In the Thick of It · 3:08am Dec 16th, 2022
Whelp, just got done with my last final for the semester. Forgetting the formula for yield-to-call wasn't fun, and neither was discovering that I'd forgotten 1 part of another formula on the way home. But, at the very least, it's behind me now.
In order to treat myself after a long semester (15 units, 2 group projects), I've decided to indulge in card design again. Don't worry, FanOfMostEverything, I won't be butchering Magic this time, instead I'll be ruining a game I've actually been playing. Arkham Horror: The Card Game, by Fantasy Flight Games, a game where you play as one of several unique characters fighting against (or just trying to survive) the Lovecraft mythos, solving mysteries, chasing down cultists, and turning "I pulled tentacles" into a legitimate phrase.
Let's see if a few months of play has taught me enough to create custom content that doesn't completely break the game...
Format:
Card Title
Card Subtitle (if applicable)
Class
Type and Slots Occupied
Traits
Cost and Level (latter if applicable)
Icons/Statistics
Textbox
Flavor text (if applicable)
***
Twilight Velvet
The Embedded Correspondent.
Seeker.
Investigator.
Reporter. Daredevil.
3 Willpower / 4 Intellect / 1 Combat / 4 Agility / 8 Health / 7 Sanity
Response: When an enemy makes an attack of opportunity against you (even if that attack was cancelled), test Agility (X), where X is that enemy's evade value. If you succeed, cancel all effects of the attack (including damage and horror) and exhaust the attacking enemy. (Limit 1 success per round.)
Elder Sign: +1, +4 instead if this was drawn during an Agility test.
***
Investigator (Side B)
Twilight Velvet
The Embedded Correspondent.
Deck Size: 30.
Deckbuilding Options: Seeker cards level 0-5, Rogue cards level 0-2, Neutral cards level 0-5.
Deckbuilding Requirements (do not count towards deck size): Portable Typewriter, Adrenaline Junkie, 1 random basic weakness.
Ever since she was a child, Velvet (just Velvet, no Miss or Missus, unless you like the taste of concrete) has been chasing the high of life. Others might look at her actions and say that she doesn't care about her life, but nothing could be further from the truth; she chases danger in order to feel more of life, not less. Her dear Nighty finds life in his books and numbers, but Velvet finds it in the parkour of a construction site, the chaos of the Gull Raids, the grandest rolls of the dice. Lately, her daughter's begun talking about even more dangerous things; dark cults, creatures out of nightmares, people - things - working towards the end of the world, of the life Velvet so loves. She knows her children don't like it, and she knows it's risky, but she can't let that happen; putting on her old adventurer's garb, Velvet prepares to roll the dice again.
***
Portable Typewriter
For a Given Value of "Portable"
Signature
Asset. Hand.
Item. Tool. Relic.
Cost: 3
Icons: Intellect, Agility, Wild
Signature (Twilight Velvet).
Response: After you evade an enemy, exhaust Portable Typewriter: Investigate. You get +2 Intellect for this investigation.
Velvet's notable for many things; her career in journalism, her current novel writing, her children... and, of course, her typewriter that she insists, against all evidence, is portable.
***
Adrenaline Junkie
Signature
Weakness.
Flaw.
Cost: N/A
Icons: N/A
Signature (Twilight Velvet).
Affliction (When you draw this card, put it into play in your threat area).
Forced: After you resolve a skill test you did not succeed at by at least 2, take 1 horror.
[Action] [Action]: Discard Adrenaline Junkie.
***
Travel Light
Seeker.
Asset.
Talent.
Cost: N/A. XP: 3.
Icons: N/A
Permanent. Exceptional.
Your investigator gains "Deckbuilding Restrictions: Maximum of 5 non-story, non-signature, non-weakness asset cards."
[Fast]: Exhaust Travel Light to draw 1 card.
Sorry again. Didn't mean to scare you away from working with the game.
In any case, I've never played Arkham Horror, but I do get the gist here. Great stuff for Velvet. Independent of the game, I honestly can't tell whether she'd be among the best or worst choices for eldritch investigator.
5703588
Don't worry, you didn't; I scared myself away. Or rather, I realized that competitive card games aren't my forte.
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But you're right, Velvet would be rather... interesting as an eldritch investigator; on the one hand, she's brave, and has a lot of skills that might come in handy ("Mom, why do you know how to use lockpicks?" "Don't ask questions you're not prepared to handle the answers to, Shiny."). On the other hand, she's a gambler, and in a world where one false step can spell your demise (and pulling tentacles from the chaos bag can ruin your day), that affinity for risk might be her undoing. Step right up and roll the dice, Velvet; this one's for all the marbles.
Cool