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Game Updates & News / Re: Daily Updates
« Last post by RossD20Studios on Today at 08:35:41 pm »
Kickstarter Funded!


Thank you for your support! Kelly and I so grateful and excited to deliver you an amazing game. For those who supported us, stay tuned for an update regarding next steps for reward fulfillment. Post project processing on Kickstarter may take up to 2 weeks before we can send out our backer surveys. We will keep you informed on the status.

Several of you have asked about whether or not we will still include the Celestial Steampunk Timekeeper Rats for launch. While we didn't quite hit the stretch goal, we did make it halfway there and that surely counts for something. We will include the rat characters and time spells we've shown so far for launch. As for our full plans on the full race, we have said that Summoners Fate will run as a service with regular content updates. Anyone up for a steampunk time-travel themed first expansion? ;)
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Share Your Ideas / Re: Spell & Equipment Card Ideas
« Last post by Scribe on Today at 01:40:03 pm »
If you guys like time spells, here's another suggestion:

Looper trap Cast on a character. The next attack on this character will trigger a time loop: the attacker will be repeating the same attack again and again, at the beginning of each turn, from his initial position, without being able to perform any other action, until someone gets him out of the loop by attacking him.

Visually I envision a semi-transparent image of the enchanted character flickering at the initial position (as he may move while the attacker is trapped) at the instant the attack is repeated.
Actually if the attack had several targets, all of them flicker again when it is repeated.
And if the looping attacker gets moved (by a gravity spell for instance), his flickering figure will still occupy his initial position until he's returned to that initial position at the beginning of his next turn, or the loop is broken.

For game mechanics:
Anybody in range of the repeated attacks will get hit. But range doesn't get adjusted for new targets (since the attack is simply repeated). For instance, a lightning bolt having ranged all cells on a line will damage new characters stopping on that line, on any of the cells initially included. But a meteor shower having hit visible enemies (say for instance 3) will not harm a fourth one becoming visible during the loop. Only the 3 initial positions will be hit by meteors. A melee or range attack will target the initial position(s).
If the attack is the result of a spell and enough mana is available, mana is spent and the spell is repeated with the above range considerations. If not enough mana is available the visual effects of the spell do take place, but in semi-transparent flickering fashion, and no effects are taking place.
When trapped in the loop, counterattack is disabled.
If a character stops at the initial position of a trapped attacker (despite his flickering image), he will be knocked back when the trapped attacker is returned to his initial location.

Intended game play:
With this trap one can take out the vicious range attacker, backstabber, or range damage spell caster: get him into a loop, then move freely your pieces around him to exact revenge, all units at the same time if possible.
Of course the opponent may try to avoid this by attacking the trapped character himself. But by doing so he also deals damage, which means that revenge is still exacted to some extent, even if indirectly.
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Share Your Ideas / Re: Character Ideas
« Last post by RossD20Studios on Today at 08:57:37 am »
Awesome suggestions, Swedishbear, and thank you for including the nice concept images to go with them! The "discard" ability of the divine lamb is very interesting - and quite debilitating, given that players only have 3 cards and only draw at the end of turn ;)
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Share Your Ideas / Re: Spell & Equipment Card Ideas
« Last post by RossD20Studios on Today at 08:55:55 am »
Another spell
Nature- If there is water on the board summon a Wakandagi in a space adjacent to a waterspace. If no waterspace is near discard this card and get a Wakandagi to your hand.

Nature - Trap. Place this on a waterspace. When a character enters a space adjacent to this trap a kraken appears with its tentacles and draws down the character to the depth. Summoners loose half their life instead.

Great ideas, Swedishbear! The kraken tentacles sounds pretty horrific. I would extend it to also include characters walking adjacent to the water for added chance of drowning.
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Share Your Ideas / Re: Spell & Equipment Card Ideas
« Last post by RossD20Studios on Today at 08:53:54 am »
Not sure if you are already implementing this or not.

Stasis: All damage and actions - either given or received - by target are negated for a turn. Playable on both friendly and enemy characters.

Guessing this might be either Celestial or Arcane in nature. Wherever it would fit best...

Edit: Gah! Totally missed the Arcane spell Freeze and the Celestial spell Freeze Time. That's what I get for replying to this thread before reading the entire forum.

I actually really liked your Statis idea when I first read it - no need to ever be bashful about submitting an idea even if the idea has already been shared. In this case, however, I actually think your idea is quite different from any of the spells proposed so far. It reminds me a bit of "Fog" from MtG, one of the nastier green spells that completely destroy someone's entire turn when timed right. In this case, I would consider having Statis be a card deployed as a surprise (hidden from the opponent) so that the opponent doesn't know which character has the negate protection. Great suggestion!
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Meeting Place / Re: Introduce Yourself Here
« Last post by RossD20Studios on Today at 08:48:51 am »
Welcome to our community, Halftea! I, too, cherish the flexibility to walk away from and resume games as life demands. Summoners Fate has been designed from the beginning to accommodate this very need and I can't wait to share it with you.
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Share Your Ideas / Re: Spell & Equipment Card Ideas
« Last post by Swedishbear on Today at 06:03:40 am »
Another spell
Nature- If there is water on the board summon a Wakandagi in a space adjacent to a waterspace. If no waterspace is near discard this card and get a Wakandagi to your hand.

Nature - Trap. Place this on a waterspace. When a character enters a space adjacent to this trap a kraken appears with its tentacles and draws down the character to the depth. Summoners loose half their life instead.
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Share Your Ideas / Re: Character Ideas
« Last post by Swedishbear on Today at 05:57:47 am »
Here comes three new ideas

1. Celestial. Dvine Lamb. A lamb with 7 eyes and 7 horns. Ability, when attacked attacker must discard a card.


2. Wakandagi. An antlered beast who combines the features of an elegant deer and a slithering serpent. Ability : Spits waterbullets


3. Void. Draugr. And undead viking who has superstrength and can change size on will. Enjoys the pain it causes other.
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Game Discussion / Re: Ironclads, Orcs, Skeletons, Dreadnoughts or Reptilians?
« Last post by Halftea on November 16, 2017, 10:20:20 pm »
Reptids, mostly because I find the meso-american themed jungle locale and equipment visually striking. Plus they are essentially dinosaur people. :)
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Share Your Ideas / Re: Spell & Equipment Card Ideas
« Last post by Halftea on November 16, 2017, 10:14:59 pm »
Not sure if you are already implementing this or not.

Stasis: All damage and actions - either given or received - by target are negated for a turn. Playable on both friendly and enemy characters.

Guessing this might be either Celestial or Arcane in nature. Wherever it would fit best...

Edit: Gah! Totally missed the Arcane spell Freeze and the Celestial spell Freeze Time. That's what I get for replying to this thread before reading the entire forum.
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