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Collectors (working title)
This is just me imagining up a fictional world and a tabletop card game to go along with it. Still a work in progress. This just for fun as I have no plans on actually making a game, but who knows?
Escapades
[Contents: Overview / Rules / Characters / Items / Escapades / Glossary / Scrapped Ideas / Reboot Changes / NPCs]

Last Updated: 6/13/2024

((I could really use some help with this section if someone is willing. I can come up with abilities and items all day, but apparently not what each character gets up to during the day. You don't even need to come up their effects if you don't want to, I'm sure ideas would pop into my head.))

Alvin:
Magic Heist
After each player's Collection Step this round, they can spend an AP to Collect one additional item.


Late Night Pursuit
Immediate Action
This round's Confrontation Phase occurs before the Collection Phase instead of after.

Each Collector chooses one effect:
Pursue - During this round, your Grit increases by 1 and when you land an attack, the target returns an item into circulation.
Swipe - During this round, Your Cunning increases by 1 and when you successfully steal an item, you can swap it for another item in circulation (it cannot be an Immaterial item).


Going Off-Script
Heated Encounter
During the Confrontation Phase, the Instigator and a player of their choice can only interact with each other and cannot Trade. Other Collectors can interact with either player as normal this round.

During this round, Alvin and target Collector of his choice can use their Cunning for attacks instead of Grit. When either Collector lands an attack, they can return one item in their possession to circulation and cause the target to lose 1 additional Stamina. If either Collector gets knocked out this round, flip this Escapade over and place it onto that Collector.

Experience: Golden Foot - You have a -1 penalty to Reflexes and begin each round with 1 fewer AP. If you regain at least 4 Stamina during your Recovery Step, discard this Experience.

Card Art: "Going Off-Script" shows Alvin using a treasure he had just stolen as a weapon against a heist partner who strayed from the plan and ended up harming an innocent.
"Golden Foot" shows Alvin dropping the same treasure on the foot of the heist partner he was fighting and injuring him before leaving him behind to be arrested.
""


No-Show
Clandestine Approach
Affects only the Instigator. They cannot be interacted with during the Confrontation Phase apart from being Intercepted.

Alvin skips his turn during the Confrontation Phase and cannot Intercept this round. During his Recovery Step, he replenishes all of his Stamina ignoring any effects that would prevent such. During Alvin's Drop Step, he can return up to three items into circulation, ignoring any Clingy properties. At the end of the Closing Phase, this Escapade is flipped over and placed onto Alvin.

Experience: Remember to Take Breaks - During your Recovery Step, you replenish 1 additional Stamina for each unspent AP.
Card Art: "No-Show" shows a brief news story about "The Top Hat Thief" not arriving for a heist he had openly planned.
"Remember to Take Breaks" shows Alvin at home relaxing with his many pet rabbits, feeling at peace. No hats are shown.
"Never knew just how much I needed a break."


Easter Egg Hunt
When this Escapade is played, each Collector can return up to three items into circulation and gain that many additional AP. During this round's Confrontation Phase, Collectors can spend an AP to Collect an item from circulation. If Alvin has returned three items upon playing this Escapade, then at the end of the round, it is flipped over and placed onto him.

Experience: Offloaded - Your first Foist attempt each round costs no AP. You can also Drop one additional item during your Drop Step.
"At this point, it's all just clutter."


Finn
Another Deadline


Deja Vu


Race Against the Clocks


Ten Miles in Two Minutes


Priorities
Joint Effort
Affects only the Instigator and one other player of their choice. Neither player can interact with each other during the Confrontation Phase, except to Trade.


Upon playing this Escapade, Finn and the chosen Collector both pick one effect from below:

Learn from the Past - Both Collector's gain a +2 bonus to Reflexes and cannot have their actions Intercepted this round. During the Collection Phase, the chosen Collector takes their turn immediately after Finn.

Live in the Present -Both Collector's gain a +2 bonus to Grit and Cunning.

Prepare for the Future - Both Collectors ignore their Lose Conditions this round and can Collect an Item after their Recovery Step if they have at least 1 unspent AP.


Reliving Day One
Upon playing this Escapade, all non-Soulbound items are shuffled into their designated Collector's Collection Decks and all Signature items are placed into their designated Collector's possessions. All Collectors then place the top five cards of their Collection Decks into their possession. All Collectors skip their Collection Step this round. At the end of the round, this Escapade is flipped over and placed onto Finn.

Experience: A Third-Person Perspective - When you end your turn during the Confrontation Phase, you gain a bonus to Reflexes equal to your unspent AP until the end of the round.


That Which Came Next
Sequential Event
This Escapade can only be played if you have "A Third-Person Perspective".


Logical Conclusion
Sequential Event
This Escapade can only be played if you have "My Future's Past".


*Escapade Effects*

Experience: Administrative Access - While you are the Instigator, rather than spend an AP when using an action, you can instead remove a mark from a Clock in your possession that hasn't yet lost a mark this round.


World Stasis
Clandestine Approach
Affects only the Instigator. They cannot be interacted with during the Confrontation Phase apart from being Intercepted.

During the Confrontation Phase, while it is Finn's turn, other Collectors cannot take any sort of action and actions he makes automatically succeed. Once Finn makes three actions during this phase, his turn ends. At the end of his turn, this Escapade is flipped over and placed onto him.

Card Art: "World Stasis" shows Finn walking through a crowded city as the world around him is in black-and-white, time having stopped cold.
"You don't just spend an entire day in stopped time and come out the same person."


Severing the Branches
Once during each Collector's turn during the Confrontation Phase, they can return an item to circulation and cancel another Collector's action.


Jasper
Haunted House-Call


Day of Spite


Impromptu Exorcism


Mutual Fetch Quest


Hell's Broken Loose
Immediate Action
This round's Confrontation Phase occurs before the Collection Phase instead of after.

During the Confrontation Phase, Collectors must spend all of their AP before the end of their turn and cannot Steal. Whenever a Collector's action fails, they lose 1 Stamina. Any Collector who has lost at least 3 Stamina this round skips their Collection Step.
""


Facade
The Day Everyone Lost Their Names
Collectors cannot use character abilities or the active abilities of items this round.


Grant
Fight or Flight
Upon playing this Escapade, all Collectors must make a Grit roll. During this round, the Collector with the lowest roll cannot Attack or Intercept, and the Collector with the highest roll cannot Steal or Foist. Ties affect any Collectors involved.


All in One Take

Waking Nightmare

Keep the Cameras Rolling

Starring Role

No Sudden Movements

The Monster in the Dark

Do Your Own Stunts

Like We Rehearsed
Joint Effort
Affects only the Instigator and one other player of their choice. Neither player can interact with each other during the Confrontation Phase, except to Trade.


During this round, whenever Grant lands an Attack on another Collector, this Escapade's chosen Collector can immediately spend an AP and make an Attack against that same Collector.
"Don't do anything flashy, this is for real."


Pitch ((Most of Pitch's Escapades are technically Mason's. They are only labelled as Pitch's for gameplay purposes))
Open and Shut Case

Scan for Weaknesses

Weaponized Evidence
Whenever a Lie enters a Collector's possession this round, they lose 1 Stamina and receive a -1 penalty to Reflexes until the end of the round. At the end of the Closing Phase, this Escapade is flipped over and placed onto Pitch.

Experience: Irrefutable Proof - While you are the Instigator, item properties cannot be added, removed, or ignored.
"I will drill the proof through the back of your skull if I have to!"


Shadows in the Alley
Whenever a Collector fails an action targeting another, the target can spend an AP and make that Collector lose 1 Stamina.


Malicious Compliance
Heated Encounter
During the Confrontation Phase, the Instigator and a player of their choice can only interact with each other and cannot Trade. Other Collectors can interact with either player as normal this round.

Upon playing this Escapade, the target Collector's Stamina falls to 5 if it is not already lower. Whenever Pitch or the chosen Collector makes a successful roll against the other, the target receives a -1 penalty to Reflexes until the end of the round.

Card Art: "Malicious Compliance" shows Mason kneecapping Everett for trying to make him "teach the offender a lesson", with Pitch causing Everett's influence to not take, with some difficulty.
"Choose your next words carefully."


Eyewitness Account
Joint Effort
Affects only the Instigator and one other player of their choice. Neither player can interact with each other during the Confrontation Phase, except to Trade.


Smoking Gun

Cognitohazard

OBJECTION!


Scott
Lessons Etched in Skin
Experience: Learn From the Pain -


The Worst Day

Bad Memories

The Voices are Loud

For Your Consideration





 
 
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