To avoid flooding the CaC board with a different thread whenever i want to discuss a new mechanic or show a new card, i decided to create this very thread.
And to start, i present the Pokégym community with yet another (useless) mechanic: Traits! (alike my Experience one, shamelessly taken from L5R CCG)
It's very simple, actually. Traits are "other" characteristics of cards. Most Traits are only flavor, just describing pokedex info or a part of its personality. But three kinds of Traits may actually change the gameplay.
The first kind is the Reference ones. It's simple: Let's say that some pokémon of your set have the Male trait, and others have the Female trait. Some trainers may only affect the Male ones, while some may only affect the Female ones. Or maybe only the pokémons with the Horn trait may attach a Horn Drill TM. It's your choice!
The second kind is the Rulebook ones. For example, you may create a Legendary Trait, and say that all cards with the Legendary Trait have the following rule: "You may only have one copy of a card with the same name as this card in your deck." Just don't abuse this, or else players will have to constantly go back to the rulebook to remember what each Trait does!
The third kind, and the most important, is the Name Trait. You'll understand with a example...
Imagine the following pokémon name: Rocket's Dark Gyarados ex. You may instead write it this way:
Gyarados
Traits: Dark Pokémon * Rocket's Pokémon * Pokémon ex
Notice that you just converted the names in the pokémon to Traits, but, for any purposes, the pokémon's name is counted as everything in it's title plus the traits that have "Pokémon" in it. This means that only Pokémons may change their name into Traits.
Just as a last note, for those that do fake cards, Traits appear right above Poké-powers/bodies, and they are bolded. Check some L5R CCG cards if you want a better example.
I'll do some sample cards so everyone understand the concept better...
-------------------
Poison Dart
Trainer Card
If your Active pokémon has the Poisonous Trait, the Defending pokémon is now poisoned.
-------------------
Arbok // HP: 60 // Type: (G)
Stage 1 Pokémon -- Evolves from Ekans
Traits: Dark Pokémon * Poisonous
(G)(C) Strangle -- Base Damage: 0 -- Flip a coin. If heads, discard a energy from the Defending pokémon and it can't attack during your next turn (Benching or Evolving either pokémon ends this effect).
(G)(G)(G) Toxic Bite -- Base Damage: 10+ -- Flip a coin. If heads, this attack does 30 more damage and the Defending pokémon is now Poisoned. Put 2 damage counters instead of 1 on the Defending pokémon between turns.
Weakness: (P) // Resistance: None // Retreat Cost: (C)(C)
-------------------
Tentacruel // HP: 70 // Type: (W)
Stage 1 Pokémon -- Evolves from Tentacool
Traits: Poisonous * Fluid Body
Poké-Body: Dazzle Move -- Treat all Defending pokémon trying to attack Tentacruel as Confused. If a damage counter is placed in Tentacruel, put a Cut counter in Tentacruel. If Tentacruel has a Cut counter, this Poké-body stops working. Whenever a
pokémon with a Cut counter has a damage counter removed from it, remove all Cut counters in it.
(W) Jellyfish Escape -- Base Damage: 0 -- Flip a coin. If heads, the Defending pokémon is now Paralyzed. Either way, switch Tentacruel with one of your Benched pokémon, if any.
(W)(C)(C) 1000 Tentacles -- Base Damage: 60- -- This attack does 60 minus 10 for each damage counter in Tentacruel.
Weakness: (L) // Resistance: None // Retreat Cost: (C)(C)
-------------------
Gligar // HP: 50 // Type: (F)
Basic Pokémon
Traits: Poisonous * Flier
(F) Poison Sting -- Base Damage: 10 -- Flip a coin. If heads, the Defending pokémon is now Poisoned.
(F)(C) Paralyze Sting -- Base Damage: 20 -- Flip a coin. If heads, Defending pokémon is now Paralyzed.
Weakness: (G) // Resistance: (F) - 30 // Retreat Cost: 0
-------------------
Pidgeotto // HP: 60 // Type: (C)
Stage 1 Pokémon -- Evolves from Pidgey
Traits: Flier
(C)(C) Reverse Fan -- Base Damage: 0 -- Choose one of your opponent's pokémon. Put two damage counters in it, then switch it with one of the Defending pokémon, if it isn't one.
Weakness: (L) // Resistance: (F) - 30 // Retreat Cost: (C)
-------------------
Aggron // HP: 120 // Type: (M)
Stage 2 Pokémon -- Evolves from Lairon
Traits: Carapace * Horn
(F)(C) Dual Horn -- Base Damage: 30x -- Flip two coins. This attack does 30 times the number of heads.
(M)(C)(C) Iron Tackle -- Base Damage: 30 -- Flip a coin. If heads, no damage counter may be placed in Aggron during your opponent's next turn.
(M)(M)(F)(C)(C) Earth Stomp -- Base Damage: 100 -- This attack does 100 damage to all Defending and Active pokémon, except those who have either the Carapace Trait or Flier Trait.
Weakness: (R) // Resistance: (G) - 30 // Retreat Cost: (C)(C)(C)(C)
-------------------
Hide in Shell
Trainer Card
If your Active pokémon has either the Carapace Trait or Shell Trait, put two damage counters in it. If this doesn´t Knock Out it, prevent all effects of an attack, including damage, during your opponent's next turn.
-------------------
Volt Catfish's Whiscash // HP: 90 // Type: (M)/(W)
Stage 1 Pokémon -- Evolves from Volt Catfish's Barboach
Traits: Maverick * Egg Breed * Volt Catfish Personal Bodyguard * Heavyweight
(W)(C) Water Gun -- Base Damage: 30
(F)(C) Body Quake -- Base Damage: 20 -- Until the end of your opponent's next turn, any effect that would bench a pokémon does not happen.
(L)(L)(L) Tri-Thunder -- Base Damage: 30x -- Flip three coins. This attack does 30 damage times the number of heads. If two or more coins are heads, the Defending pokémon is now Paralyzed. If all coins are tails, Volt Catfish's Whiscash deals 20 damage to itself. Any effect that refers to an attack named Spark is valid for this attack.
Weakness: (G) // Resistance: None // Retreat Cost: (C)(C)
-------------------
St. Evans' False Beliefs
Special Energy Card
Traits: Illusion * Deathevn Power Source
Provides (C) energy. You may only attach this card to a pokémon that already has at least one Energy card attached to it. When St. Evans' False Beliefs is attached to a pokémon, choose two other Energy cards (One if there is only one) attached to this pokémon. Attach them to one of your pokémon, excluding this one, that may legally attach the chosen energies.
-------------------
Sparkster
Trainer Card (Supporter)
Traits: Forgotten Konami Hero * Rocket Knight Elite
The next two times a player is going to flip a coin, and if one of the results prevents all effects of an attack, including damage, you may choose the result of the coin flip.
-------------------
These ten cards should do the job. Just for the record, Volt Catfish is one of the Mavericks from Mega Man X3. St. Evans(Eva) is the villain of Breath of Fire 2. And Sparkster is originary from Rocket Knight Adventures (Genesis) and the sequel, Sparkster (Genesis/SNES).
And that's it... for now. Comments/questions about the mechanic or the cards are welcome (i'm pretty sure that Earth Stomp is ridiculously broken, but it is just a sample, so...). I'll try to keep this thread always updated with my ideas for CaCing.
And to start, i present the Pokégym community with yet another (useless) mechanic: Traits! (alike my Experience one, shamelessly taken from L5R CCG)
It's very simple, actually. Traits are "other" characteristics of cards. Most Traits are only flavor, just describing pokedex info or a part of its personality. But three kinds of Traits may actually change the gameplay.
The first kind is the Reference ones. It's simple: Let's say that some pokémon of your set have the Male trait, and others have the Female trait. Some trainers may only affect the Male ones, while some may only affect the Female ones. Or maybe only the pokémons with the Horn trait may attach a Horn Drill TM. It's your choice!
The second kind is the Rulebook ones. For example, you may create a Legendary Trait, and say that all cards with the Legendary Trait have the following rule: "You may only have one copy of a card with the same name as this card in your deck." Just don't abuse this, or else players will have to constantly go back to the rulebook to remember what each Trait does!
The third kind, and the most important, is the Name Trait. You'll understand with a example...
Imagine the following pokémon name: Rocket's Dark Gyarados ex. You may instead write it this way:
Gyarados
Traits: Dark Pokémon * Rocket's Pokémon * Pokémon ex
Notice that you just converted the names in the pokémon to Traits, but, for any purposes, the pokémon's name is counted as everything in it's title plus the traits that have "Pokémon" in it. This means that only Pokémons may change their name into Traits.
Just as a last note, for those that do fake cards, Traits appear right above Poké-powers/bodies, and they are bolded. Check some L5R CCG cards if you want a better example.
I'll do some sample cards so everyone understand the concept better...
-------------------
Poison Dart
Trainer Card
If your Active pokémon has the Poisonous Trait, the Defending pokémon is now poisoned.
-------------------
Arbok // HP: 60 // Type: (G)
Stage 1 Pokémon -- Evolves from Ekans
Traits: Dark Pokémon * Poisonous
(G)(C) Strangle -- Base Damage: 0 -- Flip a coin. If heads, discard a energy from the Defending pokémon and it can't attack during your next turn (Benching or Evolving either pokémon ends this effect).
(G)(G)(G) Toxic Bite -- Base Damage: 10+ -- Flip a coin. If heads, this attack does 30 more damage and the Defending pokémon is now Poisoned. Put 2 damage counters instead of 1 on the Defending pokémon between turns.
Weakness: (P) // Resistance: None // Retreat Cost: (C)(C)
-------------------
Tentacruel // HP: 70 // Type: (W)
Stage 1 Pokémon -- Evolves from Tentacool
Traits: Poisonous * Fluid Body
Poké-Body: Dazzle Move -- Treat all Defending pokémon trying to attack Tentacruel as Confused. If a damage counter is placed in Tentacruel, put a Cut counter in Tentacruel. If Tentacruel has a Cut counter, this Poké-body stops working. Whenever a
pokémon with a Cut counter has a damage counter removed from it, remove all Cut counters in it.
(W) Jellyfish Escape -- Base Damage: 0 -- Flip a coin. If heads, the Defending pokémon is now Paralyzed. Either way, switch Tentacruel with one of your Benched pokémon, if any.
(W)(C)(C) 1000 Tentacles -- Base Damage: 60- -- This attack does 60 minus 10 for each damage counter in Tentacruel.
Weakness: (L) // Resistance: None // Retreat Cost: (C)(C)
-------------------
Gligar // HP: 50 // Type: (F)
Basic Pokémon
Traits: Poisonous * Flier
(F) Poison Sting -- Base Damage: 10 -- Flip a coin. If heads, the Defending pokémon is now Poisoned.
(F)(C) Paralyze Sting -- Base Damage: 20 -- Flip a coin. If heads, Defending pokémon is now Paralyzed.
Weakness: (G) // Resistance: (F) - 30 // Retreat Cost: 0
-------------------
Pidgeotto // HP: 60 // Type: (C)
Stage 1 Pokémon -- Evolves from Pidgey
Traits: Flier
(C)(C) Reverse Fan -- Base Damage: 0 -- Choose one of your opponent's pokémon. Put two damage counters in it, then switch it with one of the Defending pokémon, if it isn't one.
Weakness: (L) // Resistance: (F) - 30 // Retreat Cost: (C)
-------------------
Aggron // HP: 120 // Type: (M)
Stage 2 Pokémon -- Evolves from Lairon
Traits: Carapace * Horn
(F)(C) Dual Horn -- Base Damage: 30x -- Flip two coins. This attack does 30 times the number of heads.
(M)(C)(C) Iron Tackle -- Base Damage: 30 -- Flip a coin. If heads, no damage counter may be placed in Aggron during your opponent's next turn.
(M)(M)(F)(C)(C) Earth Stomp -- Base Damage: 100 -- This attack does 100 damage to all Defending and Active pokémon, except those who have either the Carapace Trait or Flier Trait.
Weakness: (R) // Resistance: (G) - 30 // Retreat Cost: (C)(C)(C)(C)
-------------------
Hide in Shell
Trainer Card
If your Active pokémon has either the Carapace Trait or Shell Trait, put two damage counters in it. If this doesn´t Knock Out it, prevent all effects of an attack, including damage, during your opponent's next turn.
-------------------
Volt Catfish's Whiscash // HP: 90 // Type: (M)/(W)
Stage 1 Pokémon -- Evolves from Volt Catfish's Barboach
Traits: Maverick * Egg Breed * Volt Catfish Personal Bodyguard * Heavyweight
(W)(C) Water Gun -- Base Damage: 30
(F)(C) Body Quake -- Base Damage: 20 -- Until the end of your opponent's next turn, any effect that would bench a pokémon does not happen.
(L)(L)(L) Tri-Thunder -- Base Damage: 30x -- Flip three coins. This attack does 30 damage times the number of heads. If two or more coins are heads, the Defending pokémon is now Paralyzed. If all coins are tails, Volt Catfish's Whiscash deals 20 damage to itself. Any effect that refers to an attack named Spark is valid for this attack.
Weakness: (G) // Resistance: None // Retreat Cost: (C)(C)
-------------------
St. Evans' False Beliefs
Special Energy Card
Traits: Illusion * Deathevn Power Source
Provides (C) energy. You may only attach this card to a pokémon that already has at least one Energy card attached to it. When St. Evans' False Beliefs is attached to a pokémon, choose two other Energy cards (One if there is only one) attached to this pokémon. Attach them to one of your pokémon, excluding this one, that may legally attach the chosen energies.
-------------------
Sparkster
Trainer Card (Supporter)
Traits: Forgotten Konami Hero * Rocket Knight Elite
The next two times a player is going to flip a coin, and if one of the results prevents all effects of an attack, including damage, you may choose the result of the coin flip.
-------------------
These ten cards should do the job. Just for the record, Volt Catfish is one of the Mavericks from Mega Man X3. St. Evans(Eva) is the villain of Breath of Fire 2. And Sparkster is originary from Rocket Knight Adventures (Genesis) and the sequel, Sparkster (Genesis/SNES).
And that's it... for now. Comments/questions about the mechanic or the cards are welcome (i'm pretty sure that Earth Stomp is ridiculously broken, but it is just a sample, so...). I'll try to keep this thread always updated with my ideas for CaCing.