Area Forum

Battle area => Grade System Event => Grade System Event Version 2 => Topic started by: Cherry on August 26, 2015, 04:25:31 PM

Title: (GS3) Season 2 Skill Traits
Post by: Cherry on August 26, 2015, 04:25:31 PM
Hey guys, we're trying a little experiment to spice up the game and make it less luck focused for the RP. Depending on how you guys think of it, we'll make something out of it, or we'll scrap it entirely. These skill traits are all usable, game breaking actions that everyone have access to for the purpose of flare. Focusing less on the random factor, and more on creativity rewards. More on skill too for how you'll have to utilize these. Remember though that this is just a test, and we can end it whenever you guys are all sick of it after trying it. These are subject to edits.

Note that you may only use two traits in one fight. To use them, just declare the play via title of the ability, or say it in a roundabout way. And in case it isn't obvious, these are only usable in GS3 for this season. Oh, and shuffle your deck each time you use a trait that involves opening it.

- Stand up, Avatar!
Search for deck for 1 Avatar Card of yours and Ride it only if it is the next appropriate Grade or the same grade as your current Vanguard. Remove cards from your hand whose grades equal a total sum equal to the grade of the ridden card.

- Unlimited Break Works
When you would activate your Vanguard's Limit Break 4 ability, once during that turn, you do not pay the Counterblast, Soul Blast, nor Discard cost. (The cost you pay is the declaration of the play and anything else listed)

- Can I get a Do-Over?
When you Drive Check a normal unit, you may place that unit on the bottom of your deck, and perform another Drive Check. You can only do this for the first check of your Twin Drive.

- Revival of Bunshin
At the beginning of your Main Phase, you can discard a card from your hand whose Grade is equal to that of your Avatar card’s OR bind the top card of your deck. If you discard, select 1 copy of your Avatar Card in your Drop Zone and put it into your hand. If you bind, select 1 copy of your Avatar Card in your Drop Zone, and put it on the top of your deck.

- Will of the Undefeated
Target your Vanguard during the start of your opponent’s Main Phase. For this turn and your opponent’s next turn, your Vanguard gains 2000 power during their battle phase if you have no Rearguards in your front row.



The skills below are usable only once per day and you can only use those that fall under your alignment. They count to the maximum two traits you can use in one fight.

Hero:
- Miracle Trigger
Note: Cannot be used in Fields. Only usable in Event Fields and/or Special Fields.
If your current damage check would put you on six damage, you may place 1 Heal Trigger in your deck onto the top of your deck. (If you do not have any Heal Triggers left, place another Trigger from your Deck into the Drop Zone, and place a Heal from Drop Zone onto the top of deck.)

- Turnabout Breakthrough
When your Vanguard attacks, if your Vanguard's power at the end of the guard step would equal a 6000 or greater difference in power between your Vanguard’s and the attack target, you may search your deck for 1 Trigger unit, and place it on the top of your deck. You can only use this when your opponent has five cards in their damage zone, and you may only use this for the first check of your Twin Drive.

Villain:
- Sack of Destruction
If your opponent has 3 or less damage, you can search your deck for up to two Trigger units that do not have skills, and place them on the top of your deck. The trigger units must be different types, and you cannot select a Critical Trigger if your vanguard's skill gains a Critical or Stands a unit.
   
- Malicious Refund
Note: Cannot be used in Fields. Only usable in Event Fields and/or Special Fields.
At any point of either player’s battle phase in the game  except for when you would take your sixth damage, you may take 1 Heal Trigger from your deck, and place it on the top of your deck. (If you do not have any Heal Triggers left, place another Trigger from your Deck into the Drop Zone, and place a Heal from Drop Zone onto the top of deck.)
Title: Re: (GS3) Season 2 Skill Traits
Post by: Cherry on August 27, 2015, 10:20:36 PM
On top of the above skill traits, we've come up with multiple ways for you to unlock and/or evolve into new cards in the middle of fights instead of only outside of them. Note that evolution and/or morphing can only occur once a day, and counts toward the maximum amount of traits you can use in a fight. Mechanics subject to edits.

Card Evolution

(http://img2.wikia.nocookie.net/__cb20130112011316/cardfight/images/e/e9/Dragonic_Kaiser_Vermillion_%28Full_Art%29.jpg) -> (http://img2.wikia.nocookie.net/__cb20130826044245/cardfight/images/9/94/Dragonic_Kaiser_Vermillion_THE_BLOOD_%28Full_Art%29.jpg)

Aside from necessary development required for Crossrides, it's sort of lame you would only get them through randomly appearing in your hand on the fields, or getting them as a gift, right? Yes it is, so let's do this like Yugioh. In there, cards are suddenly in the deck/extra deck at the moment the protagonist makes up the evolution requirements. On a game simulator I use, we have side decks to put in cards to develop into at the right time. CFA doesn't have that, so we're going to improvise by using G Units. To proxy your desired evolution, you can use a G Unit from your Generation Zone, and drop its power appropriately. You will have to remove a Grade 3 unit from the game from your hand. It'll be a chore seeing as you'll have to keep putting the G Unit back and adjusting its power, but it works. After that, you no longer need to use the G Unit, just put the actual card in your deck!

Card Morphing

(http://img1.wikia.nocookie.net/__cb20150307234549/yugioh/images/c/cd/RankUpMagicLimitedBariansForce-JP-Anime-ZX.gif)

Ah yes, I'm sure everyone remembers the moment Yuma literally broke the game by changing a card's everything because plot. Well, good news, we can do the same. This one is really simple. Put the new card that the previous will be morphing into in your deck, and play normally. Whenever the card shows up, treat it as the original (adjusting power accordingly), then roleplay magical things to change the card into what it really is.