View Full Version : The Slime Family
thenightsshadow
11-27-2011, 05:00 AM
I don't know about anyone else, but I am a huge fan of Slimes, and I dislike their treatment in a lot of RPGs. They can do so much!
Part of the reason of my making of this faction was because I want to raise awareness of these normally low-level RPG monsters, and secondly, because I really really really like Slimes.
A lot.
Anyways, onto the faction.
Summoner of the Slime Family - King Slime
Attack: 4 (Melee)
Life: 6
Ability: Ooze
- When King Slime is attacked, you may ignore all dice that would be rolled and place 1 Wound Marker on King Slime.
King of all Slimes, he has built up a resistance to Weapons and Magic. Among the things in his belly is a Summoning Stone, and he has used the opportunity to try and spread his Kingdom.
Champion of the Slime Family - Acid Slime
Attack: 2 (Ranged)
Life: 4
Summon Cost: 4
Ability: Corrode
- Units adjacent to Acid Slime lose 1 Attack Value.
Acid Slimes are Slimes that aim to corrode enemy weapons and reduce their durability. That...doesn't translate well into Summoner Wars, so...
Champion of the Slime Family - Heat Slime
Attack: 2 (Melee)
Life: 5
Summon Cost: 6
Ability: Flame Body
- At the end of every turn, all enemy cards adjacent to Heat Slime receive 1 Wound Marker.
Heat Slimes are Slimes that are hot to the touch, and surprisingly not pliable like their other Slime brethren. They cause their surroundings to catch fire.
Champion of the Slime Family - Queen Slime
Attack: 3 (Melee)
Life: 6
Summon Cost: 7
Ability: Multiply
- When Queen Slime is destroyed, immediately place as many Baby Slime Common Units as possible in your Discard Pile onto the Battlefield within 3 spaces of Queen Slime.
Queen Slimes are the purple-colored Slimes that also have a crown. These tend to split into many Slimes when they are "destroyed", only to reform later on in another place.
Common of the Slime Family - Baby Slime (x8)
Attack: 1 (Melee)
Life: 1
Summon Cost: 0
Ability: Dissolve
- When this Baby Slime is destroyed, immediately roll a die. On a result of 5 or higher, this Baby Slime is placed in its controlling player's Discard Pile instead of the destroying player's Magic Pile.
Baby Slimes are newborn Slimes, knowing very little except how to attack. They're not very good at it, but they're always so many of them for some reason...
Common of the Slime Family - Slime (x5)
Attack: 2 (Melee)
Life: 1
Summon Cost: 1
Ability: Envelop
- You may move this Slime onto a Unit. If you do, roll a die. On a result of 6 or higher, destroy that Unit. Otherwise, discard this Slime.
Slimes are the standard monsters you should see in RPGs...if they didn't decide to weaken them and make them fodder. Real Slimes approach you and try to eat you by completely choking their victim. Sure, they burst if they fail, but...
Common of the Slime Family - Frozen Slime (x5)
Attack: 2 (Melee)
Life: 2
Summon Cost: 2
Ability: Freezer
- You may move this Frozen Slime onto a Unit you don't control. If you do, treat this Frozen Slime as an Event Card. The Unit cannot move, attack, or use special abilities while this Frozen Slime is on top of that Unit. At any time, a player may spend 2 Magic to discard this card from on top of that Unit. If that Unit is destroyed, discard this card.
Frozen Slimes can't engulf as well as their garden-variety brethren, but instead they have adapted their rock-hard bodies to temporarily cut off a person from living. They have practiced this to a fine art, and are always able to do it if they are threatened.
Event - Resilience (x3)
- All Slime Family Units you control gain the following ability until the beginning of your next turn:
SIZE UP
This Unit may only be attacked by Units that share a Unit type as this Unit.
Event - Split (x2)
- You may discard a Unit you control to immediately summon 2 of that same Unit from your hand or deck without paying their Summon Cost.
Event - Wind Breaker (x2)
- All Slime Family Units you control that do not move this turn gain the following ability until the beginning of your next turn:
STURDY
When a Unit rolls to attack this Slime Family Unit, it only receives Wound Markers from die results of 5 or higher.
Event - Natural Growth (x1)
- Until the beginning of your next turn, when an enemy Unit is destroyed, you may place a Baby Slime Common Unit from any Discard Piles or your Deck on the space that Unit occupied.
Event - Solidarity (x1)
- All Units you control gain 1 Attack Value for every two Slime Family Units you control with different names, rounded down, until the end of the turn.
Whaddya think?
Ranior
11-27-2011, 10:04 AM
An interesting faction, seems fun. Lots of good stuff and cool abilities...but now I have a few worries/suggestions:
I feel like Queen Slimes ability should be clarified a bit. Do you have to send out as many baby slimes as possible, as it reads? Also I have a suggestion for changing something that confused me a bit anyhow. Here is your wording for it:
- When Queen Slime is destroyed, immediately place as many Baby Slime Common Units as possible in your Discard Pile onto the Battlefield within 3 spaces of Queen Slime.
I think that it would make more sense to say:
-When Queen Slime is destroyed, immediately place as many Baby Slime Common Units as possible from your Discard Pile onto the Battlefield within 3 spaces of Queen Slime
Next off should the Heat slime really be cards instead of units? I just feel like it wouldn't burn through walls. And then also I feel like it would probably hurt its allies. I think thematically it would make more sense for it to be all adjacent cards. (Which actually could be surprisingly advantageous anyhow, killing off your own units at the end of the round)
Next off for Frozen Slime....the way it reads I'm assuming once he freezes somebody, then you're done with him? Because if you're treating him as an event card, then you can't move him and he wouldn't count for your unit count, etc. Which is fine, I just wanna be clear about that ability.
Finally....just make solidarity gain 1 attack value until the end of the round. The wording is kinda convoluted, and I think 1 attack value is probably a powerful enough event anyhow.
But overall an interesting faction.
thenightsshadow
11-27-2011, 02:19 PM
An interesting faction, seems fun. Lots of good stuff and cool abilities...but now I have a few worries/suggestions:
I feel like Queen Slimes ability should be clarified a bit. Do you have to send out as many baby slimes as possible, as it reads? Also I have a suggestion for changing something that confused me a bit anyhow. Here is your wording for it:
- When Queen Slime is destroyed, immediately place as many Baby Slime Common Units as possible in your Discard Pile onto the Battlefield within 3 spaces of Queen Slime.
I think that it would make more sense to say:
-When Queen Slime is destroyed, immediately place as many Baby Slime Common Units as possible from your Discard Pile onto the Battlefield within 3 spaces of Queen Slime
Yeah, I think I got the wording wrong. Anyways, I think a "you may" should be added. There might be a time you don't want to, so yeah, good point, Ranior.
Next off should the Heat slime really be cards instead of units? I just feel like it wouldn't burn through walls. And then also I feel like it would probably hurt its allies. I think thematically it would make more sense for it to be all adjacent cards. (Which actually could be surprisingly advantageous anyhow, killing off your own units at the end of the round)
I had it as all adjacent cards at first, but with everyone being Melee it's actually pretty ridiculously hard to use his ability without sending him on a death run. If I had to change it back, it'd probably cost 5 instead of 6.
Next off for Frozen Slime....the way it reads I'm assuming once he freezes somebody, then you're done with him? Because if you're treating him as an event card, then you can't move him and he wouldn't count for your unit count, etc. Which is fine, I just wanna be clear about that ability.
Yes, you're done with him. You're treating him as an Event Card, aka you can't move him, and he doesn't count toward your Unit count, so yes.
Finally....just make solidarity gain 1 attack value until the end of the round. The wording is kinda convoluted, and I think 1 attack value is probably a powerful enough event anyhow.
Not for being a 1x. Heroic Feat gives one Unit a 2 AV boost, and it's a 2x. Giving essentially three Units a 1 AV boost is about the same power, so it'd normally be a 2x.
Now, as for the convoluted wording. I'm pretty sure there's another way to increase Attack Value for everyone without having to count the differing Units you have. The question is, what?
But overall an interesting faction.
Thanks.
Ranior
11-27-2011, 08:19 PM
Aha, okay sounds good on the Queen Slime stuff.
I see your point on the Heat Slime, all that sounds good.
Finally, you have a point that Soliditary should be more powerful. I'm not sure it just isn't an elegant wording, which is something that I think most units in the SW universe have. Unfortunately...I don't have a better plan for it yet.
Sauam
11-27-2011, 08:57 PM
Summoner of the Slime Family - King Slime
Attack: 4 (Melee)
Life: 6
Ability: Ooze
- When King Slime is attacked, you may ignore all dice that would be rolled and place 1 Wound Marker on King Slime.
I would like to see the ability to be needed to activate before rolling the dice. Otherwise pretty powerful Summoner consider it's spec.
Champion of the Slime Family - Acid Slime
Attack: 2 (Ranged)
Life: 4
Summon Cost: 4
Ability: Corrode
- Units adjacent to Acid Slime lose 1 Attack Value.
Nicely design just because it affects their own unit. Good and fair spec. I also like how it negate any melee unit with only 1 av. Awesome!
Champion of the Slime Family - Heat Slime
Attack: 2 (Melee)
Life: 5
Summon Cost: 6
Ability: Flame Body
- At the end of every turn, all enemy cards adjacent to Heat Slime receive 1 Wound Marker.
I like that the ability activate every turn, I would like to see it also damage it's own unit... btw I feel it probably best to leave out summoner in the direct damaging.
Champion of the Slime Family - Queen Slime
Attack: 3 (Melee)
Life: 6
Summon Cost: 7
Ability: Multiply
- When Queen Slime is destroyed, immediately place as many Baby Slime Common Units as possible in your Discard Pile onto the Battlefield within 3 spaces of Queen Slime.
Best unit in this custom, look like hella fun to spawn tons of baby slime! Wording on the card probably need rewording for rule sake... FUN card, I like.
Common of the Slime Family - Baby Slime (x8)
Attack: 1 (Melee)
Life: 1
Summon Cost: 0
Ability: Dissolve
- When this Baby Slime is destroyed, immediately roll a die. On a result of 5 or higher, this Baby Slime is placed in its controlling player's Discard Pile instead of the destroying player's Magic Pile.
So it's kinda like FK SkeleArcher... not too impress I have to say
Common of the Slime Family - Slime (x5)
Attack: 2 (Melee)
Life: 1
Summon Cost: 1
Ability: Envelop
- You may move this Slime onto a Unit. If you do, roll a die. On a result of 6 or higher, destroy that Unit. Otherwise, discard this Slime.
Cool and very thematic, I can just imagine the ooze just engulf it's enemy, haha. Btw did you want to have the ability to destroy summoner too? Not sure if that's intend since it's a roll of 6... I say it should not affect summoner
Common of the Slime Family - Frozen Slime (x5)
Attack: 2 (Melee)
Life: 2
Summon Cost: 2
Ability: Freezer
- You may move this Frozen Slime onto a Unit you don't control. If you do, treat this Frozen Slime as an Event Card. The Unit cannot move, attack, or use special abilities while this Frozen Slime is on top of that Unit. At any time, a player may spend 2 Magic to discard this card from on top of that Unit. If that Unit is destroyed, discard this card.
Awesome, unit version of Freeze! Eat your heart out Grognack, imagine having this freezing Grognack, lol. My second favorite unit in this custom.
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Event - Resilience (x3)
- All Slime Family Units you control gain the following ability until the beginning of your next turn:
SIZE UP
This Unit may only be attacked by Units that share a Unit type as this Unit.
Not sure what it means by unit "type"... so it's common, champion and summoner? If so, pretty cool card.
Event - Split (x2)
- You may discard a Unit you control to immediately summon 2 of that same Unit from your hand or deck without paying their Summon Cost.
Cool card and it's in theme with the whole spliting ooze mechanic. I like how it need to be combo with the 2 cost freeze ooze to yield the most of it's affect and it would be waste if played on baby... I like card that has little bit of combo'ability
Event - Wind Breaker (x2)
- All Slime Family Units you control that do not move this turn gain the following ability until the beginning of your next turn:
STURDY
When a Unit rolls to attack this Slime Family Unit, it only receives Wound Markers from die results of 5 or higher.
Hmm... like Cloak of Shadow or CG's Goblin invin... not that impress, sorry I don't usually like card that are too similar with existing card
Event - Natural Growth (x1)
- Until the beginning of your next turn, when an enemy Unit is destroyed, you may place a Baby Slime Common Unit from any Discard Piles or your Deck on the space that Unit occupied.
Cool, my third favorite card, sort of like FK's Zombie warrior but more in theme with ooze mechanic... although it might contradict my previous comment, when a similar mechanic done right, it just deserve a praise... not to mention this card will impact how your enemy leave weakling unit around
Event - Solidarity (x1)
- All Units you control gain 1 Attack Value for every two Slime Family Units you control with different names, rounded down, until the end of the turn.
... hmmm not sure what you trying to say here, I think a clearer description are needed for the card
My comments are in bold
In general, I very much like this custom of yours, usually your custom are pretty good but this one are very in theme and very simple yet interesting. The way I like custom are made.
I really like the whole oozing around theme... the split, the moving unit on top of enemy, the whole unit type theme is well suited. I would like to see more of those "moving on top of enemy, then become so-and-so" theme... kinda like Licid creature in Magic the gathering for those who played them beack in the days :cool: I like
thenightsshadow
11-28-2011, 12:18 AM
Summoner of the Slime Family - King Slime
Attack: 4 (Melee)
Life: 6
Ability: Ooze
- When King Slime is attacked, you may ignore all dice that would be rolled and place 1 Wound Marker on King Slime.
I would like to see the ability to be needed to activate before rolling the dice. Otherwise pretty powerful Summoner consider it's spec.
It does. You need to use the ability before you see the die rolls, hence the wording "that would be rolled". You don't have to use it, but then you're at the mercy of the dice.
Champion of the Slime Family - Acid Slime
Attack: 2 (Ranged)
Life: 4
Summon Cost: 4
Ability: Corrode
- Units adjacent to Acid Slime lose 1 Attack Value.
Nicely design just because it affects their own unit. Good and fair spec. I also like how it negate any melee unit with only 1 av. Awesome!
Thank you.
Champion of the Slime Family - Heat Slime
Attack: 2 (Melee)
Life: 5
Summon Cost: 6
Ability: Flame Body
- At the end of every turn, all enemy cards adjacent to Heat Slime receive 1 Wound Marker.
I like that the ability activate every turn, I would like to see it also damage it's own unit... btw I feel it probably best to leave out summoner in the direct damaging.
I feel like the Summoner shouldn't be left out only because it's hard to move the Slimes where you want them to go. If the Summoner is taking damage, then either he/she's too aggressive or he/she's trapped.
Champion of the Slime Family - Queen Slime
Attack: 3 (Melee)
Life: 6
Summon Cost: 7
Ability: Multiply
- When Queen Slime is destroyed, immediately place as many Baby Slime Common Units as possible in your Discard Pile onto the Battlefield within 3 spaces of Queen Slime.
Best unit in this custom, look like hella fun to spawn tons of baby slime! Wording on the card probably need rewording for rule sake... FUN card, I like.
Correct wording is:
- When Queen Slime is destroyed, you may immediately place as many Baby Slime Common Units as possible from your Discard Pile onto the Battlefield within 3 spaces of Queen Slime.
Other than that, yeah, she was the main inspiration of the faction's abilities.
Common of the Slime Family - Baby Slime (x8)
Attack: 1 (Melee)
Life: 1
Summon Cost: 0
Ability: Dissolve
- When this Baby Slime is destroyed, immediately roll a die. On a result of 5 or higher, this Baby Slime is placed in its controlling player's Discard Pile instead of the destroying player's Magic Pile.
So it's kinda like FK SkeleArcher... not too impress I have to say
My justification for this is the CG Slinger and Blagog. Both of them have different roles, despite sharing the same ability. Same goes here. The FK Skeletal Archer is the only ranged Unit the FK have in their faction, and can be used as ranged attackers that most likely will be revived later, or can be used as part of a Magic Denial strategy. The Baby Slime, however, can either be built and be guaranteed to come out when Queen Slime dies, or be summoned as is, limiting the usefulness of Queen Slime and Natural Growth. Two ways to play them, none of them the same. I agree with you if the ability is the same AND the role is the same. Berserker and Hydrake, for example.
Common of the Slime Family - Slime (x5)
Attack: 2 (Melee)
Life: 1
Summon Cost: 1
Ability: Envelop
- You may move this Slime onto a Unit. If you do, roll a die. On a result of 6 or higher, destroy that Unit. Otherwise, discard this Slime.
Cool and very thematic, I can just imagine the ooze just engulf it's enemy, haha. Btw did you want to have the ability to destroy summoner too? Not sure if that's intend since it's a roll of 6... I say it should not affect summoner
Hehe, it should. Again, it's a 1 in 6 chance, and you have to move onto a Unit instead of beside. That's significantly harder than it first seems. Besides, unlike Phantoms, if you fail the roll, you lose the Unit, so you want to aim for high-powered targets.
Common of the Slime Family - Frozen Slime (x5)
Attack: 2 (Melee)
Life: 2
Summon Cost: 2
Ability: Freezer
- You may move this Frozen Slime onto a Unit you don't control. If you do, treat this Frozen Slime as an Event Card. The Unit cannot move, attack, or use special abilities while this Frozen Slime is on top of that Unit. At any time, a player may spend 2 Magic to discard this card from on top of that Unit. If that Unit is destroyed, discard this card.
Awesome, unit version of Freeze! Eat your heart out Grognack, imagine having this freezing Grognack, lol. My second favorite unit in this custom.
Yes! Awesome, huh?
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Event - Resilience (x3)
- All Slime Family Units you control gain the following ability until the beginning of your next turn:
SIZE UP
This Unit may only be attacked by Units that share a Unit type as this Unit.
Not sure what it means by unit "type"... so it's common, champion and summoner? If so, pretty cool card.
Basically, Commons can only be attacked by Commons, Champions can only be attacked by Champions, and Summoners can only be attacked by Summoners.
Event - Split (x2)
- You may discard a Unit you control to immediately summon 2 of that same Unit from your hand or deck without paying their Summon Cost.
Cool card and it's in theme with the whole spliting ooze mechanic. I like how it need to be combo with the 2 cost freeze ooze to yield the most of it's affect and it would be waste if played on baby... I like card that has little bit of combo'ability
That's precisely it, though you'd be surprised that the Frozen Slime isn't the best Slime you can summon with it. It's actually one of the reinforcements, Spy Slime, and that Slime is a Common that costs 4.
Event - Wind Breaker (x2)
- All Slime Family Units you control that do not move this turn gain the following ability until the beginning of your next turn:
STURDY
When a Unit rolls to attack this Slime Family Unit, it only receives Wound Markers from die results of 5 or higher.
Hmm... like Cloak of Shadow or CG's Goblin invin... not that impress, sorry I don't usually like card that are too similar with existing card
I'll agree with you here, this ability isn't that great creative-wise. In order for the ability to work, the Unit has to stand still, which is really not much different than a non-restrictive version. This'll be the first Event I change if I rework this faction.
Event - Natural Growth (x1)
- Until the beginning of your next turn, when an enemy Unit is destroyed, you may place a Baby Slime Common Unit from any Discard Piles or your Deck on the space that Unit occupied.
Cool, my third favorite card, sort of like FK's Zombie warrior but more in theme with ooze mechanic... although it might contradict my previous comment, when a similar mechanic done right, it just deserve a praise... not to mention this card will impact how your enemy leave weakling unit around
Exactly. :)
Event - Solidarity (x1)
- All Units you control gain 1 Attack Value for every two Slime Family Units you control with different names, rounded down, until the end of the turn.
... hmmm not sure what you trying to say here, I think a clearer description are needed for the card
So basically, if you have at least 1 Baby Slime, at least 1 Slime, Queen Slime, Heat Slime, and Acid Slime on the field, plus the Summoner, you're looking at 3 Attack Value for all of them.
Okay, so that's not ...Oh, I think I got it!
- All Units you control gain 1 Attack Value, an additional 1 Attack Value if you control at least 1 Common Slime Family Unit, and an additional 1 Attack Value if you control at least 1 Champion Slime Family Unit.
It's easier to count, and it achieves the same effect...sorta. Will that work?
My comments are in bold
In general, I very much like this custom of yours, usually your custom are pretty good but this one are very in theme and very simple yet interesting. The way I like custom are made.
I really like the whole oozing around theme... the split, the moving unit on top of enemy, the whole unit type theme is well suited. I would like to see more of those "moving on top of enemy, then become so-and-so" theme... kinda like Licid creature in Magic the gathering for those who played them beack in the days :cool: I like
Thank you very much. There's one more "moving on top of enemy" Units, but I felt Baby Slimes, along with Queen Slime and Natural Growth, deserved to be in the base faction over Brain Slime.
Reinforcements, btw:
Champion - Metal Slime
Common - Brain Slime
Common - Mage Slime
Common - Spy Slime
Ranior
11-28-2011, 09:25 AM
Sounds good, and the suggested rewording on Soliditary is MUCH better. A lot easier to understand what's going on.
Sauam
11-28-2011, 12:56 PM
All Units you control gain 1 Attack Value, an additional 1 Attack Value if you control at least 1 Common Slime Family Unit, and an additional 1 Attack Value if you control at least 1 Champion Slime Family Unit.
I am very sure this one is too powerful, it's pretty much 98% of the time a +2 since you will get a common on the field. So it's a Heroic Feat for every unit you control... then another like 90% of the time it's a +3 since you'll likely combo this when you have a champion out too.
Anyways, I must say I am excited to see the rest of those Slime, something I don't feel on custom normally. The theme is strong in this one :cool: Metal Slime sound cool.
thenightsshadow
11-28-2011, 01:12 PM
I am very sure this one is too powerful, it's pretty much 98% of the time a +2 since you will get a common on the field. So it's a Heroic Feat for every unit you control... then another like 90% of the time it's a +3 since you'll likely combo this when you have a champion out too.
Anyways, I must say I am excited to see the rest of those Slime, something I don't feel on custom normally. The theme is strong in this one :cool: Metal Slime sound cool.
You're right about the new Solidarity being too easy to achieve. I think at least 3 Commons and at least 2 Champions should work. Getting both requirements isn't easy, but it's still simple.
And yeah, the rest of the Slimes will be coming.
Tisroero
11-30-2011, 08:45 AM
I'm guessing you never played Dragon Quest if you think Slimes never get treated well.
The game practically worships them.
thenightsshadow
11-30-2011, 12:37 PM
No, Dragon Quest doesn't treat them as well as many other games I've played, though I have to admit the Rocket Slime game was pretty fun...ish.
How many RPGs have you played where Slimes have a one-hit KO move? Or steal your items and gold while facing a bigger Slime? Or suicide themselves on your weapon to completely break it?
And yes, I've played games where Slimes have done that.
thenightsshadow
12-09-2011, 05:41 AM
I've begun work on a second Summoner with all new Champions and Commons. The theme of the Slime Family, thankfully, is just...they're Slimes, and they're a Family, so it's easy to make a new Summoner that has the same theme while acting completely differently.
I can also say that the second Summoner is named Angel Slime.
Also, might as well do a tease of the reinforcements:
Common of the Slime Family - Mage Slime
Attack Value: 1 (Ranged)
Life Points: 3
Summon Cost: 2
Ability: Deadly Splatter
- When this Mage Slime is attacked, you may place 1 Wound Marker on the attacking Unit if this Mage Slime receives 2 or more Wound Markers in that attack.
Mage Slimes are really just Slimes that can cast Magic. They lack the malleability of their regular brethren, but still can use their poisonous body to defend themselves.
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