Classes, Part Two

Duelist

Fleet of foot and fleeter of mind, pick apart weaknesses with practiced ease. Those who think your direct approach makes you a dumb brute will be in for a shock!

Special Ability:
Requip: 2 Corruption - Equip a 1/2 Weapon.

Example Class Cards:
Parry: Common Spell, 3 Corruption. Until your next turn, whenever you would take damage, if you have a Weapon equipped, instead prevent that damage and reduce the durability of your Weapon by one.
Bladeweave: Uncommon Spell, Trap, 1 Corruption. When your Opponent's turn ends, deal 1 damage to each Enemy that attacked that turn. (Hidden Effect: If no enemies attacked, does not trigger.)
Quip: Rare Spell, 4 Corruption. Reduce target enemy's attack to zero until end of turn.
Kirika Kure: Legendary Ally, 4 Corruption. On-Play Effect: Silence all enemies. Your Opponent's Spells cost 2 more next turn. 5/2
Miki Sayaka: Legendary Ally, 5 Corruption. On-Play Effect: Copy the text of any other card in play. (Hidden Effect: Copied On-Play Effects trigger. Statistics are not copied.) 4/5
Sakura Kyoko: Legendary Ally, 5 Corruption. In combat, deals damage to enemies before they deal damage. (Hidden Effect: If this kills the enemy, no damage is taken.) 5/4
I was thinking the cards design would be a lot more whimsical, as getting cards is actually fucking difficult, there'd be no problem where everyone uses the same cards because everybody's got all the OP cards.

So I'm gonna make up some shit, even if it doesn't meshes with what you've got there. Not like this is gonna become an actual thing. :V

magical girl
Your normal Hero Character you have at the start of the game. Each one has two abilities they might actively use once a turn.

Magical Girls have HEALTH POINTS (which start at their maximum value) and GRIEF POINTS (which start at 0).

Once your Magical Girl's HEALTH reaches 0, or GRIEF reaches maximum limit, you lose.

witch
Your normal Monster Card. These are dropped on the 'Field' to fight for you.

Killing an enemy Witch destroys 1 of your Hero Character's Grief.

familiar
These Monster Cards might be summoned by a Witch's Ability.

spell card
A card with a stated effect. Creates Grief upon use.

skill card
A card with an stated effect.

enforcer
A well rounded Ally.

support
An Ally with high Health and Abilities that help other Allied Characters.

defender
An Ally with High Health. Opponents can't attack other Allies while a Defender is on your board.

striker
An Ally with high Attack, usually with an ability which allows them to sacrifice themselves to kill a bigger target.


tomoe mami
[Magical Girl]

ATTACK: 2
HEALTH: 30
GRIEF LIMIT: 30

First Strike (Passive): Whenever another character were to trade attacks with Tomoe Mami, Tomoe Mami deals damage first.

True Shot (2 GRIEF): Deal 2 damage.

"Every special attack needs a name! Even if it's not a very special attack."

magical goddess of war, tomoe mami
[Enforcer]

ATTACK: 10
HEALTH: 10
GRIEF COST: 9

On Play Effect: Tangle all enemy characters.

"Tiro Finale!"

tangle
Tangled characters can't attack for one turn

the stage-constructing witch
[Support]

ATTACK: 5
HEALTH: 20
GRIEF COST: 10

On Play Effect: Replace your Magical Girl with The Stage-Constructing Witch.

"She symbolizes the fool who continuously spins in circles."
(You don't actually get Walpurgisnacht on the board)

the stage-constructing witch
[Witch]

ATTACK: 5
HEALTH: 20

Show Must Go On (2 HEALTH): Summon a random Magical Girl that died this game.

HUE HUE HUE! (1 HEALTH): The Stage-Constructing Witch gains Great Defender for 1 turn.

"She completely roils the civilization on the ground in a flash through her gale-like flight."

health cost
The Stage-Constructing Witch spends HEALTH instead of GRIEF.

great defender
Opponents can't attack Allies other than this one, not even Defenders.

tachibana sakura
[Striker]

ATTACK: 7
HEALTH: 4
GRIEF COST: 5

On Play Effect: Deal 7 damage to an enemy character.

"Fuck you, Witch girl."

elsa maria
[Striker]

ATTACK: 4
HEALTH: 2
GRIEF COST: 3

On Play Effect: Deal 1 damage to all enemy characters.

"One hoping to defeat her must know the blackest anguish."

miki sayaka
[Magical Girl]

ATTACK: 1
HEALTH: 25
GRIEF LIMIT: 20

Copy (3 GRIEF): Choose an Ability from another Character. It replaces Miki Sayaka's other Ability.

Flight (1 GRIEF): Miki Sayaka can ignore enemy Defenders.

"I asked for this, didn't I?"
(Each ability has an unique cost for Sayaka's Copy Ability)

sakura kyuoko
[Magical Girl]

ATTACK: 1
HEALTH: 25
GRIEF LIMIT: 25

Bead Chain Wall (1 GRIEF): Tangle an enemy Character.

Rosso Fantasma (2 GRIEF): Summon a 1/1 Defender.

"Protect the one thing you want to protect until the very end."


gwen, witch of self hatred
[Defender]

ATTACK: 6
HEALTH: 14
GRIEF COST: 10

Damage dealth to Gwen is reduced by 2.

"The floor is lava!"


aurora, witch of self destruction
[Striker]

ATTACK: 4
HEALTH: 4
GRIEF COST: 5

On Play Effect: Summon 3 1/1 [Defenders].

Every other turn after being summoned, Aurora is Unreachable.

"It's the bird who took down a Space Station."

unreachable
This Character can't interact with any other game element.

spacebattler
[Familiar]

ATTACK: 1
HEALTH: 1
GRIEF COST: 1

Whenever Aurora is Unreachable, Spacebattler is also Unreachable.

"It's The Toucan! Run!"


Balance, what's that?
 
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Miki Sayaka [Magical Girl]

ATTACK: 1
HEALTH: 25
GRIEF LIMIT: 20

Copy (3 GRIEF): Copies an Ability from another Character, and replaces this ability with that one.

Flight (1 GRIEF): Miki Sayaka can ignore enemy Defenders.

"I asked for this, didn't I?"

I'd switch it so Copy overwrites Sayaka's other ability when used, actually. That way she can copy more than once per game.
 
I'd switch it so Copy overwrites Sayaka's other ability when used, actually. That way she can copy more than once per game.
Cool enough.

miki sayaka
[Magical Girl]

ATTACK: 1
HEALTH: 25
GRIEF LIMIT: 20

Copy (3 GRIEF): Choose an Ability from another Character. It replaces Miki Sayaka's other Ability.

Flight (1 GRIEF): Miki Sayaka can ignore enemy Defenders.

"I asked for this, didn't I?"
(Each ability has an unique cost for Sayaka's Copy Ability)
mikuni oriko, oracle
[Support]

ATTACK: 2
HEALTH: 8
GRIEF COST: 8

Whenever an Ally where to take damage, it has a 50% chance to take no damage instead.

"It bears repeating: I am not omniscient."

mikuni oriko
[Magical Girl]

ATTACK: 0
HEALTH: 30
GRIEF LIMIT: 40

Foresight (10 GRIEF): Draw five cards. Leave one a the top of your deck and the remaining four at the bottom of your deck.

Kirika (20 GRIEF): Summon Kure Kirika, The Nullifier. Lose this Ability.

"Have you considered that gravity might be caused by an invisible pink fairy?"

kure kirika, the nullifier
[Enforcer]

ATTACK: 8
HEALTH: 8
GRIEF COST: 7

Your opponent can't use Spell Cards.

"My ojou's better than yours."

(Yes, Oriko can actually have two Kirikas on board, one from her Ability and one from the actual card. Not like Kirika would refuse Oriko her card. :V )

Even though this is a silly thing with no importance whatsoever, I'm gaining respect for card game designers. :V :V
 
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Miki Sayaka: Legendary Ally, 5 Corruption. On-Play Effect: Copy the text of any other card in play. (Hidden Effect: Copied On-Play Effects trigger. Statistics are not copied.) 4/5
Sakura Kyoko: Legendary Ally, 5 Corruption. In combat, deals damage to enemies before they deal damage. (Hidden Effect: If this kills the enemy, no damage is taken.) 5/4
Oh, you. :p

Rin's card character needs to be unbelievably badass. Just to hype her to uncomfortable (for her) levels. :V

I'm talking flavour text: "I didn't like how Akiko ran things. I'm in charge now."

ATTACK points? A miserable 1. Special effect? Kill any non-Hero Magical Girl damaged by this character. Is her healing shiv that OP? Who knows? Not Rin, that's for sure!

And of course she can heal anybody, but that's more of an afterthought.

Just imagine Rin with a reputation so large she doesn't know what the fuck to do with it.

Vs. Debates between who would win in a fight: Mori Rin or Tomoe Mami?

Rin would hate love it.
 
It's happening again.
People assuming the hammer is crap and dismissing it out of hand.
Let's use the damn thing at least once before calling it the worst thing ever, hmm?
We can always get better, saying 'it's definitely too hard to improve for no gain' before we even use it sounds more like pushing another idea rather than truly thinking about it.
 
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It's happening again.
People assuming the hammer is crap and dismissing it out of hand.
Let's use the damn thing at least once before calling it the worst thing ever, hmm?
We have used it. It's not crap, it's just that grief does literally everything it could do bar being used in our hand. It's an inferior option that can be used quickly- it's a point self defense weapon, like a wizard's crossbow in D&D- nobody expects the wizard to rely on it, just to use it when spells are not viable. We don't run out of spells, and grief is a renewable resource in our line of work, so we're not expected to use it often. If we train it, it should pretty much be with Kyoko, and then more for social interaction than for actual training.
 
I would support improving our skill with the hammer, to round out our arsenal.
 
It's happening again.
People assuming the hammer is crap and dismissing it out of hand.
Let's use the damn thing at least once before calling it the worst thing ever, hmm?
We can always get better, saying 'it's definitely too hard to improve for no gain' before we even use it sounds more like pushing another idea rather than truly thinking about it.
I'm not dismissing it. It's just that the known advantages it has over grief are very circumstantial. There may be unknown advantages, but as they are unknown, we have no idea how they'd be useful. An any guess we make is probably at least as likely to ... work ... for ... grief ...

... huh. I've just thought of something. Our biggest issues for grief tend to be range. Now, I've been wanting to try grief relays, grief gifting and grief power granting to try mitigate this, but if those also fail outside our range, something like enchantment might give those same effects without being dependent on being in our range. It'd be difficult, but this is something that could really help us long term. (I don't know if it'd be easier creating hammers with that effect than with enchanting, but as we suck at enchanting, maybe?)
 
I'm not dismissing it. It's just that the known advantages it has over grief are very circumstantial. There may be unknown advantages, but as they are unknown, we have no idea how they'd be useful. An any guess we make is probably at least as likely to ... work ... for ... grief ...

... huh. I've just thought of something. Our biggest issues for grief tend to be range. Now, I've been wanting to try grief relays, grief gifting and grief power granting to try mitigate this, but if those also fail outside our range, something like enchantment might give those same effects without being dependent on being in our range. It'd be difficult, but this is something that could really help us long term. (I don't know if it'd be easier creating hammers with that effect than with enchanting, but as we suck at enchanting, maybe?)
Make a thousand hammers, then use them as relays. Done. :p
 
Foresight (10 GRIEF): Draw five cards. Leave one a the top of your deck and the remaining four at the bottom of your deck.

Hideously overcosted. I'd reduce the cost to 3 Grief, 4 at most.

Hearthstone doesn't have scry effects, but Magic does, and from my experience, in Magic, Scry 5 would be about as good as 'draw a card'- and only keeping one card on top isn't as good as Scry 5.

I'm not sure what deck size you're envisioning - the smaller it is, the better effects to dig through it are - but even with a thirty card deck size doubling the efficiency compared to MtG, "draw two" costs 3, and the surcharge for a repeatable effect is only 2, for a total of 5.

Kirika (20 GRIEF): Summon Kure Kirika, The Nullifier. Lose this Ability.

This promotes rush face decks - the later in the game it is, the more likely you're above 20 corruption, and that using this will kill you. So you're encouraged to play it early and rush the game before the cost becomes relevant, meaning that you have an extra 8/8 at the start of the game that prevents removal. See Shaman in Hearthstone for an idea of what big minions in the early game mean.

I don't think Oriko fits with the super aggressive aggro archetype, so I'd just replace this entirely. Something that reveals the opponents hand, maybe?
 
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That hammer has always struck me as a weird meguca weapon. As far as I know, hammers and maces are sort of specialized weapons for injuring people in spite of surface-hardened steel armor. Whereas if a hammer is about as hard as the thing it's hitting, it can cause dents and still have a functional hammer, a blade dulls and shouldn't be used like that anyway.

But neither meguca nor witches tend have armor enough for a sword to not work. So the damaging potential of the hammer against targets of comparable hardness is apparently wasted.
 
There's also Walpurgis, for instance.
... That's fair.

In that case, running with the theory that meguca weapons tend to facilitate conceptual extensions of their mundane uses, I'll propose that our hammer ought to be good for conceptual "breaking things" tasks. Things like shields, hard targets, but maybe also Witch Barriers? That last one would also be a conceptual extension of our grief control.
 
What causes which magical girl to have which weapon seems to vary a bit. Sometimes it's related to her wish, such as Mami's wish to "tie herself to life" giving her ribbons or Homura's wish to protect giving her a shield. Other times it seems to be related to the psychology of the girl.

Sayaka in most timelines wishes to heal someone, but a sword doesn't relate to healing at all. If her weapon was based on her wish to heal she'd have a rod or a staff or maybe scalpels. Instead Sayaka has a sword. Why? Because of her mindset. The sword is (in most works of fiction and thus in Sayaka's mind) the traditional weapon of the hero of the story. Sayaka sees herself as a Hero of Justice, a Paladin, a Knight in Shining Armor Tube Top. Her weapon fits that belief.

I seem to recall that somewhere back towards the beginning of the thread, Firn said that Sabrina's weapon is a warhammer because it's a blunt, brute force weapon devoid of subtlety or finesse... perfect for the mindset of SV. :D
 
Sayaka in most timelines wishes to heal someone, but a sword doesn't relate to healing at all. If her weapon was based on her wish to heal she'd have a rod or a staff or maybe scalpels. Instead Sayaka has a sword. Why? Because of her mindset. The sword is (in most works of fiction and thus in Sayaka's mind) the traditional weapon of the hero of the story. Sayaka sees herself as a Hero of Justice, a Paladin, a Knight in Shining Armor Tube Top. Her weapon fits that belief.
Then a hammer is especially appropriate as the traditional implement of one who breaks things. I'm now convinced that if Sabrina can do any hammer-related magic at all, some of it has to do with the concept of breaking the durable or unbreakable. Of course, that kind of thing may well be as far removed from our out-of-the-box skillset as guns from ribbons, but it seems thematically correct.
 
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