This post was made ten years ago, god. Well, it's now hijacked for keeping an awful homebrew cardgame in.
You get thirty points to distribute as you please.
Health. 10 + 1 per point spent.
Stamina. 6 + 1 per three points spent. It regens by 50% at the start of every turn, rounded down.
Draw. 1 + 1 per five points spent. You draw this many cards per turn, up to the max of ten.
Deck size. 20 + 1 per point spent. You have this many cards in your deck, minus the weight of your equipment.
Starting hand size is deck size divided by five, rounded down.
Attunement: 0 + 1 per six points spent. This acts to unlock spell schools; each has an attunement cost, and if paid, you can put spell cards from that school into your deck.
Weight classes: If you have a deck size stat below 20, you are considered to be encumbered, and any roll or move cards you play have +1 priority. If you have a deck size below 10, your roll and move cards have +2 priority. Deck size below 5 results in +3 priority for move cards, and the inability to play roll cards.
Encumbrance is not affected by deck changes after the match starts, nor by dropping or picking up items. As long as you started with at least twenty cards, you can pick up and dual wield greatswords and draw your entire deck without slowing down at all.
Play a card:
Play a card, generally paying some amount of stamina for it. Once a card is played, it is out of the game until refocused into the deck. Only one card can be played per priority slot; later cards are delayed until afterward.
Discard:
Discard a card in your hand, and immediately regain one stamina. The stamina gain is exclusive to this action; other sources of discard do nothing beneficial.
Refocus:
Spend two stamina to immediately reshuffle a random used card into your deck. Spend three to choose which card.
Retrieve item:
Swapping an item with another in your inventory, or picking an item up off the ground, requires no stamina, but prevents you from using any cards with that hand during the same turn. You may not attack with a weapon and then swap it with another, and you may not pick up a weapon and attack with it immediately. Nor can you stow a weapon then twohand the weapon in your other hand before next turn.
Drop item:
Dropping an item can be done at any time, for no cost. Picking the item back up, however, obeys the rule above.
Twohanding a weapon:
If you have an empty hand, you can use both hands to wield a weapon more effectively. This multiplies damage and stability by 1.5, rounded up. Additionally, you can freely play unarmed cards while twohanding, at no penalty.
Format is Name (Minor stamina cost ; Major stamina cost. Priority tier.)
Basic Cards; usable with all weapons:
Roll (3;6 cost. P0)
Minor version dodges one attack against you. Major version allows you to move two categories as well. Unaffected by weapon priority, but affected by weight classes.
Attack (2;5 cost. P3)
Minor version deals weapon damage to your opponent. Major version deals double damage, loses two priority.)
Block (1+* cost. P0)
Extra stamina invested will block amount of damage based upon weapon stability, but if broken doubles any damage taken later this turn, including overflow damage from the attack that broke the block. Can absorb any number of attacks.
Kick (* cost. P1)
If blocked, deals 5 damage per stamina invested, damage ONLY serves to drain block. If it connects, the victim's stamina regeneration is halved next turn. Can be avoided with a roll, despite not dealing damage. Only connects within range 2. Unaffected by weapon priority.
Move (2;5;9 cost. P2)
Minor version moves you one category, medium two, major three. Unaffected by weapon priority, but affected by weight classes.
Recover: (No cost or priority)
When played, immediately grants four stamina.
Technique Cards; Usable only by certain weapons:
Disarm (5;9 cost; P2) (Unarmed, Thrusting Swords, Whips)
Minor version negates the next melee attack which would damage you, and forces the wielder of that weapon to immediately drop the weapon they used to attack. Major version optionally lets you immediately wield their weapon, if you have a free hand. If your target isn't within range of your disarming weapon, damage is not negated. Deck size is NOT recalculated for either combatant until the combat is resolved.
Catch (4;8 cost. P4) (Unarmed, Whips)
Minor version catches opponent, forcing them to immediately discard all in-hand move, roll, and parting stab cards (without gaining stamina). Major version additionally sets range to 0 until one player uses a move, roll, or parting stab card.
Bash (3;6 cost. P5) (Unarmed, Hammers, Shields)
Minor version deals weapon damage, halves blocking effectiveness, and halves opponent's stamina regen next turn. Major version adds weapon stability to the damage.
Hack (2;5 cost. P3) (Axes, Halberds)
Minor version deals double damage, but causes you to take double damage next turn if your attack doesn't connect. Major version deals triple damage if you connect.
Quick Attack (2;7 cost P1) (Unarmed, Daggers, Thrusting Swords, Curved Swords, Bows)
Minor version deals weapon damage with reduced priority. Major version deals weapon damage two additional times, at priorities 2 and 3.
Critical (5; 9 cost. P4) (Daggers, Thrusting Swords, Reapers, Bows, Crossbows)
Minor version multiplies damage by five if HP is lowered. Major version cannot be dodged.
Quickdraw (3; 6 cost. P0) (Daggers, Katanas)
Minor version deals weapon damage, and has cost reduced to 1/3 if weapon is not already wielded and you have an empty hand. Major version deals double damage in addition.
Parting Stab (3; 5 cost. P2) (Thrusting Swords, Spears)
Minor version deals weapon damage, and then allows you to move one category. Major version allows you to move two categories. Priority is affected by weight class, similarly to roll and move cards.
Curving Stab (3 cost. P3) (Curved Swords, Reapers)
Deals weapon damage, ignoring block.
Warding Stab (3;7 P6) (Spears, Halberds)
Minor version deals weapon damage, and doubles damage if enemy came closer this turn. Major version deals double base damage regardless, which is further quadrupled if enemy advanced, and cannot be rolled against.
Snapshot (0 cost. P0) (Crossbows)
Deal weapon damage for free, with low priority.
Unarmed
Disarm
Catch
Bash
Quick Attack
Hammers
Bash
Axes
Hack
Daggers
Critical
Quick Attack
Quickdraw
Thrusting Swords
Critical
Quick Attack
Disarm
Parting Stab
Straight Swords
Uhh. They don't really have anything going for them, they're just long and strong.
Katanas
Quickdraw
Curved Swords
Quick Attack
Curving Stab
Spears
Parting Stab
Warding Stab
Glaives
Hack
Warding Stab
Reapers
Critical
Curving Stab
Bows:
Critical
Quick Attack
Crossbows:
Critical
Snapshot
Whips
Disarm
Catch
Shields
Bash (Yes, they're indistinguishable from hammers. Shush.)
Weapon stats:
Type (What technique cards the weapon can use.)
Damage (Damage normally dealt on successful attack.)
Reach (You can attack anybody at this range or lower.)
Priority (Modifies card priority; lower priority numbers take effect before later ones.)
Weight (All equipment weight is added together, and then subtracted from deck size.)
Stability (When blocking, how much damage is reduced by per stamina spent.)
Range categories:
-1 Behind; cannot block, all attacks deal double damage plus 2, but range goes back to 1 at end of turn.
0 Flanking; cannot block, +2 damage AFTER any multipliers, but range goes back to 1 at end of turn
1 Unarmed, daggers, shields
2 Shortswords, scimitars, clubs
3 Longswords, axes, rapiers, katanas
4 Greathammers, spears, scythes
5 Greatswords, halberds
6 Pikes
Unarmed weapons:
Bare Fist:
Damage: 1
Reach: 1
Priority: -2
Weight: 0
Stability: 1
Special: Cannot be disarmed, or at least not like other weapons. Can wield another weapon in the same hand, but cannot use unarmed cards unless hand is empty or you're twohanding the weapon.
Caestus:
Damage: 2
Reach: 1
Priority: -2
Weight: 2
Stability: 2
Special: Cannot be disarmed, or at least not like other weapons. Can wield another weapon in the same hand, but cannot use unarmed cards unless hand is empty or you're twohanding the weapon.
Hammers:
Club:
Damage: 4
Reach: 2
Priority: +1
Weight: 7
Stability: 3
Greatclub:
Damage: 8
Reach: 4
Priority: +2
Weight: 14
Stability: 6
Axes:
Battle Axe:
Damage: 5
Reach: 2
Priority: +0
Weight: 6
Stability: 1
Greataxe:
Damage: 10
Reach: 3
Priority: +2
Weight: 13
Stability: 4
Daggers:
Knife:
Damage: 3
Reach: 1
Priority: -1
Weight: 2
Stability: 1
Parrying Dagger:
Damage: 1
Reach: 1
Priority: -1
Weight: 1
Stability: 3
Throwing knife:
Damage: 2
Reach 1 (
Priority: -2
Weight: 1 per three
Stability: 1
Special: Can use snapshot card. Range 8 when thrown. Can be thrown directly from inventory if you have an empty hand.
Thrusting Swords:
Rapier:
Damage: 3
Reach: 3
Priority: +0
Weight: 4
Stability: 2
Straight Swords:
Shortsword:
Damage: 4
Reach: 2
Priority: -1
Weight: 3
Stability: 2
Longsword:
Damage: 6
Reach: 3
Priority: +0
Weight: 5
Stability: 3
Claymore:
Damage: 9
Reach: 4
Priority: +1
Weight: 9
Stability: 5
Greatsword:
Damage: 13
Reach: 5
Priority: +2
Weight: 14
Stability: 7
Katanas:
Katana:
Damage: 6
Reach: 3
Priority: +0
Weight: 6
Stability: 1
Washing Pole:
Damage: 13
Reach: 5
Priority: +2
Weight: 15
Stability: 3
Curved Swords:
Scimitar:
Damage: 4
Reach: 2
Priority: +0
Weight: 4
Stability: 3
Murakumo:
Damage: 9
Reach: 4
Priority: +2
Weight: 11
Stability: 5
Spears:
Spear:
Damage: 3
Reach: 4
Priority: +0
Weight: 4
Stability: 2
Pike:
Damage: 5
Reach: 6
Priority: +1
Weight: 8
Stability: 2
Halberds:
Glaive:
Damage: 7
Reach: 5
Priority: +2
Weight: 9
Stability: 3
Reapers:
Scythe:
Damage: 6
Reach: 4
Priority: +1
Weight: 8
Stability: 2
Bows:
Shortbow:
Damage: 3
Reach: Essentially infinite, for the purposes of this game.
Priority: +1
Weight: 4 + 1 per arrow.
Stability: 1
Special: Cannot wield a second weapon along with a bow, bows do not benefit from twohanding.
Longbow:
Damage: 5
Reach: Essentially infinite, for the purposes of this game.
Priority: +2
Weight: 6 + 1 per arrow.
Stability: 1
Special: Cannot wield a second weapon along with a bow, bows do not benefit from twohanding.
Greatbow:
Damage: 13
Reach: Essentially infinite, for the purposes of this game.
Priority: +4
Weight: 12 + 4 per greatarrow.
Stability: 3
Special: Cannot wield a second weapon along with a bow, bows do not benefit from twohanding. Cannot atack more than once per turn with the greatbow.
Crossbows:
Light Crossbow:
Damage: 4
Reach: Essentially infinite, for the purposes of this game.
Priority: -1
Weight: 4 + 1 per bolt.
Stability: 2
Comments: Must be reloaded before being able to shoot again, at a price of 2 stamina. Crossbows do not benefit from twohanding.
Heavy Crossbow:
Damage: 7
Reach: Essentially infinite, for the purposes of this game.
Priority: -1
Weight: 6 + 1 per bolt.
Stability: 3
Comments: Must be reloaded before being able to shoot again, at a price of 3 stamina. Crossbows do not benefit from twohanding.
Repeating Crossbow:
Damage: 5
Reach: Essentially infinite, for the purposes of this game.
Priority: -1
Weight: 8 + 1 per bolt
Stability: 5
Comments: Can fire three times before needing to reload. Reloading costs 5 stamina. Crossbows do not benefit from twohanding.
Whips:
Whip:
Damage: 1
Reach: 4
Priority: -2
Weight: 1
Stability: 1
Shields:
Buckler:
Damage: 1
Reach: 1
Priority: -1
Weight: 2
Stability: 4
Kiteshield:
Damage: 3
Reach: 1
Priority: +0
Weight: 5
Stability: 6
Greatshield:
Damage: 5
Reach: 1
Priority: +1
Weight: 12
Stability: 10
Armor can be taken, either medium or heavy. Medium armor doubles HP, but weighs six. Heavy armor quadruples HP, but weighs twelve.
First, everyone draws cards equal to their draw stat, carrying up to ten in their hand. Then they regenerate stamina equal to half their maximum. They may then play as many cards as they wish, as long as they have enough stamina for each. The cards played remain secret from the other players until everyone has decided what they'll do. Actions are resolved simultaneously, starting with the lowest priority cards, resolving at most one card from each player per priority slot (If a player plays three priority 3 attacks, one happens at 3, one at 4, one at 5.). Defensive cards--like move, roll, and block--resolve before offensive cards within the same slot; if a player plays a priority 1 block and and another plays a priority 1 attack against him, the attack is blocked.
Cards can be played in any order, and if low-priority cards are played after high priority cards, they take place in the priority slot immediately afterward. If someone played warding stab (priority 7), then move (priority 2), they would move at priority 8. Optionally, you can delay cards by spending extra stamina on it--one extra stamina per two priority slots skipped, rounded up.
There's four spell types in this game: Pyromancies, Miracles, Sorceries, and Hexes. Pyromancies and miracles cost one attunement (six statpoints) to unlock, while sorceries and hexes both require two attunment (twelve statpoints) to unlock. If you've unlocked a spell type, you can place any number of cards from that spell type into your deck.
Spell cards are cast using spell tools, weapons which have a magical stat in addition to the usual stats. While most spells are affected by how high that stat is, all require the stat to be present. Pyromancies are cast using Flame, Miracles are cast using Sanctity, and Sorceries are cast using Channeling. Hexes vary--offensive hexes require Channeling, while defensive hexes require sanctity. Finally, note that a casting tool's priority affects the priority slot that a spell is played during, just like normal cards.
All spells deal magical damage of some type, and some grant magical damage to weapons. For the most part, magical damage works identically to regular damage, but it does not benefit from positional damage bonuses, multipliers from spelia card effects,
Format is (Stamina cost. Priority tier, Range)
Unlike other spells schools, pyromancy doesn't have a dedicated casting tool. Rather, once it's unlocked, all unarmed weapons (including your bare fist) are considered to have two Flame, which is essentially additional fire damage for unarmed attacks. Since you cast with an unarmed weapon, you can freely cast while twohanding another weapon. Unlike other spells, pyromancies are unaffected by the casting tool's -2 speed--since there's no other casting tool, they all have the modified speed included already.
Pyromancy is fairly weak and limited to start with, with few technical spells. It does, however, have a free "produce flame" card which gradually strengthens it as time passes, allowing it to vastly outdamage other schools after a prolonged battle.
Pyromancy costs only one attunement (six statpoints) to unlock.
Produce Flame (6 cost, P2, R-)
Increase your Flame by one until the end of combat. This card cannot be refocused.
Fireball (3 cost, P4, R8)
Throw a fireball at a specific range category. If your opponent is at that or an adjacent range, deal 3*Flame fire damage to them. Fireball can damage you if your opponent is at range 1 or less.
Firestorm (10 cost, P6, R4)
Deal 6*Flame fire damage to all enemies within range. Firestorm is unblockable and undodgable.
Combustion (4 cost, P-1, R2)
Deal 4*Flame fire damage to an enemy.
Power Within (3 cost, P5, R-)
For the next four turns, you take 25% of your max health as damage at the start of the turn, but during that time you also double your stamina regeneration and ALL damage you deal, including magic and fire damage. Effect ends immediately if you kill your opponent. Does not affect any cards played during the same turn.
Flash Sweat (6 cost, P6, R-)
You are immune to fire damage for the rest of the combat. Cancels Immolation.
Immolation (2 cost, P6, R-)
Set yourself on fire for the rest of the combat. At the start of every turn, deal fire damage equal to your Flame to yourself and anyone within range 2. Cancels Flash Sweat.
Iron Flesh (4 cost, P4, R-)
Triple your HP, current and maximum, and become immune to stamina regen reduction, but immediately become overencumbered (move at +3 priority, cannot roll). Effects last until you cast Iron Flesh again.
Warmth (8 cost, P6)
Until *you* change range, you and any player within range 3 heal an amount equal to your Flame at the start of every turn.
Flame Swathe (5 cost, P5, R8)
Choose an enemy. Next turn, if they don't move two range categories away from their position *before* Priority 5, they take 10*Flame fire damage. Undodgable. Will damage you if they are adjacent to you at the start of next turn, if you don't retreat at least one range category.
Format is (Stamina cost. Priority tier, Range)
Miracles are cast using weapons with a "Sanctity" stat. They're primarily focused on defensive applications, buffing and keeping you alive, but there are some powerful offensive miracles.
Miracles cost only one attunement (six statpoints) to unlock.
Bountiful Sunlight (4 cost, P6 R-)
For the rest of the combat, regenerate 1 HP at the start of every turn. Stacks with multiple casts. This card cannot be refocused. Multiple castings stack.
Force (3 cost, P2 R4)
Instantly break the guard of any blocking enemy within range, and halve their stamina regen next turn if they haven't rolled.
Wrath of the Gods (7 cost, P2 R4)
Deal 3*Sanctity damage to all enemies within range. Blocks are half as effective. Anyone hit has their stamina regen halved next turn.
Heal (6 cost, P6 R-)
Regenerate HP equal to 3*Sanctity. This card cannot be refocused.
Karmic Justice (10 cost, P3 R-)
The next time you take damage this turn, your opponent takes an equivalent amount of magic damage.
Lightning Spear (6 cost, P5 R∞)
Deal 4*Sanctity magic damage to your target.
Magic Barrier (8 cost, P6 R-)
For the rest of the combat, you take half damage from magical attacks. Does not compound with itself.
Seek Guidance (2 cost, P5 R-)
Next turn, you see your opponent's hand after they draw cards.
Holy Infusement (4 cost, P6 R-)
Choose a weapon you're currently holding. Next turn only, it gains magic damage and stability equal to 2*sanctity. Cannot stack with other weapon buffs.
Tranquil Walk of Peace (8 cost, P6 R-)
Next turn, your opponent has roll and move priority changed as if their deck size were reduced by half.
Vow of Silence (10 cost, P6 R∞)
For the rest of the combat, neither player can cast spells. All ongoing magic effects are removed from play.
Denial (10 cost, P6 R∞)
Next time you would be reduced to 0 HP, only go down to 1 HP and remove this effect. Multiple active denials increase the minimum HP effect, and trigger at once. This card cannot be refocused.
Cloth Talisman:
Type: "Shield"
Damage: 1
Reach: 1
Priority: -1
Weight: 2
Stability: 1
Sanctity: 5
Disk Chime:
Type: Shield
Damage: 3
Reach: 1
Priority: +0
Weight: 4
Stability: 4
Sanctity: 3
Greatchime:
Type: Hammer
Damage: 6
Reach: 4
Priority: +2
Weight: 13
Stability: 4
Sanctity: 3
Format is (Stamina cost. Priority tier, Range)
Sorceries are cast using weapons with a "Channeling" stat. They're mostly offensive spells, with a few specialty effects to support an aggressive playstyle.
Sorcery costs two attunement (twelve statpoints) to unlock.
Soul Spear (3 cost, P4 R∞)
Cast a magical bolt that deals 3*channeling magic damage to an enemy.
Focus Souls (4 cost, P5 R∞)
Cast a lasting beam of light which deals 4 magic damage a number of times equal to your channeling.
Dark Bead (7 cost, P6 R7)
Cast a wide spray of magical beads, dealing (8-range)*channeling magical damage.
Homing Soulmass (10 cost, P6 R-)
Choose a range below 6. The next time an enemy is within that range, they take 6*channeling magical damage.
Soul Greatsword (2 cost, P1 R5)
Summon an illusonary greatsword and swing it immediately, dealing 2*channeling magic damage to an enemy.
Magic Weapon (6 cost, P6 R-)
Choose a currently wielded weapon. For the rest of the combat, it gains magical damage equal to your channeling. Cannot stack with other weapon buffs.
Magic Shield (6 cost, P6 R-)
Choose a currently wielded weapon. For the rest of the combat, it gains stability equal to your channeling. Cannot stack with other weapon buffs.
Hidden Body (4 cost, P4 R-)
From now until the end of next turn, your opponent cannot see your actions or distance, though cards still resolve normally.
Hidden Weapon (4 cost, P4 R-)
Choose any weapon. For the rest of the combat, it cannot be seen by anyone aside from the wielder, and cannot be picked up if dropped.
Staff:
Type: Hammer
Damage: 3
Reach: 2
Priority: +0
Weight: 4
Stability: 3
Channeling: 5
Banishment Catalyst:
Type: Spear
Damage: 3
Reach: 4
Priority: +0
Weight: 8
Stability: 2
Channeling: 3
Sorcerer's Twinblade
Type: Curved Sword
Damage: 6
Reach: 3
Priority: +1
Weight: 12
Stability: 4
Channeling: 3
Format is (Stamina cost. Priority tier, Range, Casting type (Chan or Sanc))
Hexes are cast using weapons with either a "Channeling" stat or "Sanctity" stat, depending on the hex. They're all very powerful spells, but come with a great cost: they all also require you to discard cards from your hand. While well timed hexes can easily win you a match, a wasted spell can also give you a crippling disadvantage.
Hexing costs two attunement (twelve statpoints) to unlock.
Pursuers (7 cost. P6 R6 Chan)
Summon seven very slow homing entities, which hunt your opponent down. Next turn, you may discard a card. If you do, your opponent must increase range or take 7*channeling magic damage. Pursuers can be maintained indefinitely, as long as you keep discarding a card every turn. Pursuers cannot be dodged.
Dark Fog (6 cost. P6 R- Chan)
Discard a card. For the rest of the combat, your opponent takes 2 unblockable and undodgable magic damage at the start of each turn. This card cannot be refocused. Multiple castings stack.
Repel (3 cost. P-1 R- Sanc)
Discard a card. Distort reality so that the next two times you take damage this turn, the damage is negated. No form of damage avoids this.
Resonant Soul (2 cost. P2 R∞ Chan)
Discard a card to cast a dark orb which deals 4*channeling magic damage. You may discard an additional card to cast a second orb.
Resonant Flesh (5 cost. P5 R- Sanc)
Discard a card to deal 1*sanctity unblockable and undodgable magic damage, then heal the same amount. This card cannot be refocused.
Whisper of Despair (3 cost. P6 R- Sanc)
Discard a card to force your opponent to discard three cards of their choice.
Resonant Weapon (8 cost. P6 R- Sanc)
Choose a weapon you're currently wielding. For the rest of the combat, when you make an attack with that weapon, you may choose to double the damage and discard a card if it connects. Cannot stack with other weapon buffs.
Climax (1 cost. P3 R∞ Chan)
Deal 5*(the number of cards in your hand)*channeling magic damage. Then discard your hand.
Cursed Blade
Type: Katana
Magic damage: 16
Reach: 4
Priority: +0
Weight: 10
Stability: 1
Channeling: 4
Sanctity: 4
Special: Using a card with this weapon costs 2 HP.
(Yes, it can be used to cast sorceries and miracles too. Hexes can be cast using Sorcery and Miracle tools as well, you just need both to access every spell.)