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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?
Items
[Contents: Overview / Rules / Characters / Items / Escapades / Glossary / Scrapped Ideas / Reboot Changes / NPCs]

Last Updated: 4/20/2024

((I'm open to suggestions for items, abilities, and even some flavor text.))

Hats (Alvin/Magic):
Warp Hat:
You can use your Cunning when Intercepting.

"Now I'm Over Here!": When a roll made against Alvin succeeds, he can spend an AP to roll Cunning. If the result is higher than the triggering roll, that action fails.

Properties: Signature
"Step one: Always have a way out."


Hat of Holding:
Collectors cannot Intercept items you Collect.

"To the Vault You Go!.": When Alvin Collects an item, he can spend an AP. When he does, this and another item in his possession both gain the Secured property until the end of the round.

Properties: Signature
"The amount of space in this baby is ridiculous I tells ya!"


Flight Hat:
You cannot be forced to lose AP.

"Put in the Effort, Will Ya?" - When a Collector makes an action targeting Alvin, he can spend an AP. When he does, that Collector loses an additional AP.
"What's that? Can't hear you from all the way up here!"


Hypnosis Hat:

Musical Hat:

Candy Hat:
"In the name of the Lollipop Guild, I wish for you to sit your a** down."


Illusion Hat:
Cunning rolls targeting you have a -1 penalty

"I See You've Met My Decoy." - Alvin can spend an AP to cancel an action targeting him that would have succeeded.

Properties: Slippery
"So who's gonna tell him he's chasing a fake me?" Alvin says to another illusory duplicate of himself as he watches from a distance.


Barrier Hat
Grit rolls targeting you have a -1 penalty

"Personal Space, Please!" - When an action targeting Alvin succeeds, he can spend an AP and make the Collector who made the action lose 1 Stamina. That Collector cannot target him again for the rest of the round.
"Do you know how much these snazzy new duds cost?"


Portal Hat
The first Steal or Foist attempt you make each round costs no AP.

"Now That's Thinking with Portals!" - When a Collector makes an Attack, Steal, or Foist attempt targeting Alvin, he can spend an AP and force them to target another Collector. If attempting to Steal, the Collector making the attempt chooses the item.
"What? You think I'm not gonna channel my inner Bugs Bunny with this?"


Curses (Jasper/Occult):
Curse of Collection:
If there are no Curses without the Soulbound property in your possession at the start of the round, each other Collector can ignore the Clingy property of one Curse in their possessions.

Anathema - When Jasper has at least ten Curses in his possession, he can spend any number of AP and place that many of his Curses into another Collector's possession, ignoring their Clingy properties. Jasper can only use this ability once per game.

Properties: Signature, Immaterial, Soulbound
"No known means of ridding myself of this curse. It's entirely possible that this is for life. Just as well, it's why I'm a Collector in the first place."


Eye-Snatching Camera:
If you have 5 or less Stamina, you start each round with 1 fewer AP.

A New Pair: Jasper can spend an AP and roll Cunning against another target Collector. On a success, they lose 2 AP and he gains 2 AP. Jasper cannot use this ability twice in one round using "Paranormal Insight".

Properties: Signature, Soulbound
"It's not that complicated. My eyes pried too much, so it in turn pried them out of their sockets. Still searching for a means of getting them back."


Face Distorting Mirror:
Other Collectors cannot Trade with you or choose you for a Joint Effort.

If you haven't attempted to Attack, Steal, Foist, or Intercept during the round, you can ignore this item's Clingy property during your Drop Step.

Repelling Visage: When a Collector makes an action targeting Jasper, he can spend an AP. When he does, that Collector cannot target him again for the rest of the round.

Properties: Clingy
"This one's easy: Just stop being a superficial b**** long enough for your face to right itself. You'd be surprised how many victims fail at that."


Curse of Exhaustion:
When a Collector ends a turn with 0 AP while this item is in circulation, it is placed into their possession.

You cannot regain Stamina during your Recovery Step unless you are knocked out, in which case you only gain 5 Stamina.

During the Confrontation Phase, if you end your turn without spending AP, or are knocked out before the start of your turn, this item is returned to circulation, ignoring its properties.

Overexertion - Jasper can spend an AP and 1 Stamina, then roll Grit +1 against a target Collector. On a success, they lose Stamina equal to 10 minus his current Stamina. This ability cannot be used if Jasper has 1 or fewer Stamina. ((For example, if Overexertion is used while at 5 Stamina, Jasper will be set to 4 as the roll is being made. If the roll succeeds, the target will lose 10 minus 4 Stamina, which will be 6. At max Stamina, you are better off just attacking since they'd only lose 1.))

Properties: Immaterial, Clingy

"This curse seems more predatory than others. It claims victims who have exhausted themselves, yet leaves when they do nothing as if they were playing dead."


Curse of Sickness:

Curse of Hunger:

Curse of Prolonged Suffering:
If a Collector is reduced to 1 Stamina with at least three non-Soulbound Curses in their possession. This item is placed into their possession from anywhere on the board, ignoring its properties. This item's Clingy property cannot be ignored or removed by character abilities, other items, Escapades, or Experiences.

You are not knocked out when reduced to 0 Stamina. While at 0 Stamina, you have -1 to all stats an lose an AP whenever you would normally lose Stamina.

If this item leaves your possession while you are at 0 Stamina, you are immediately knocked out.

"Accipe Dolor Meus" (Take My Pain): While Jasper is at 0 Stamina, he can spend an AP and attempt to Foist this item onto another Collector, ignoring its properties. I successful, Jasper gains 1 Stamina.

Properties: Immaterial, Clingy

"I've tried damn near everything, but there is still only one way to be rid of this curse: Someone else must suffer."


Curse of Indifference

Living Shadow:

The Swarm

Monkey's Paw

Curse of Frailty:
If a Collector knocks another out with an Attack, this item is placed into their possession from either circulation or its holder's possession.

You can only Attack once per round and lose 2 Stamina when you are hit by an Attack.

When you knock out another Collector with an Attack, this item is returned to circulation.

Compound Fracture - When an Attack against Jasper lands, he can spend his remaining Stamina and make that Collector lose the same amount in AP, with the excess subtracted from their Stamina.

Properties: Clingy, Immaterial, Ethereal


Dreams (Jasmine/Concept):
R.E.M. Cycle:
When a Collector gets knocked out, if this item has no marks, it is placed into their possession from anywhere on the board.

Whenever you lose one or more Stamina, this item gains a mark. All marks are removed from this item once it leaves a your possession or you are knocked out. Once this item has five marks, your Stamina immediately falls to 0. This item does not gain marks if it is in Jasmine's possession.

At the end your turn during the Confrontation Phase, if there are no other Dreams in your possession, this item is returned to circulation.

"You Must be Tired." - When another Collector with a Dream in their possession loses Stamina, Jasmine can spend an AP an place this item into their possession, ignoring its properties.

Properties: Signature, Immaterial, Coveted


Childhood Wonder:
During the Confrontation Phase, when a Collector ends their turn without Attacking or Intercepting during the current round, this item is placed into their possession from circulation.

Grit rolls made against you have a -1 penalty.

Spread Innocence: Jasmine can spend an AP at the beginning of a round. If she does, then until the start of the next round, Collectors cannot Attack or Intercept.
Properties: Immaterial, Slippery


Power Fantasy:
When a Collector lands three attacks in a single turn, this item is placed into their possession from circulation.

You have a +1 bonus to Grit rolls

Tread on Ants: Jasmine can spend an AP during the Confrontation Phase and make a Grit roll. All other Collectors whose Reflexes are lower than the result loses 1 Stamina and must return an item to circulation if able.
Properties: Immaterial, Slippery


Recurring Nightmares

Lucidity

Night Terror

Life's Aspirations

Fever Dream

Distracting Daydream
At the end of a round where the Instigator has not lost Stamina, this item is placed into their possession from anywhere on the board.

Whenever you would lose one or more Stamina, you can instead choose to lose 1 AP.

Rude Awakening: Jasmine can spend an AP and make a Grit roll against a target Collector. On a success, that Collector loses 1 Stamina and 2 AP


Toys (Markus/Demonic)
The Daughter:
The first time each round a Collector makes an action targeting you, if they have a Toy in their possession, they lose 1 Stamina.

At the end of the game if this item is in Markus' possession, the Toys in the possession of a Collector of his choice are added to his own during the final count.

If there are no non-Soulbound Toys in any other Collector's possession at the start of a round (excluding the starting round), this item loses the Soulbound property until the end of the round.

"My Daughter's New Friend": When a Collector with at least three Toys in their possession gets knocked out, Markus can spend any number of AP. During the next Confrontation Phase, for each AP spent, he decides what actions the target Collector must take during their turn. At the end of their turn, a Toy of Markus' choice that they possess is placed into his possession.

Properties: Signature, Soulbound.
"Nothing is ever too much for my little princess Matilda."


Stuffed Puppy:
The first time each round you successfully Intercept an item, the Collector whose action you have Intercepted loses 1 Stamina.

The Cutest Little Sniffer: When Markus makes a roll against a Collector, he can spend an additional AP and give that roll a bonus equal to the number of Toys they possess.
"Every time I've heard it make a sound, it almost sounds like it's somehow...crying for help." - from Jasper's notes


Clocks (Finn/Science)
Perpetually Wound Pocket Watch:
This item has three marks at the start of each round (max. 3). Whenever a roll targeting you succeeds, this item loses a mark and you gain an AP.

Perfect Timing: When this item has no marks, Finn can spend an AP and cancel an action targeting him (any spent AP, Stamina, and marks remain spent. Slippery property not triggered by a cancelled action). Finn can use this ability more than once in a single round.

Properties: Signature, Secured


Wrist Mounted Temporal Corrector:
Whenever another item in your possession loses one or more marks, this item gains a mark (max. 5).

While this item has marks, you have a +1 to Reflexes. This item loses a mark after a roll made against you succeeds or fails.

Correction: While this item has five marks, Finn can spend an AP and make another Collector's failed roll a success, or vice versa. Afterwards, this item loses all marks.


Grandfather's Paradox:

Always Ticking Time Bomb:
This item has five marks upon being drawn from the Collection Deck. A mark is removed from this item at the end of each round's Opening Phase (excluding the round this item was drawn). Finn cannot alter this item's marks using "Guiding the Hands".

Once the last mark is removed from this item, its holder is immediately knocked out. If the holder has fewer then 10 Stamina when this happens, every other Collector loses Stamina equal to the difference (max. 5).

If this item is in circulation when its last mark is removed, all Collectors lose 5 Stamina.

When all of this item's marks are removed, it is shuffled into Finn's Collection Deck, or discarded if he is no longer in play.

Tick, Tick...kciT ,kciT: During the Confrontation Phase, Finn can spend an AP and flip this item onto either its front or back side. While it is on its back side, it gains a mark when it would normally lose one (max. 5). This item is flipped onto its front side whenever it leaves Finn's possession.


Screeching Cuckoo:
Whenever you lose Stamina, this item gains a mark (max. 3). During your Recovery Step, if you are not knocked out, you gain additional Stamina equal to the number of marks on this item, a mark is then removed.

Earlier Dawn: If an attack that would knock him out lands, Finn can spend an AP and gain Stamina equal to twice the number of marks on this item. All marks are then removed.


Twice Stopped Clock:
This item has two marks upon being drawn from the Collection Deck. Whenever an action you make fails, you can spend an additional AP to instead have the action succeed. This item then loses a mark.

When this item has no marks at the end of a round, it is shuffled into Finn's Collection Deck, or discarded if he is no longer in play.

Once Every Twelve Hours:


Tamper Proof Wall Clock:
At the beginning of a round, if this item is possessed by a Collector, it gains a mark (max. 3).
The first time a roll is made against you, this item's marks are added to your Reflexes.


Masks (Facade/Magic)
Domino Visor

Redacted Visage
Actions you make cannot be Intercepted.

*Cannot Identify*:


Someone Else's Face
Once per round, you can use the active ability of an item you possess, ignoring its character requirement.

"You Have the Wrong Person!": When a Collector attempts to Attack or Foist an item onto Facade, Facade can spend an AP and have the attempt instead target another Collector.


Gas Mask

Mr. Grin
You have +2 to Grit and -2 to Cunning.

Plastered Smile:


Mrs. Sigh
You have +2 to Cunning and -2 to Grit.

Crocodile Tears:


Lies (Pitch/Concept)
The Shadows Are (Not) Real

I am (Not) Above Consequences

I am (Not) Invincible
When an Attack misses, this item is placed into the target's possession from either circulation or Pitch's possession.

Attack roll's targeting you have a +1 bonus. The first time each round a Collector lands an Attack against you, you lose 1 additional Stamina.

"You Still Feel Pain": When Pitch misses an Attack, he can spend 1 Stamina and make the target lose 2 Stamina. This does not count as the Attack landing.

Properties: Immaterial, Slippery


Everything is (Not) Fine


Multiple Negatives

Omission

I am (Not) Brave
When a Collector makes three successful rolls in a single round, this item is placed into their possession from either circulation or Pitch's possession.

You have -1 to Reflexes.

"You're Shaking Too Much": When a roll targeting Pitch fails, he can spend an AP and have the Collector making the action lose all but 1 AP.

Properties: Immaterial, Slippery


White Lie


Fears (Grant/Concept) ((How do I make Fears work in a way that hasn't already been done with Curses or Lies?))
Arachnophobia (Fear of Spiders)

Thanatophobia (Fear of Death)

Claustrophobia (Fear of Tight Spaces)

Acrophobia (Fear of Heights)

Scopophobia (Fear of Being Watched)
The first roll you make each round has a penalty equal to the number of opposing Collectors currently in play.

Crippling Stage Fright: Grant can spend an AP and roll Grit against a target Collector. On a success, they lose 1 AP and have -1 to all stats until the end of the round.


Ophidiophobia (Fear of Snakes)

Astraphobia (Fear of Storms)

Hemophobia (Fear of Blood)

Pyrophobia (Fear of Fire)

Nyctophobia (Fear of the Dark)

Trypanophobia (Fear of Needles)

Trypophobia (Fear of Holes)

Phasmophobia (Fear of Ghosts)

Musophobia (Fear of Rats)

Fear of the Unknown ((Can't really use the word "Xenophobia" now, can I?))


Sparks (Mira/Science)
The Spark Core
This item has five marks at the start of the game. Whenever you get knocked out, you immediately regain Stamina equal to the number of marks this item has, a mark is then removed. This item cannot gain or lose marks by other means.


Virtual Pet

Assistant Drone

Pocket Turret


Scars (Scott/Concept)
Thickened Skin
Whenever a roll made against you succeeds, you gain a +1 bonus to Reflexes until the end of the round.


Flesh Wound
You have a +2 bonus to Reflexes. Your maximum Stamina is 7 (you do not regain Stamina as result of this item leaving your possession).

Left to Fester:


Battle Scars
You can only Attack once per round. Attacks you make always land unless Intercepted and cause the target to lose 3 Stamina.

Not a Second Time: The second time in a round a specific action is made against Scott, he can spend an AP and cancel that action. The target cannot use that action again for the rest of the round.


Heartache

3rd Degree Burns

Childhood Trauma

Tinnitus

Organ Rupture

Migraine

Blunt Trauma

Bone Fracture

Mind Fracture

Soul Fracture





 
 
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