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Hatman
08-02-2010, 09:10 PM
Idea I had in the shower, enjoy. Basic history (set in a ShadoWar-esque world) is a merchant who travels from land to land along the Silk Road, combining deadly business acumen and western/eastern martial arts. Grapple based, but with a twist, as well as momentum manipulation. People complained there was not enough momentum gen in the game, well, he has some.

Also, some cards may not make sense, you have been warned.

Khayid* +0 mid 6/6
Vit : 26 HS : 6
Order, Void, Water

E Destroy one foundation : If this attack deals damage, take one card from your discard pile that matches only one symbol with this attack and place it into your hand. If this attack does not deal damage, destroy one of your foundations.

R Commit : After your opponent plays an attack with two or more keywords, choose a keyword on that attack. It is removed for the remainder of the turn.

* * *

Takedown! 4/4
Earth, Order, Void
Action
Combo (Throw)

Combo F : Commit your opponent's character and then discard this card from your card pool. (Yes, it means if it is negate or if you cannot commit your opponent's character, it stays there.)

E Discard 1 momentum : This attack gains or loses the Throw keyword.

* * *

Traveling the World (+3 high) 3/5
Air, Void, Water
Action

F Commit your character : Search your deck for a Terrain card and place it into your staging area committed.

R : After your opponent adds a Terrain card to his staging area, destroy it.

* * *

Merchant Fighting Style (+3 mid) 3/4
Death, Order, Void
Asset

Stance

R Discard X momentum, commit : After your opponent deals damage to you with a high attack, he loses X vitality. X equals half the damage of the attack (rounded down).

R Destroy X foundations, commit : After your opponent deals damage to you with a low attack, he loses X vitality. X equals half the damage of the attack (rounded down).

* * *

The Silk Road (+2 low) 3/5
Life, Order, Water
Asset

Terrain

When this card readies, both players adds the top card of their deck to their momentum.

E Commit, commit 1 foundation : If your attack deals damage, draw 2 cards.

* * *

Vulture's Gouge 5/2 (+1 high)
Chaos, Void, Water
Attack
3SPD (high) 5DMG

Punch, Combo (Throw)

While this attack is face up in your momentum, you must discard 1 momentum at each of your standby phases and your opponent may not use Ranged attacks on their turn.

Combo E : If this attack deals damage, add it face-up in your momentum. Only playable if your opponent's character is committed.

* * *

Desert Wolf's Bite 6/2
Fire, Void, Water
3SPD (mid) 4DMG

Throw, Combo (Throw)

While this attack is face up in your momentum, you must discard 1 momentum at each of your standby phases and your opponent may not use Punch attacks on their turn.

Combo E : If this attack deals damage, add it face-up in your momentum. Only playable if your opponent's character is committed.

* * *

Rootbreaker (+2 low) 5/2
Earth, Void, Water
3SPD (low) 5DMG

Punch, Combo (Throw)

While this attack is face up in your momentum, you must discard 1 momentum at each of your standby phases and your opponent may not play Kick attacks on their turn.

Combo E : If this attack deals damage, add it face-up to your momentum. Only playable if your opponent's character is committed.

* * *

Weightless Palm (+0 mid) 4/2
Air, Void, Water
4SPD (mid) 2DMG

Ranged, Combo (Throw)

While this attack is face up in your momentum, you must discard 1 momentum at each of your standby phases and your opponent may not use Throw attacks on their turn.

Combo E : If this attack deals damage, add it face-up in your momentum. Only playable if your opponent's character is committed.

* * *

Catching Disarm 4/2
Good, Void, Water
2SPD 0DMG

Combo (Throw)

While this attack is face up in your momentum, you must discard 1 momentum at each of your standby phases and your opponent may not use Weapon attacks on their turn.

Combo E : If this attack is not blocked, add it face-up in your momentum. Only playable if your opponent's character is committed.

* * *

Sealing the Soul (5/3) +2 high
Order, Void, Water
4SPD (low) 6DMG

Punch, Khayid Combo (Throw, Low Kick)

Combo E Discard all your momentum : Place X seal tokens on your opponent's characters. Remove one seal token at each of your opponent's standby phases. As long as a seal token is on your opponent, his character card is committed and cannot ready.

E Commit 1 foundation : This attack gets +2 speed and +2 damage. Only playable if you have played a Combo ability this Enhance phase.

* * *

Traitorous Sweep 5/3 (+2 low)
All, Void, Water
3SPD (low) 5DMG

Kick, Reversal

R : After you play this attack as a reversal, commit your opponent's character.

* * *

Breakneck Suplex 6/3 (+1 high)
Earth, Void, Water
4SPD (mid) 6 DMG

Throw

E Commit 1 foundation : The next action you play this turn gets +2 to the control check made to play it as well as the cost of it's ability (if applicable).

* * *

Bargain of a Lifetime 2/5
Chaos, Void, Water
Foundation

Unique

E Discard 1 momentum : If your attack is blocked, take the top two cards from the top of your deck and add them to your momentum.

* * *

Merchant by Trade... 1/5
Order, Void, Water

E Commit : If this attack deals damage, your opponent discards 1 momentum. If he cannot, he discards 1 card from his hand. If this is the second time your opponent discards a card by one of your card effects, destroy all copies of this foundation in this staging area.

* * *

...Warrior by Choice 3/5 (+3 low)
Life, Void, Water
Foundation

E Discard 1 face-up attack in your momentum : This attack gets +X damage. X equals the printed damage on the discarded card.

R Commit : After you add a card to your momentum in the Combat phase, flip it face-up. If it is not an attack, discard it.

* * *

Deep Pockets 2/5 (+4 mid)
Order, Void, Water

R Discard X momentum : After youropponent's ready step, commit X foundations with a combined difficulty of X. X cannot equal 0. If you have 0 momentum after paying the cost of this ability, lose X vitality.

* * *

Well, it's all there. Have at it folks.