Submission: Celerity Refinement
Cardtype:
Cost:
Discipline:
Card text:
World of Darkness reference:
Celerity Level 7: Celerity Refinement: Choose to spend vitae for Celerity as you need them, rather than declaring them beforehand.
Players Guide to High Clans - Pg. 152
How does this card address a compelling game need?:
I can't understand why a vampire with Fortitude can act 91 times in a turn (if he hunt 90 times and play Freak Drive or with Una) and can't act more than once with Celerity discipline which provides speed. Bleed, votes and many other decks based on fortitude, serpentis and anarchs can make multiple actions inflicting high damage to other players, but combat or celerity based decks can only act once trying to do something. Yes I can use Zephyr many times in a turn, but only for unsuccessful action.
Created by: Fernando Cesar - Sydnelson
Sample:
Fernando Cesar - Sydnelson
LackeyCCG and OCTGN VtES Mantainer
Prince of Rio de Janeiro
Powerbase Rio de Janeiro
Attachments:
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Whisker wrote: What's with the superior level? Action modifiers can nomally be played multiple times during round, why specify the minion can play it again? Or is your intent to make this weaker than freak drive to stop Una level abuse?
Yes, my intent is prevent card abuse and prevent vampires act dozen of times in the same turn.
Fernando Cesar - Sydnelson
LackeyCCG and OCTGN VtES Mantainer
Prince of Rio de Janeiro
Powerbase Rio de Janeiro
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Sydnelson wrote: Yes, my intent is prevent card abuse and prevent vampires act dozen of times in the same turn.
That would probably be clearer as:
(I'd also probably drop the word "Celerity" from the name.)
I think it's interesting, in that it does provide a solid tool for Celerity which is somewhat less shiny than it used to be. I'd be interested to see it tried, at least.
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jamesatzephyr wrote: (I'd also probably drop the word "Celerity" from the name.)
But then then the card title wouldn't make any sense. The word "Celerity" gives it context.
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Sydnelson wrote: Name: Celerity Refinement
Cardtype:![]()
Action Modifier/Combat
Cost:1 blood
Discipline:Celerity
Card text:
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Additional strike.
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Only usable after resolution of a successful action. Unlock this vampire and they can play this card again this turn, with the cost increased by 1 blood (cumulative).
As written this card is wallpaper.
I have some bias, against this card.
1. I am not a fan of action modifier/combat cards.They are usually over complicated and unless both effects are interesting then the card suffers.
2. Pay 1
3. The superior version is word mess and I don't think it does what you mean it to do.
4. It seems that you want to support a general unlock mechanism for celerity. Frankly, that is bad because other disciplines do it already and they are clearly better.
5. I am not sure how this card is a refinement because I don't see how they will be able to play anymore celerity cards or are "better" at those cards.
How would you feel about something like this:
Speed Perfection
Play before range is determined. Only one Speed Perfection may be play each combat.
Thoughts:
1. This version is useful in all combats. Not a dead card on a block!
2. It is effectively a free cycle for Celerity, but not overpowered as Infernal Pursuit.
3. This would help support Torrent, Blur, and Quickness... all of which I feel has been underplayed because of their cost.
4. This version also helps support Combat Rush where the blood cost is a major obstacle.
In fact, I like this version so much.. I might submit it myself.
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