Femboy
Chaos Incarnate
SilverFeathers
Elvario
(9, Part Dos, that's the only italian I know)
Yz patiently waited for Ninelle's stuff to get printed or whatever the heck was happening, she was a funny jester person she didn't have to explain the logic behind the process. Quietly whistling and twiddling her thumbs as she waited to pass the waiting, she looked to Ninelle, Qzioah and Deli.
"Sooo... you come here often, babe?" Yz awkwardly answered, there was absolutely no clue what expression she was making behind her mask or if she was just actually awkward or saying such a thing to be ridiculous or what.
"You got all that? You got everything together, you two?" Yz asked.
(9, Part Dos, that's the only italian I know)
Yz patiently waited for Ninelle's stuff to get printed or whatever the heck was happening, she was a funny jester person she didn't have to explain the logic behind the process. Quietly whistling and twiddling her thumbs as she waited to pass the waiting, she looked to Ninelle, Qzioah and Deli.
"Sooo... you come here often, babe?" Yz awkwardly answered, there was absolutely no clue what expression she was making behind her mask or if she was just actually awkward or saying such a thing to be ridiculous or what.
Ninelle's Tranquility/Dread Deck
Perks (Select 1 Deck-Type Perk and 1 Signature Perk)
Inner Peace (Tranquility Perk): At the end of the turn, if you played two or more Tranquility cards, restore 10-20 Health. Excess healing is turned into Shield that lasts until the start of your turn. If Inner Peace is triggered, any allies that also played two or more Tranquility cards this turn gain the same effect restoring 10-X Health (Maximum equal to the amount you restored and turned into Shield).
A Matter of Time (Dread Perk): After you and allies have played a total of 20 Dread cards, gain an additional action (permanent). Then, draw a card. For every 8 further Dread cards played by you and allies, draw a card.
Smol Powers ACTIVATE (Signature Perk): Manually Activated (1 Turn Cooldown): Ninelle's smaller stature can help them avoid incoming damage much easier... or you know, make it hurt a lot worse for that matter. A 50/50 chance to reduce all damage taken until the start of your turn by 90%, or double all damage taken until the start of your turn.
Optimistic Outlook (Signature Perk): Manually Activated (5 Turn Cooldown): Ninelle has a magical way with success, and promotes success within her team. Her and all allies gain 10 shield until the start of their next turn, and all random-outcome values for her and allies until then will always be at their maximum (for example: Dealing 10-50 Damage will guaranteed be 50 Damage).
Key Effects
Ominous Aura: While you or an ally is affected by Ominous Aura, all enemies take an additional 1 damage whenever they are hit. Ominous Aura lasts until the end of your next turn. Gaining Ominous Aura while already having one will apply an additional Aura and refresh previous ones into lasting until the end of your next turn.
Cards
Double-Doomin' (Chaos/Dread)(10%): Evil dark magic is materialised to plague a target foe, dealing 10-20 damage. This replays a second time as a free action on your next turn.
Good... For Me (Tranquility/Dread)(10%): An Ominous Aura surrounds you or an ally of your choice. At the end of your next turn, that target is healed for 15-20 and loses the Ominous Aura. This replays a second time as a free action on your next turn, healing 2-8 to the same target.
Bad Voodoo (Chaos/Dread)(10%): A thin veil of dark magic surrounds your enemies, eventually popping like firecrackers and dealing 3 Damage four times to all enemies. If you have an Ominous Aura or are playing another Dread card this turn, the damage occurs an additional fifth time.
Combat Tickle (Tranquility/Jester)(10%): Magically tickles a target with sparkly little magic ghost hands, because that's what happens. Deals 1-60 damage to a target enemy, or 5-20 healing to a target ally (can Overheal).
Rainbow Beam (All)(10%): An aggressive beam of angry rainbows that angries at an opponent to deal angry damage. Deals 40 damage to a target enemy. If a total of three or more Rainbow Beams are played by you and allies all targetting the same target, the target receives an additional 20 damage per Rainbow Beam and excess overkill damage is dealt to a random adjacent enemy. Taste the rainbow.
Know Yourself (Tranquility/Savant)(10%): Know of yourself and what makes you, drawing power from within. Draw two cards, one from each of your Deck Types (Cannot draw Know Yourself). Cards drawn are all equal chance to be drawn.
Peaceful Violence (Tranquility/Destroyer)(8%): Bring peace to the world by violently beating your enemy. Magical fists appear to pummel your enemy, dealing 8-12 damage three times. This Card also counts as having the Card Types of all other cards being played by you and allies this turn.
Lingering Horror (Focus/Dread)(10%): Lingering thoughts and dark magic haunt your target foe, dealing 2 damage twice. This replays as a free action for the next two turns. If two or more Lingering Horrors are active after this is played, you gain an Ominous Aura.
Joyseeker (Tranquility/Jester)(11%): Restore 8-14 Health to an ally. Then, choose a Non-Tranquility Card from your Deck to add to your hand. It can be played as a free action on the turn after the next (that turn only).
Steel Your Fears (Guardian/Dread)(11%): Give 0-7 shield to either you or an ally until the start of your next turn, as well as Ominous Aura until the end of your next turn. Then, draw a card. This replays once more at the start of your next turn.
Perks (Select 1 Deck-Type Perk and 1 Signature Perk)
Inner Peace (Tranquility Perk): At the end of the turn, if you played two or more Tranquility cards, restore 10-20 Health. Excess healing is turned into Shield that lasts until the start of your turn. If Inner Peace is triggered, any allies that also played two or more Tranquility cards this turn gain the same effect restoring 10-X Health (Maximum equal to the amount you restored and turned into Shield).
A Matter of Time (Dread Perk): After you and allies have played a total of 20 Dread cards, gain an additional action (permanent). Then, draw a card. For every 8 further Dread cards played by you and allies, draw a card.
Smol Powers ACTIVATE (Signature Perk): Manually Activated (1 Turn Cooldown): Ninelle's smaller stature can help them avoid incoming damage much easier... or you know, make it hurt a lot worse for that matter. A 50/50 chance to reduce all damage taken until the start of your turn by 90%, or double all damage taken until the start of your turn.
Optimistic Outlook (Signature Perk): Manually Activated (5 Turn Cooldown): Ninelle has a magical way with success, and promotes success within her team. Her and all allies gain 10 shield until the start of their next turn, and all random-outcome values for her and allies until then will always be at their maximum (for example: Dealing 10-50 Damage will guaranteed be 50 Damage).
Key Effects
Ominous Aura: While you or an ally is affected by Ominous Aura, all enemies take an additional 1 damage whenever they are hit. Ominous Aura lasts until the end of your next turn. Gaining Ominous Aura while already having one will apply an additional Aura and refresh previous ones into lasting until the end of your next turn.
Cards
Double-Doomin' (Chaos/Dread)(10%): Evil dark magic is materialised to plague a target foe, dealing 10-20 damage. This replays a second time as a free action on your next turn.
Good... For Me (Tranquility/Dread)(10%): An Ominous Aura surrounds you or an ally of your choice. At the end of your next turn, that target is healed for 15-20 and loses the Ominous Aura. This replays a second time as a free action on your next turn, healing 2-8 to the same target.
Bad Voodoo (Chaos/Dread)(10%): A thin veil of dark magic surrounds your enemies, eventually popping like firecrackers and dealing 3 Damage four times to all enemies. If you have an Ominous Aura or are playing another Dread card this turn, the damage occurs an additional fifth time.
Combat Tickle (Tranquility/Jester)(10%): Magically tickles a target with sparkly little magic ghost hands, because that's what happens. Deals 1-60 damage to a target enemy, or 5-20 healing to a target ally (can Overheal).
Rainbow Beam (All)(10%): An aggressive beam of angry rainbows that angries at an opponent to deal angry damage. Deals 40 damage to a target enemy. If a total of three or more Rainbow Beams are played by you and allies all targetting the same target, the target receives an additional 20 damage per Rainbow Beam and excess overkill damage is dealt to a random adjacent enemy. Taste the rainbow.
Know Yourself (Tranquility/Savant)(10%): Know of yourself and what makes you, drawing power from within. Draw two cards, one from each of your Deck Types (Cannot draw Know Yourself). Cards drawn are all equal chance to be drawn.
Peaceful Violence (Tranquility/Destroyer)(8%): Bring peace to the world by violently beating your enemy. Magical fists appear to pummel your enemy, dealing 8-12 damage three times. This Card also counts as having the Card Types of all other cards being played by you and allies this turn.
Lingering Horror (Focus/Dread)(10%): Lingering thoughts and dark magic haunt your target foe, dealing 2 damage twice. This replays as a free action for the next two turns. If two or more Lingering Horrors are active after this is played, you gain an Ominous Aura.
Joyseeker (Tranquility/Jester)(11%): Restore 8-14 Health to an ally. Then, choose a Non-Tranquility Card from your Deck to add to your hand. It can be played as a free action on the turn after the next (that turn only).
Steel Your Fears (Guardian/Dread)(11%): Give 0-7 shield to either you or an ally until the start of your next turn, as well as Ominous Aura until the end of your next turn. Then, draw a card. This replays once more at the start of your next turn.
"You got all that? You got everything together, you two?" Yz asked.
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