting cost, 3/3, legend, can't be blocked by nonartifacts), Achat (legendary land, tap to produce 1 colorless, tap and look at the top card of your library), Gnomish siege Engineers (2 red casting cost, tap and sacrifice 1 land and destroy target wall), Defenders of Achat (3 red casting cost, 3/4).

Are you having the Pure Aifons in this?
 
Wow, if I know how the game worked, I can do a set of must-haves for Pilsetia. Lion Tribe General, Stoic Spearwomen, Rampaging Spearwomen, Jungle Marksman, Ranger, River Raiders, That suicidal chief, Woodland Horsewomen. Farsk and his arrow-boasting ability.
Land: Perilous Realm of Pilsetia
 
Bu Terrence, surely Orange, the original creator of the Pilsetans and the one who has the most clear idea of how the nation is supposed to behave, should have the honor to do so.
 
:lol: Thanks for the suggestions. Seems like I was in a completely different ditch when it comes to Achatin; I had imagined them as mostly White, but I must concede most of my impressions of them were from their warfare against the Uld'ar where they seemed reasonable enough.

I was planning to narrowly include the Pure Aifons, yes. Just a couple of cards, really.

@Kyzark: I think the two largest differences from back then (I'm an old magic player as well, who just recently refound the game) is that the power curve is slightly higher (cards are more powerful compared to back then, in general), and the plenty of new mechanics.

@Terrence: I was thinking of including the kaers as special lands: They would come into play with some (two? three?) "Time counters" on them, and may not be used before these are removed (one each upkeep, ideally). They would be able to tap for two different mana types, like this...
Sjykalfar Kaer: Black/Blue
Baal Kaer: Black/Red
Tabba Ghut Kaer: Red/Green
Asgalfar Kaer: White/Blue
Pilsetan Kaer: White/Green

I am thinking, maybe it will make the cards too complicated, but an alternative to waiting for the counters to be removed is to pay something else, like this...

Sjykalfar Kaer: Black/Blue - discard top 3 cards of library
Baal Kaer: Black/Red - take 3 damage
Tabba Ghut Kaer: Red/Green - target opponent recieves 3 life
Asgalfar Kaer: White/Blue - tap a land you control. It does not untap next untap step
Pilsetan Kaer: White/Green - put a 1/1 green Saproling into play under the control of target opponent

It might also be possible to create some rarer kaer lands for the non-ally combinations;
Palatinate Kaer: White/Black
Throalic Kaer: White/Red
??? Kaer: Red/Blue
??? Kaer: Black/Green
??? Kaer: Blue/Green

And of course legendary lands like Achatin, The Ebon Palace, The Patrian Kaer, and so forth.
 
Well the kharkush would probably be classical red/green
with loads of health stuff from green... and classical orcwarriers from red
i think including the leaders as cards would be good!
in the early stage of the game kharkush where typical, tribal shaman barbarians..

and the kharkusian religion is also really the classical male/female dichotomie
kharmulosh=camulos=mars
amakush=amathaon=venus

oh, and actually the strongest sons axe was tainted (by camulos, the axe actually posest the bearer)
 
I don't know anything about this game, but Uld'ar has never been particularly tribal. They're ruled by an Archbishop after all...
 
I figured from the religion that Kharkush belonged in R/G...

@Leaders; I was thinking of including a few leaders ("Planeswalker" card type - a recent addition). As sets are traditionally split into three parts, I had imagined one for each part - historical period - such as Valarus, King of Throal (Early-game, "Horrortide" set), Anabella, Riaï Queen (Mid-game, "Clash of worlds" set), and finally Glamdrin, Angelic General of the Achatin (Late-game, "Patricide" set).

Ekolite (and others), in Magic terms, "Tribal" refers to the mechanic of tying creatures together by means of race or class - rewarding players for focusing on a single creature type (orcs that empower other orcs, spells that are more powerful if you control many mages, etc.). So a tribal focus would make sense to keep nations somewhat together when designing your deck.

I wanted the Achatin to be the only ones to reliably have the ability of flying (probably with an activation cost), on their vampiric troops. And then include some rarer cases like the flying spells of the Pilsetans and powerful creatures like the Immaculate airship and the Frost Wyrm / Drifa shell.
 
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