Lord Smeagle Posted October 25, 2010 Report Share Posted October 25, 2010 [center][spoiler=Story (Please excuse the many cliches and badassery for badassery's sake.) ][i]Years ago, a young, desperate outlaw tore through the Wild West, committing countless crimes with hundreds of different gangs. Jethro Amadeus became renowned as a legendary gunslinger, and he was recruited by some of the most fearsome bandits and crime lords that ever roamed the desert. Each of these gangs had two things in common: a glorious spree of crime followed by an abrupt, terrible end. Little did his employers know that the force pursuing him was not merely the long arm of the law. They carried the weapons of men and wore the clothes of men, but their faces were veiled in shadow and they fought like demons. Each time, the young man would find himself the sole survivor, his new fortune lost, alone and miserable. There was no escaping his foes. They were merciless, mysterious, everywhere and nowhere. He developed a reputation for being a bad omen. No clan would have him, and so he would have to face his foes alone. They tracked him to a tiny border settlement. He saw them coming. Knowing that they would surely slay every man, woman and child to get to him, he slipped out of town at midnight to meet his pursuers in one final act of defiance, daring them to come and slay him. They did not succeed. He was saved by a thin man in a black suit who arrived without warning and struck down each foe with a single shining bullet. He rained down death from the heavens like shooting stars. When he turned to thank the man, the man only smiled and put the gun to the young man's head. The young man woke up seven days later in the desert sun with no weapon, but with a splitting headache, piercing red eyes and pale, white hair. The next night, the creatures came for him again. He found that he had the power to stop a bullet with his fingers, and from his fingers he could fire any object with the speed and force of a bullet. He slew his foes easily, though many more would come, and he would slay them as well. Believing his newfound powers to be a gift from God himself, he became only Jethro the God Hand, scourge of all evils, both mortal and supernatural. Twenty years passed, and Jethro found that he did not age with the rest of humanity. In his exploits he had amassed a vast fortune, and with it he established the enigmatic organization Armadeus, the Guns of the Divine, to aid in the cause. He recruited skilled gunfighters from all walks of life who were willing to fight for justice (and excellent pay, as well). Though he could not give them his powers, he has researched countless weapons technologies both scientific and magical, and used them to produce highly effective and highly unusual ammunition. Armadeus' current base of operations is a space station equipped with a sentient, self aware weapon known as the Linear Unmaker Class Y, or L.U.C.Y. for short.[/i][/spoiler] An interesting set revolving around gunslingers, ammunition and resource management. Do you keep the small bonuses of the ammo, or do you fire it off in one burst for a big effect? You decide! [spoiler=Armadeus - The Guns of the Divine] [i]Believed to be descended directly from the line of one of the Knights of the Round, Percival is an angry young man with a vendetta against S.I.N., a small arm of the Darkholde Syndicate. His weapons were custom-forged and balanced perfectly to his specifications. Outside room and board, this is the only payment he needs.[/i] [img]http://img51.imageshack.us/img51/8373/85968b.jpg[/img] This card cannot be Normal Summoned. You can only Special Summon this card from your hand when you activate a Continuous Spell Card. When the selected Continuous Spell Card is removed from the field, send this card to the Graveyard. You can remove this card in your Graveyard from play to destroy 1 card you control. [i]Seki used to work for the Central Intelligence Agency, but she didn't like all the secrets; or at the very least, all the secrets she didn't know. Armadeus was far more forthcoming with their weapons schematics, and paid better too. She can fully disassemble and reassemble her sidearm in under forty-five seconds, but she's shooting for thirty.[/i] [img]http://img51.imageshack.us/img51/6728/85968q.jpg[/img] 1 "Armadeus" Tuner + 1 non-Tuner monster When this card is Synchro Summoned, you may activate 1 "Armadeus Ammo" card from your Deck, then destroy it immediately with this card's effect and remove it from play. [i]Eddie is one lucky kid. Found half-dead on the shore of Venezuela, he healed from injuries that should have been fatal and proved to be the greatest crack shot since Jethro himself. He's still unsure of himself, however, and he's reluctant to shoot anyone if he can see their face.[/i] [img]http://img838.imageshack.us/img838/6728/85968q.jpg[/img] When this card declares an attack, the attack target must one card in your opponent's hand. If the card is a Spell or Trap Card whose effect can be activated, they can activate the effect from their hand. Otherwise, send the card to the Graveyard. If the card is a Monster Card, this card battles the selected Monster Card. When this card is destroyed, you may destroy 1 Spell or Trap Card you control. [i]Han was previously a member of the Triads before he turned down a particularly gruesome assignment and barely escaped with his life. Under a new identity funded by the considerable wealth of Armadeus, he is now a hired bodyguard serving numerous high-profile clients. For Jethro, of course, he works for free[/i]. [img]http://img841.imageshack.us/img841/6728/85968q.jpg[/img] When this card is summoned, if you control no face-up Continuous Spell or Trap Cards, add 1 "Armadeus" Continuous Spell or Trap Card from your Deck to your hand. If this is the only card you control, you may add 1 additional "Armadeus" Continuous Spell or Trap Card from your Graveyard to your hand. During your Standby Phase, destroy 1 Spell or Trap Card you control. [i]Roland is a formidable gunslinger who seems to have been born in the wrong century. With an almost Arthurian sense of chivalry and noble bearing, his brutally effective tactics and lightning reflexes come as a surprise.[/i] [img]http://img827.imageshack.us/img827/3294/85968i.jpg[/img] This card's ATK is equal to 400 times the number of Continuous Spell or Trap Cards you control. If a Spell or Trap Card you control would be destroyed by your opponent's card effect, you can negate the activation and effect of that card, then destroy 1 Spell or Trap Card you control. [i]An ex-police officer with a strong sense of justice, Silo never felt that the force did its job well enough. Feeling that he needed more freedom and more firepower, his skills and motivation made him an ideal candidate for Armadeus.[/i] [img]http://img842.imageshack.us/img842/3487/85968v.jpg[/img] When this card is Tribute Summoned, destroy 1 Spell or Trap Card and inflict 800 damage to your opponent. [i]The crowning achievement of a highly illegal project funded by the mysterious Darkholde Syndicate, Numa was rescued by Armadeus from an underground laboratory as a young girl and has not aged a day since. Her life experience has made her a competent shot and an ideal medic, and though mature for her "age," she fails to grasp many concepts. The serum she creates is a powerful regenerative, and is believed to have been an attempt to create a true Elixir of Life.[/i] [img]http://img838.imageshack.us/img838/3706/85968p.jpg[/img] Once per turn, you can destroy 1 Spell or Trap Card you control to increase this card's Level by 1. When this card is used as a Synchro Material Monster, destroy 1 Spell or Trap Card you control and draw 1 card. [i]L.U.C.Y. began life as the semi-intelligent targeting system for a powerful laser weapon. When "she" refused to fire on a particular test site for fear of killing two campers, Jethro began exploring options to further expand her personality and produce a reasoning AI. The result was L.U.C.Y., who, in a new prototype android body, tends to ship duties and to Numa when not needed for orbital bombardments.[/i] [img]http://img51.imageshack.us/img51/8148/85968l.jpg[/img] 1 "Armadeus" Tuner + 1 or more non-Tuner monsters Once per turn, you can select 1 face-up Spell or Trap Card you control. Destroy all cards in the same column as that card. If this effect would destroy an "Armadeus" Monster Card you control, this effect can't be negated. When this card is destroyed, return it to the Extra Deck and place one Continuous Spell or Trap Card on top of your Deck. [i]A highly secretive member of Armadeus, he is rarely seen by the other members, and even more rarely converses with them. It is rumored that even Jethro hasn't seen his face. He doesn't work for money, but instead requests highly unusual wages.[/i] [img]http://img686.imageshack.us/img686/3591/85968e.jpg[/img] At any time during either player's turn, you can discard this card from your hand to destroy 1 Spell or Trap Card you control. During your next Standby Phase after you used this effect, if you control 2 more "Armadeus Ammo" cards, you can destroy 1 to Special Summon this card from the Graveyard. [i]The man, the myth, the legend[/i] [img]http://img51.imageshack.us/img51/8774/85968h.jpg[/img] This card cannot be Normal Summoned. This card cannot be Special Summoned except by the effect of "Armadeus Ammo - Personnel Pellets," or by its own effect. You can summon this card by selecting 3 "Armadeus" monsters and 1 "Armadeus Ammo" Spell or Trap Card you control. When this card is summoned, destroy the selected cards. If this card would be removed from the field by any card effect, destroy 1 Spell or Trap Card instead.[/spoiler] [spoiler=Armadeus Ammo] [img]http://img829.imageshack.us/img829/68/85968as.jpg[/img] "Armadeus" monsters gain 300 ATK and inflict Piercing Damage. When an "Armadeus" monster is destroyed as a result of battle, inflict damage times its Level to your opponent. When this card is destroyed by the effect of an "Armadeus" monster, destroy 1 card on the field. If it was a monster, inflict damage equal to half its ATK to your opponent. [img]http://img688.imageshack.us/img688/6281/85968c.jpg[/img] When an "Armadeus" monster attacks a monster, you can send 1 "Armadeus" monster from your Deck to your Graveyard with the same level as the attack target to destroy the target without applying Damage Calculation. When this card is destroyed by the effect of an "Armadeus" monster, you can Special Summon 1 monster from your Deck with the same Level as the monster that destroyed this card. [img]http://img827.imageshack.us/img827/7955/85968ce.jpg[/img] The effects of "Armadeus" cards are treated as Spell Speed 3. When this card is destroyed by the effect of an "Armadeus" monster, that card can attack twice this turn, but any Battle Damage it inflicts becomes 0. [img]http://img703.imageshack.us/img703/6281/85968c.jpg[/img] When this card is activated, remove one card in your opponent's Graveyard from play. When a monster your opponent controls that shares a word in the removed card's name battles an "Armadeus" monster, decrease its ATK by 600 and negate its effect. When this card is destroyed by the effect of an "Armadeus" monster, destroy 1 card on the field that shares a word in its card name with the removed card. [img]http://img823.imageshack.us/img823/1672/85968m.jpg[/img] You must remove from play 2 other "Armadeus Ammo" cards you control when you activate this card. If you do not, remove this card from play. You can remove from play 1 "Armadeus" monster you control to remove from play 1 monster on the field. You can remove from play 1 "Armadeus" Continuous Spell and Trap Card you control to remove from play 1 Spell or Trap Card on the field. When this card is destroyed, remove it from play, and for the rest of the current Duel, cards removed from play by this card's effect cannot be returned to play. [/spoiler] [spoiler=Other Support] [img]http://img827.imageshack.us/img827/5649/85968in.jpg[/img] When this card is activated, select 1 Spell or Trap Card you control and destroy it. Then, this card becomes a Monster Card (LIGHT/Machine/LV3/2000/0). (This card is still a Trap Card.) This card inflicts Piercing Damage. After this card inflicts Battle Damage to your opponent, change it to Defense Position, and its battle position cannot be changed as long as it remains on the field.[/spoiler][/center] Image credits to Father Wolf, HP Doom, Jazin Kay, Wanderley, huindel, Kai Hiwatari...yeah, lots of people. Good gunslinger pics are hard to find! Link to comment Share on other sites More sharing options...
LiAM Posted October 25, 2010 Report Share Posted October 25, 2010 I know the pain of spending a long time creating cards but having no comments, so I'm going to give you an overall rate, I wont consider all cards, but I'll do what I can with the time I have. I'm sure you understand that to rate all cards would just - you know, take forever. They have a generally mixed effect criteria, some destroy, some inflict etc. Mostly the common ground is that they require Spell or Trap Cards either on the field or being destroyed to activate effects. Which can help most cards becoming an automatic instant use. For Spell and Traps, you could make one made for the effect of another, i.e. if it was destroyed by the effect of the monster, you gain an additional effect (but the card itself has no other effects other than being used as a tribute fodder card). You've done well, nice selection of card art, OCG looks solid, effects are very varied creative and independant. I wish you success on the set, and if you complete, hope you do something with it, whether that be some kind of contest , printing them out or something else. L.U.C.Y In The Sky is a great card name. Love the Beatles reference there. Some other possible Pop Culture quotes, I got 'Han' for 'Han Solo from Star Wars series' and the Numa monster being a reference to the viral video titled 'Numa Numa'. Maybe I'm just seeing stuff XD Link to comment Share on other sites More sharing options...
Lord Smeagle Posted October 25, 2010 Author Report Share Posted October 25, 2010 Your attention is appreciated! Rep. Link to comment Share on other sites More sharing options...
HelpIveBeenShot Posted October 25, 2010 Report Share Posted October 25, 2010 TCG tends to avoid the use of the term "piercing" in card text, but who cares... I like the set, and the idea of a burn-heavy warrior strategy, but I really want to see some more. Also, Roland the Wastelander made me smile. I loved the Dark Tower books. Link to comment Share on other sites More sharing options...
Lord Smeagle Posted October 25, 2010 Author Report Share Posted October 25, 2010 Glad someone caught it. I read half the saga (seriously, as in 3.5 books of it.) Fantastic writing, that, but I stopped reading for a while because it was downright depressing (in typical King style, of course.) Haven't found the 4th book to pick it up again, now. Also, I use Piercing because it saves space and stops my text from being unreadable. It's technically legit OCG 'cuz of Cyberdark Horn. And yes, I intend to make more. If you see any sweet gunslinger pics (that aren't Roland from DT because he'd upstage them all), send 'em my way and I might use them. Link to comment Share on other sites More sharing options...
Mid-Knight Posted October 25, 2010 Report Share Posted October 25, 2010 nice cards (like the Monty Python reference) Link to comment Share on other sites More sharing options...
Lord Smeagle Posted October 26, 2010 Author Report Share Posted October 26, 2010 Monty Python? Not sure what you mean. If there's a reference there, it wasn't intentional. We certainly don't have any Holy Hand Grenades here, if that's what you're thinking. Link to comment Share on other sites More sharing options...
Lord Smeagle Posted October 26, 2010 Author Report Share Posted October 26, 2010 Story added! Link to comment Share on other sites More sharing options...
Lord Smeagle Posted November 25, 2010 Author Report Share Posted November 25, 2010 Bios + Zanshin added. Link to comment Share on other sites More sharing options...
Lord Smeagle Posted November 27, 2010 Author Report Share Posted November 27, 2010 bump Link to comment Share on other sites More sharing options...
Ignis avis Posted November 27, 2010 Report Share Posted November 27, 2010 They look good ocg wise, and I love the concept of the cards. The gadget could be considered synchro fodder, with the bonus effect of destroying a card, and a 1 time attack of 2000 though it's not OPed. On malicious missles what times its level? You just say inflict damage times it's level, without saying what times it's level. Personally I think Jethro, and Roland are the best Picture wise. Link to comment Share on other sites More sharing options...
hamcha Posted November 27, 2010 Report Share Posted November 27, 2010 nice set here. it's well done. hope to see more Link to comment Share on other sites More sharing options...
Lord Ursus Posted November 29, 2010 Report Share Posted November 29, 2010 Correct OCG: Eddie: When this card declares an attack, [b]your opponent reveals a card in their hand.[/b] If the card is a Spell or Trap Card whose effect can be activated, they can activate [b]it[/b]. Otherwise, send the card to the Graveyard. If the card is a Monster Card, [b]Special Summon it and change this card's attack target to the Summoned monster[/b]. When this card is destroyed, you may destroy 1 Spell or Trap Card you control. Han: When this card is summoned, if you control no face-up Continuous Spell or Trap Cards, add 1 "Armadeus" Continuous Spell or Trap Card from your Deck to your hand. If this is the only card you control, you [b]can[/b] add 1 additional "Armadeus" Continuous Spell or Trap Card from your Graveyard to your hand. During your Standby Phase, destroy 1 Spell or Trap Card you control. Roland: This card's ATK is equal to the number of Continuous Spell or Trap Cards you control [b]x 400[/b]. If a Spell or Trap Card you control would be destroyed by your opponent's card effect, you can negate the activation and effect of that card, then destroy 1 Spell or Trap Card you control. Silo: When this card is Tribute Summoned, destroy 1 Spell or Trap Card [b]on the field[/b] and inflict 800 damage to your opponent. Numa: Perfect L.U.C.Y.: 1 "Armadeus" Tuner + 1 or more non-Tuner monsters Once per turn, you can select 1 face-up Spell or Trap Card you control. Destroy all cards in the same column as that card. If this effect would destroy an "Armadeus" [b]monster[/b] you control, this effect [b]cannot[/b] be negated. When this card is destroyed, return it to the Extra Deck and place [b]1[/b] Continuous Spell or Trap Card on top of your Deck. [b](From where?[/b] Zanshin: At any time during either player's turn, you can discard this card from your hand to destroy 1 Spell or Trap Card you control. During your next Standby Phase after you used this effect, if you control 2 more "Armadeus Ammo" cards, you can destroy 1 [b]of them[/b] to Special Summon this card from the Graveyard. Jethro: This card cannot be Normal Summoned. This card cannot be Special Summoned except by the effect of "Armadeus Ammo - Personnel Pellets," or by its own effect. You can [b]Special S[/b]ummon this card by selecting 3 "Armadeus" monsters and 1 "Armadeus Ammo" Spell or Trap Card you control. When this card is [b]S[/b]ummoned, destroy the selected cards. If this card would be removed from the field by [b]a Card Effect[b], destroy 1 Spell or Trap Card [b]on (your side of the?) the field[/b] instead. That's the monster's proper OCG. The set is intriguing and has peaked my interest. The effects are creative as well. I'll give you a proper rating for the Spells and Traps later, with a complete rating for the set. Good day. Link to comment Share on other sites More sharing options...
Lord Smeagle Posted January 5, 2011 Author Report Share Posted January 5, 2011 Any further suggestions? Link to comment Share on other sites More sharing options...
Lord Smeagle Posted January 30, 2011 Author Report Share Posted January 30, 2011 New cards here Link to comment Share on other sites More sharing options...
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