Showing posts with label Cards I Made. Show all posts
Showing posts with label Cards I Made. Show all posts

Sunday, November 10, 2024

1000 Blank Werewolves


A recent spate of 5 opening cards created for a game of 1,000 Blank White Cards.

 

Friday, July 2, 2021

Stars Of The Story cards

 In the solitaire miniatures game Five Parsecs From Home, you start each campaign with 5 special single-use options that you can use to save the day when things are going wrong. You'd either keep them on a list and cross them off as used, or write them on notecards and discard or tear them up when used, etc. 

I decided I wanted to make them look a little nicer for my campaign on Roll20. Nothing overly fancy that would take a lot of work, but at least marginally better than scribbles on a post-it note.

So here's the card back:

And here are the five card fronts:





If you're playing on Roll20 you can click on +Add Deck from the GMs "Collection" tab, then click on "New Deck", scroll down the pop-up and start dragging the .jpegs onto cards. Remember to do the card back first, so it sets it up as the back for the entire deck.


Sunday, November 15, 2015

My goblins are always mildly NSFW.

Played a couple hands of 1,000 Blank White Cards on Friday with Quintin Lee and Mahmood Miah. They'd never played before, but picked up the game very quickly and made some great cards. Here's 27 of my favorites from this weekend.

I think the best card of the night was Mahmood's Goblin Medic, as it required us to write and draw over existing cards in play, and also neatly shut down my Goblin Pike Recursion Engine before it could come online. Well played, sir.

Note there are some goblins in these pictures, and that means that one or two of the cards are very mildly NSFW.  :) Goblins have bad taste, and no sense of decorum. No boobbloons appeared in these games (or at least, they never got inflated because someone else got to finish the text), and I purposefully avoided publication of the rectococks that did show up, for the sake of all the innocent little children in the intertubes.You're welcome.




https://flic.kr/s/aHskpq4qLt

Monday, April 6, 2015

Orky Talents (Warhammer Cards I Forgot To Blog, Part 4)

More NPC Talent cards. These ones are specifically for Orcs, Goblins, and their associated spin-off critters (squigs, snotlings, night goblins, savage orcs, etc).

A few of these are just card versions of existing rules from the Creature Guide or Tome Of Adventure, placed on cards so you don't have to look anything up in a book during the game. And some of those have alternate versions where I felt a house rule might make them more flavorful or potent. The two "Gang Uv" cards were adapted from the official FAQ, to cover the missing monster stats in one of the published adventure modules -- maybe it was "The Gathering Storm"? The others are things I made to capture various aspects of greenskins in the setting.







The ones with a blue label are racial abilities that all creatures of the appropriate species should have access to. The ones with a orange-ish/brown label are intended as optional modifiers for spicing up an encounter.

Apparently, I planned to run a goofy encounter with some really stupid snotlings, and just never got around to it. Most of the new cards have had zero playtesting, as The Enemy Within had just one or two optional greenskin-related encounters in the travel section, and I haven't run another Warhammer campaign since that one wrapped up late last year. So why did I make a bunch of cards I had no plans to use? I don't know. I just really like Orcs, I guess, ever since I played an Ork army in Warhammer 40k. I guess I got swept up in the "Waaaaghh!" 

As with the other posts in this "Warhammer Cards I Forgot To Blog" series, I'm posting this stuff on the outside chance that someone else may find it useful. I did a ton of card-creation and prep-work while running Warhammer 3rd, and since I don't know if I'll ever get back to it, I figure I might as well make it available to anyone else playing the game. It seems kind of a waste to keep it all to myself, when it might very well prove useful to some other GM.

Sunday, April 5, 2015

Misc. NPC Talents (Warhammer Cards I Forgot To Blog, Part 3)

Here's more Talent cards intended for NPCs in Warhammer Fantasy Roleplay 3rd Edition. As with the Social Talents I posted the other day, it's my intent that you apply no more than 2 of these to any given NPC, in the same way that most PCs have only 2 Talent Slots. Nemeses, Organization, and Monster Group cards may provide additional Slots for special encounters, but don't go overboard or it'll just complicate your game.

I made these a long time ago, so I don't have a lot to say about them. Some are intended for ordinary human NPCs, but others would only make sense on monsters or at least followers of the Ruinous Powers.  Some of them are just shorthand ways of simplifying the game (such as abstracting equipment details or entire bodyguards down into a single card), while others provide new powers that can't really be acquired in any other way. Some of them have seen extensive playtesting, but there's at least a few here that I never used. Feel free to print them out for your own Warhammer gaming, and please let me know if you find them useful.























Saturday, April 4, 2015

NPC Social Talents (Warhammer Cards I Forgot To Blog, Part 2)

Here's a big batch of Social Talent Cards for NPCs in Warhammer Fantasy 3rd Edition.

NPCs don't typically have Talent Slots in the game. Some of the Organization and Nemesis cards do, but I don't recommend restricting yourself (as GM) to only those frameworks. Adding one NPC Social Talent to any given NPC won't break anything, and will feel about on par with the Talent options that PCs have. NPCs that are meant to be a major social obstacle, such as jaded nobles, might have 2 or even 3 Social Talents, but this should be fairly rare just to keep it in line with the limitations players face re: Talents.

These cards are intended to "spice up" Social Encounters in Warhammer 3rd, helping to bring a little depth and variation to your social conflicts. Feel free to print these for your personal use, and please let me know if you find them helpful.

 


Several of those cards alter the difficulty of certain social skill rolls, such as the one that raises the difficulty of Charm and Guile while simultaneously lowering the difficulty of Leadership checks. The idea there is to mix things up a bit so the PCs can't just rely on a single skill for every situation. When I ran these, I tended to keep the cards hidden because as GM I like to be mysterious. In retrospect, though, it's probably better to point those cards out to the PCs early in the scene, to encourage them to swap tactics. Otherwise, you'll find the same high-Fellowship character attempting to power through using the same Skill again and again, and they'll completely miss your attempt at adding depth to the scene. My recommendation now is that you read the card out loud to the players the first time (in any scene) where the card is modifying a die roll. Preserving a sense of mystery is all well and good, but you need to give the players enough data for them to make meaningful decisions at least starting with the second attempt to influence any given NPC.

Some of the Talents are designed to slow down Social Encounters or discourage the PCs from ganging up en masse and overwhelming the NPCs by sheer volume of low-quality die rolls. Those are especially good cards to use if there's only one NPC in a scene, as otherwise the rules as written favor the brute-force approach to group Charm checks.

The cards above were made with the Strange Eons program. I've got a few dozen more (non-Social) NPC Talents sitting around on my hard drive, and hopefully I'll find time to post them soon. Of course, I said the same thing about these Social Talents way back in February, so who knows how long it will take me to get around to it.