• Member Since 3rd May, 2021
  • offline last seen 5 hours ago

RangerOfRhudaur


Nai hiruvalye Valimar, nai elye hiruva; namarie!

More Blog Posts27

  • 8 weeks
    On the Hunt

    Good news: I've managed to graduate from college! I am now a (semi)-proud holder of a Bachelors of Science in Business Administration with a concentration in Finance!

    Read More

    0 comments · 43 views
  • 20 weeks
    End of the Road

    Whelp, I'm approaching the end of my last semester at college. One of my teammates in one of my classes just submitted our group project, now all we have to do is wait for the grade. The Rubicon has been crossed, and I anxiously wait to see what's on the other side.

    Read More

    2 comments · 60 views
  • 43 weeks
    Writing Session Count

    Quick question; I use the "Views" of chapters I'm working on (so unpublished ones) as a general proxy for how many writing sessions I've spent on the chapter. Does 27 writing sessions for one chapter (that's about 1/2 to 2/3 complete) sound about normal?

    2 comments · 81 views
  • 49 weeks
    A Choice of Evils

    So, recently I've been redoing some of my old maps for "The Song of the Spheres," and between them and my worldbuilding notes I've run into a bit of a problem: a lot of them don't make sense.

    - Big honkin' gaps in borders with traditional enemies? I'm sure nothing bad ever happened with that!

    Read More

    4 comments · 113 views
  • 66 weeks
    Return to Return to the Campus

    Well, got another semester starting on the 23rd. Only 12 units this time, so hopefully it won't be as draining as last semester was, but it'll still be a full-time load.

    Read More

    1 comments · 112 views
Jan
2nd
2023

"In the Thick of It" Expanded · 7:58pm Jan 2nd, 2023

No person alone (even if they are a Seeker) can defy the forces of the Mythos. Let's give Twilight Velvet some friends!


Format:

Card Title
Card Subtitle (if applicable), in italics
Class
Type and Slots Occupied
Traits
Cost and Level
Icons/Statistics
Textbox
Flavor text (if applicable)

New terms:
(*): Unique, only one copy of a unique card can ever be in play at one time.
<me>: Self-referential symbol, replacement for <cardname>.
Subtle: Playing a card with subtle or triggering an ability that includes the subtle keyword does not provoke attacks of opportunity.
Signature (X): A card with signature (X) can only be included in decks for investigators named X in the amount specified under their deckbuilding requirements, do not count towards deck size limits, are considered to have no level, and cannot enter other investigators’ hands or play areas.
Affliction: When you draw a card with affliction, put it into play in your threat area.
Use X: When a card effect instructs you to “use X,” spend X uses from the source of the effect.


(*) Shining Armor
The Guard Captain
Guardian
Investigator
Police. Royal Guard. Warden.
N/A.
4 Willpower / 3 Intellect / 3 Combat / 2 Agility / 8 Health / 7 Sanity

Response: When a player at your location would be dealt damage or horror, cancel 1 point of that damage or horror. (Limit once per phase.)

Elder Sign: +1, you may heal 1 damage or horror from another player at your location.

***

(*) Shining Armor (Back)
Investigator
Deck Size: 30
Deckbuilding Options: Guardian cards level 0-5, Survivor cards level 0-2, Neutral cards level 0-5.
Deckbuilding Requirements: Captain’s Crest, Innocent Bystander, 1 random basic weakness.

His whole life, Shining Armor’s sought to do what he can to help others, whether that means protecting his sister from the monsters in the closet, shielding Cady from those jeaulous of her, or keeping the kingdom safe as a Royal Guard. That hasn’t changed, nor will it, even in the face of the new dangers his sister’s been talking about; he took an oath to serve and protect the kingdom and its people, and he will keep it, no matter what threatens them.

***

(*) Captain’s Crest
Mark of Authority
Signature
Asset. Accessory.
Item. Police.
Cost: 3.
Icons: Willpower, Combat. Statistics: 3 Health / 3 Sanity.

Signature (Shining Armor).
<me> can be assigned non-direct damage and horror dealt to other investigators at your location.

***

Innocent Bystander
The Guard’s Flock
Signature
Weakness. Asset.
Ally. Bystander.
N/A.
Statistics: 3 Health / 3 Sanity.

Signature (Shining Armor).
Revelation – Put <me> into play at your location, under no player’s control.
Forced: When any amount of damage or horror is cancelled at <me>’s location, deal 1 damage or horror (respectively) to <me>.
Forced: When <me> is defeated, <me>’s bearer suffers 1 mental trauma.
Parley: Test Willpower (X), where X is <me>’s total remaining health and sanity. If you succeed, discard <me>.

Victory 0.

***

Guard’s Cuirass
Guardian
Asset. Body.
Item. Armor. Police.
Cost: 3.
Icons: Combat. Statistics: 3 Health.

<me> cannot be healed.
Response: When an investigator at your location would take any amount of horror, exhaust <me> and deal 1 damage to <me>: they take an equal amount of damage, instead.

It may look outdated, but the Royal Guard’s armor is actually a modern marvel.

***

Open Case
Guardian
Asset.
Item. Police.
Cost: 3.
Icons: Intellect.

Uses (3 evidence).
Response: When you end your turn, if there are no enemies at your location, exhaust <me> and use 1 to discover 1 clue at your location.


(*) Trixie Lulamoon
The Illusionist
Rogue
Investigator
Drifter. Performer.
N/A.
3 Willpower / 3 Intellect / 3 Combat / 3 Agility / 6 Health / 8 Sanity

While resolving a skill test on an event you played, add any matching icons on that event to your skill value for that test.

Elder Sign: +1, return an event from your discard pile to your hand.

“And now, for the Great and Powerful Trixie’s next trick…”

***

(*) Trixie Lulamoon (Back)
Investigator
Deck Size: 30.
Deckbuilding Options: Rogue cards level 0-3, Neutral cards level 0-5, events with skill tests or actions that result in skill tests on them level 0-4.
Deckbuilding Requirements: The Great and Powerful Trixie, Reality Ensues, 1 random basic weakness.

Belief is the most powerful thing in the world. The Great and Powerful Trixie knows it; she’s seen what belief in her has allowed her to do on the stage, change the world with a trick of the light, transform matter with a flick of her wrist. It’s even allowed her to change herself; believing that she could actually be better helped her to become better after the incident with the Memory Stone, just like believing that she could be an illusionist gave her the courage to hold her first show. Now, though, she needs her audience (and herself) to believe that she can be a hero, the kind needed to fight the threats she sees gathering in the shadows. She can’t let them know she’s scared; if she does, they’ll know it was just a trick, and she’ll be a fool instead of a knight. Heart pounding in her chest, fear screaming in the front of her mind, Trixie dons the hero’s mask; it’s showtime.

***

(*) The Great and Powerful Trixie
Get Ready to Wear it Out
Signature
Asset.
Title.
Cost: 3.
Icons: Wild, Wild.

Signature (Trixie Lulamoon).
Response: After you play an event, exhaust <me> to either search the top 3 cards of your deck for an event and draw it (shuffle your deck afterwards) or gain 1 resource.

“Behold, the Great and Powerful Trixie!”

***

Reality Ensues
Scales Fall Away
Signature
Weakness. Treachery.
Flaw. Truth.
N/A.
N/A.

Signature (Trixie Lulamoon). Hidden.
Revelation – Secretly add this card to your hand.
[Action]: Discard all non-weakness events in your hand. Discard <me>.
Forced: After you play an event, either take 1 horror or 1 damage.

Everyone fell for it, even the one doing the trick.

***

Smoke Bomb
Rogue
Asset.
Item. Illicit. Weapon. Trick.
Cost: 3.
Icons: Agility.

Uses (3 ammo). If <me> has no ammo on it, discard <me>.
[Action] Use 1: Disengage from each enemy engaged with you and move to a connecting location. Subtle.

“She’s gone! Wait, no, she’s right there.”

***

Dance With Death
Rogue
Event.
Fortune. Gambit.
Cost: 1.
Icons: Willpower, Agility.

Fast. Play only after drawing a non-story, non-Elite encounter card, but before resolving its effects.
Test Agility (4). If you succeed, discard that card instead of resolving its effects. If you fail, draw the top card of the encounter deck.

Dancing on the tightrope over the abyss, there’s no room for error.


(*) Moondancer
The Overshadowed
Mystic
Investigator
Scholar. Cursed.
N/A.
4 Willpower / 4 Intellect / 2 Combat / 2 Agility / 6 Health / 9 Sanity

Response: After you succeed at a skill test on an encounter card, discover 1 clue at your location. (Limit once per phase.)

Elder Sign: +2 for each encounter card you have drawn this round.

***

(*) Moondancer (Back)
Investigator
Deck Size: 30.
Deckbuilding Options: Mystic cards level 0-5, Neutral cards level 0-5.
Deckbuilding Requirements: Paranormal Research, Silencing Shadow, 1 random basic weakness.

Moondancer has always stood in Twilight’s shadow. Socially crippled by her disregard of their friendship, forced into a distant second academically by her genius, and now with literal magic answering her former friend’s call, Moondancer’s been forced back into the shadows by Twilight’s brilliant light. But lately, things have changed; the shadows are different, less comforting… hungrier. Moondancer isn’t alone in them anymore, and whatever’s in there with her wants to shroud the whole world in darkness. She can’t let that happen; she needs to shine brighter than Twilight, or else the darkness will swallow them all whole.

***

Paranormal Research
Marinated in Shadow
Signature
Asset. Hand.
Item. Tome.
Cost: 2.
Icons: Willpower, Intellect, Wild.

Signature (Moondancer).
Response: When you draw an encounter card, exhaust <me>: either draw 1 card, or gain 1 resource.

Very few people other than Moondancer can make out these scribblings. Those who can wish they couldn’t.

***

Silencing Shadow
Penumbra of Despair
Signature
Weakness. Treachery.
Madness. Despair.
N/A.
N/A.

Signature (Moondancer). Peril. Hidden.
Revelation – Secretly add this card to your hand.
Each encounter card you draw gains peril.
During skill tests on encounter cards, if you have committed any cards to that skill test, reveal an additional chaos token.
[Action]: Draw the top card of the encounter deck. Then, discard <me>.

Did you really think they would believe you?

***

Risky Research
Mystic
Event.
Insight.
Cost: 0. XP: 0.
Icons: Willpower, Intellect.

Draw the top card of the encounter deck. Then, draw 3 cards or gain 3 resources, or any combination thereof.

You have to know, no matter the cost.

***

(*) Raven-Feathered Angel
Burnt Seraph Wings
Mystic
Asset. Body.
Ritual.
Cost: 2. XP: 2.
Icons: Agility, Wild.

Response: When you draw an encounter card (before resolving any of its effects), exhaust <me>: Move to a connecting location.

“I’m on the side of the angels, but I’m not one of them.”

***

Drawn to the Flame
Mystic
Event.
Insight.
Cost: 0. XP: 3.
Icons: Willpower, Intellect, Wild.

Look at the top 2 cards of the encounter deck. Choose 1 to draw, and discard the other. Then, discover 2 clues from among your location and connecting locations.


(*) Bon Bon
The Agent
Survivor
Investigator
Hunter.
N/A.
3 Willpower / 2 Intellect / 5 Combat / 2 Agility / 8 Health / 7 Sanity

Setup: Name a Trait.
Enemies with the named Trait get -1 fight while you are attacking them.

Elder Sign: +1. If there is an enemy with the named Trait at your location, you automatically succeed instead.

***

(*) Bon Bon (Back)
Investigator
Deck Size: 30.
Secondary Class Choice: At deck creation, choose either Guardian or Rogue.
Deckbuilding Options: Survivor cards level 0, Neutral cards level 0-5, cards of your chosen secondary class level 1-5, up to 5 level 0 cards of your chosen secondary class.
Deckbuilding Requirements: Bon Bon Blasters, Orders from On High, 1 random basic weakness.
Additional: If you chose Guardian as your secondary class, gain the Agency trait. If you chose Rogue as your secondary class, gain the Criminal trait, and replace your subtitle (The Agent) with The Ex-Agent.

Bon Bon, alias Agent Sweetie Drops, was never one to question orders. Not when her mother told her to pick up her room, not when her master told her to redo the training exercise, not when S.M.I.L.E. told her what her latest target was. But after the Bugbear Incident, that’s begun to change: she remembers the intelligence she saw in the Bugbear’s eyes, she remembers who started the crossfire, and she remembers the visit her superiors paid her in the hospital. Was that just a case of a few bad eggs, or had she simply gone nose-blind to the stink of a rotten barrel? Her faith in S.M.I.L.E. shaken and her list of targets growing by the hour, caught between two mysteries, Bon Bon prepares to fight the good fight, whatever that might be…

***

(*) Bon Bon Blasters
Futuristic Weapons
Signature
Asset. 2X Hand.
Item. Weapon. Science. Firearm.
Cost: 4.
Icons: Combat, Agility, Wild.

Signature (Bon Bon). Uses (4 ammo).
[Action] Use 1: Fight. You get +2 Combat and deal +1 damage for this attack. If this attack defeats an enemy that has the Trait you named at setup and you have the...
- Agency Trait, add 1 ammo to <me>.
- Criminal Trait, you may take an additional action this turn.

***

Orders from On High
Signature
Weakness. Treachery.
Task.
N/A.
N/A.

Signature (Bon Bon).
Revelation – Discard cards from the top of the encounter deck until an enemy is discarded (if no enemy is discarded, take 1 horror). Draw that enemy. Then, if you have the…
- Agency Trait, place 1 doom on that enemy.
- Criminal Trait, that enemy attacks you (without exhausting, regardless of its location).

“Your mission, should you choose to accept it…”

***

Burst of Adrenaline
Survivor
Event.
Tactic. Desperate.
Cost: 1.
Icons: Willpower.

Fast. Play only during your turn, and only if you are desperate (you are desperate if you have 3 or fewer remaining health or sanity).
You may take an additional action this turn. (Max twice per round.)

It’s now or never.

***

Golden Delicious Cider
Sweet Apple Acres’ Finest
Survivor
Asset.
Item.
Cost: 3. XP: 1.
Icons: Willpower.

Uses (3 supplies).
Response: When the round ends, use 1 to heal 2 damage or 2 horror (or any combination thereof) from among investigators and/or Ally assets at your location.

Sometimes, even when fighting monsters beyond human reckoning, you still need to sit around the fire and have a nice swig of cider to steady your nerves.

***

Iron Will
Survivor
Asset.
Condition.
Cost: 3.
Icons: Willpower.

Limit 1 per investigator.
Damage and horror on your investigator cannot be healed.
While you are desperate, you get +1 Willpower, +1 Intellect, +1 Combat, and +1 Agility.

“You think that’s gonna stop me?”


(*) Sunset Shimmer
The Prodigy
Neutral
Investigator
Warden. Scholar. Sorcerer.
N/A.
3 Willpower / 3 Intellect / 3 Combat / 3 Agility / 7 Health / 7 Sanity

While you control a…
· [Mystic] class card, you get +1 Willpower.
· [Guardian] class card, you get +1 Combat.
· [Seeker] class card, you get +1 Intellect.
· [Rogue] class card, you get +1 Agility.
· [Survivor] class card, you get +1 health and +1 sanity.

Elder Sign: +1 for each different class among cards you control.

***

(*) Sunset Shimmer
Investigator
Deck Size: 30.
Deckbuilding Options: Guardian, Mystic, Rogue, Seeker, and Survivor cards level 0-1, Neutral cards level 0-5, cards of more than 1 class level 0-4, Synergy cards level 0-5.
Deckbuilding Requirements: Gem of Empathy, Hubris, 1 random basic weakness.

Ever since the incident at Camp Everfree, Sunset Shimmer has vowed to protect her new home from the runaway magic of her old one. She and her friends have worked tirelessly to keep that promise, staring down monsters and unnatural disasters whenever they appear and fighting them off with the power of their friendship. Keeping that promise has gotten more difficult recently, however; more incidents have sprung up more frequently, running the Rainbooms ragged, and some of them disturbingly appear to be outside Sunset’s area of expertise, featuring creatures – things – not of Equestrian origin. But that won’t stop her; she made a promise, and she refuses to break it, or let anyone else make her.

***

(*) Gem of Empathy
The Seventh of Six
Signature
Asset. Accessory.
Item. Relic. Charm. Element.
Cost: 2
Icons: Willpower, Intellect, Wild.

Signature (Sunset Shimmer).
[Action]: Exhaust <me> to choose a player. That player searches the top X cards of their deck for a card of their choice and draws it. Shuffle their deck afterwards. X is the number of different classes among cards you control.

A phoenix understands those who burn with glory and those who huddle in ashes.

***

Hubris
Signature
Weakness. Treachery.
Flaw.
N/A.
N/A.

Signature (Sunset Shimmer).
Revelation: Take X damage or horror (or any combination thereof). X is the number of different classes among cards you control. If X is 0, shuffle <me> back into your deck.

The tyrant who denies their people choice and the hero who attempts to make the right choice for them are two sides of the same coin.

***

(*) Laughter
The First of Six
Neutral
Asset.
Element.
Cost: N/A. XP: 3.
N/A.

Permanent. Limit 1 Element per deck.
You get +1 Willpower.

Laughter does not distance one from reality, but rather grounds one even deeper in truth.

***

(*) Honesty
The Second of Six
Neutral
Asset.
Element.
Cost: N/A. XP: 3.
N/A.

Permanent. Limit 1 Element per deck.
You get +1 Combat.

Honesty is knowledge shared to guide, not blind.

***

(*) Generosity
The Third of Six
Neutral
Asset.
Element.
Cost: N/A. XP: 3.
N/A.

Permanent. Limit 1 Element per deck.
You get +1 Intellect.

The more one gives, the more on finds one has.

***

(*) Loyalty
The Fourth of Six
Neutral
Asset.
Element.
Cost: N/A. XP: 3.
N/A.

Permanent. Limit 1 Element per deck.
You get +1 Agility.

Loyalty is truth in action.

***

(*) Kindness
The Fifth of Six
Neutral
Asset.
Element.
Cost: N/A. XP: 3.
N/A.

Permanent. Limit 1 Element per deck.
You get +1 health and +1 sanity.

True strength is shown in restraint, not domination.

***

(*) Magic
The Sixth of Six
Neutral
Asset.
Element.
Cost: N/A. XP: 3.
N/A.

Permanent. Limit 1 Element per deck.
Draw an additional card during the upkeep phase.

The power of friendship made manifest.

***

(*) The Power of Harmony
Neutral
Asset. Arcane.
Spell. Synergy.
Cost: X. XP: 4.
Icons: Wild, Wild.

Seal ([Auto-Fail]). Uses (X charges). X is the number of different classes among cards you control. If <me> has no charges, remove <me> from the game.

Forced: After resolving any skill test, remove 1 charge from <me>.

Even if only between two, friendship can move mountains.

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