Author Topic: Ability cards  (Read 2537 times)

aegis

  • Control
  • ******
  • Posts: 1057
  • A little dab'll do ya.
    • View Profile
    • le Scriptorium
Ability cards
« on: July 23, 2010, 01:22:13 AM »
Is anyone interested by this kind of stuff?

Wolverine

  • Control
  • ******
  • Posts: 3833
  • I want to smoke a fairy
    • View Profile
    • Geek-Life Balance (my personal blog)
Re: Ability cards
« Reply #1 on: July 23, 2010, 02:06:13 AM »
They would certainly be good for demo and con games.
"Dickhead books?"
 -Patrick Kapera wrestling with the New Zealand accent

Agent 333

  • Control
  • ******
  • Posts: 2088
    • View Profile
Re: Ability cards
« Reply #2 on: July 23, 2010, 03:59:11 AM »
Seems like a good idea, though I'd put the class picture of a class that has the ability rather than a completely different class that doesn't have the ability...

Or better yet, (if doable, requires some prep work to get to print right), do the class picture for the back of the card, and leave the full 'face' of the card for text.
When all your problems are nails, all your tools start looking like hammers.

aegis

  • Control
  • ******
  • Posts: 1057
  • A little dab'll do ya.
    • View Profile
    • le Scriptorium
Re: Ability cards
« Reply #3 on: July 23, 2010, 05:28:26 AM »
It was supposed to be an illustration of the actual ability rather than the class ... but I kind of failed to find a picture of someone actually cold reading.  ;D

Let's see ... I had more luck with the Arrow Cutting advanced action (left the /combat space free on purpose):

Desertpuma

  • Control
  • ******
  • Posts: 4712
  • Highest Level LSpy Agent 16th, almost 17th
    • View Profile
    • Crusaders Citadel
Re: Ability cards
« Reply #4 on: July 23, 2010, 05:55:19 AM »
I agree on best used in Cons or demos ... although it would not hurt for a home game


Living Spycraft Masterm

VisualStatic

  • Control
  • ******
  • Posts: 1168
    • View Profile
Re: Ability cards
« Reply #5 on: July 23, 2010, 08:01:34 AM »
I think they'd be great for anyone new to the system, needing the little boost to know what they can or can't do.
--
Heroes don't die, they just reload.
--
A Master of the Dark Arts of System Administration.

Crafty_Alex

  • Crafty Staff
  • Control
  • *****
  • Posts: 3493
  • Damned if I do, damned if I don't.
    • View Profile
Re: Ability cards
« Reply #6 on: July 23, 2010, 08:31:33 AM »
I handmade some simple condition cards early in FC's development for tracking stacking conditions like fatigued, shaken, baffled and tainted, and I could definitely see cards being useful for those abilities which have limited uses/session or combat as well. Want to Parry? Just drop one Parry card from your stack. Easy-peasy.
"Alex doesn't feel anything. He's more word processor than man anymore." - Krensky

"Simplicity is the ultimate sophistication" - Leonardo da Vinci

A reminder.

Alex Flagg
Crafty Games

Gentry

  • Control
  • ******
  • Posts: 2863
  • It's a Trap!
    • View Profile
    • Wyrmstone Homepage
Re: Ability cards
« Reply #7 on: July 23, 2010, 10:19:21 AM »
Are you volunteering to do a whole set, Aegis? Like in CCG-card size so they can be sleeved and hauled easy? >:D
I'm a secret VAO Control (Shh!)

Check out Wyrmstone for FC Open Source campaigning

Have you joined Knife Rights yet?

Live and game in Flyover Country? Join Tornado Alley Game Guil

aegis

  • Control
  • ******
  • Posts: 1057
  • A little dab'll do ya.
    • View Profile
    • le Scriptorium
Re: Ability cards
« Reply #8 on: July 24, 2010, 10:01:01 AM »
I may indeed. But I will need help to find illustrations ... :)

Doublebond

  • Guest
Re: Ability cards
« Reply #9 on: July 24, 2010, 12:35:39 PM »
Honestly I'd find it more useful without the the illustrations. I tend to lean towards utility over presentation in my tastes.

Gentry

  • Control
  • ******
  • Posts: 2863
  • It's a Trap!
    • View Profile
    • Wyrmstone Homepage
Re: Ability cards
« Reply #10 on: July 24, 2010, 12:39:49 PM »
For myself, I'm inclined to encourage some standardization here. For class abilities, use the picture crops off the iconic character sheets: All the Assassin class abilities get a picture of the assassin on it, for instance. Then choose a few illustrations from the rest of the book to provide a standard quick reference for the type of card (i.e. all the conditions would have the same cropped illustration on them).

Alternately,as Doublebond's said, just don't put art on them at all, or settle for a reference icon (a blood drop for condition cards, for example), and increase the size of the text for eased reading. In fact, if you drop the art they could go into landscape layout, which makes reading easier as well on something CCG card-sized.

Once Spellbound comes out, I'd love to see spell cards, too, but that may be a case for an actual third-party company.
« Last Edit: July 24, 2010, 12:49:13 PM by Gentry »
I'm a secret VAO Control (Shh!)

Check out Wyrmstone for FC Open Source campaigning

Have you joined Knife Rights yet?

Live and game in Flyover Country? Join Tornado Alley Game Guil

EloiseCartwright

  • Operative
  • ****
  • Posts: 287
    • View Profile
Re: Ability cards
« Reply #11 on: July 27, 2010, 02:22:50 AM »
I was looking at doing cards for spells (indeed I did levels 0-2) but a lot of spells are sooo text heavy (though some have about 4 words in the description too).

Wolverine

  • Control
  • ******
  • Posts: 3833
  • I want to smoke a fairy
    • View Profile
    • Geek-Life Balance (my personal blog)
Re: Ability cards
« Reply #12 on: July 27, 2010, 03:01:16 AM »
It should be easy enough to give a summary for the more wordy spells, using only the most pertinant parts of each one. If the players/GM need more information they can always refer to the book or their character sheet.
"Dickhead books?"
 -Patrick Kapera wrestling with the New Zealand accent

aegis

  • Control
  • ******
  • Posts: 1057
  • A little dab'll do ya.
    • View Profile
    • le Scriptorium
Re: Ability cards
« Reply #13 on: July 27, 2010, 03:33:18 AM »
Busy week, this one, but I'll try to come up with something this week-end. Maybe the full Assassin's class (i.e. each ability that is not pure bonus) and one or two spells for the record.  ;)

Fortinbras

  • Jr. Agent
  • **
  • Posts: 53
    • View Profile
Re: Ability cards
« Reply #14 on: August 03, 2010, 10:11:29 AM »
This would be an amazing resource, but I can't begin to contemplate how long it would take to do every action, trick and spell in the book.

Though you could maybe save some time and space by combining certain feat chains and spells that come in several versions onto one card. Like for instance...

Charge!

x/combat                 Run trick
             [picture]
Charging Basics      FC85
You may make 1 free attack at any point during your movement, ignoring adjacency.
Mastery: make up to 2 free attacks
Supremacy: roll damage twice, keeping the result you prefer