Tabletop Simulator

Tabletop Simulator

Slay the Spire: Board Game - Custom Guardian Character
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Update: Jul 17 @ 12:24pm

Big Update!

< Table and Asset Updates >

Updated and expanded rules PDF

The Guardian player board is now fitted with scripting customary to vanilla character boards. It also has a full art graphic on the back.

Thorns(5) and Thorns(10) tokens have been added, Thorns cap is increased to 30

Energy symbols on the corners of cards no longer clip out of the card.

Purified Gems are now on the backs of Gem reward cards similar to card upgrades.

Wyataz is now here as a contributer of this Workshop Mod, here to present the rest of the changes.



< Mechanic Changes >

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- Gems

New opportunities to Purify your Gems have been added. Picking a Gem in an upgraded card reward let you Purify it immediately for free! Additionally you may Purify your held Gems at the start of each act - any time after Neow, but before your first room of the act.

Fractured Gems (to not be confused with THE Fragemented Gem) have been reworked and instead comprise of Starter rarity copies of the Common Gems but are largely obtained the same ways as before.

Cards that formerly included "Activate X Gems" text have been keyworded to be [Sockets]

Purified Gems use the playing card format instead of the item card format and have been given the "Pure Gem" card type.

Playable Gems are no longer only "Gem" type to not break core interactions, most are now "Skills" with the exception of Fragmented Gem (clearly an Attack).

Pure Gems can now only be activated once per draw cycle and only refresh when your discard pile reshuffles into a new draw pile. Accordingly most cards with Sockets have been buffed to accomodate this change. Choice of when to resolve Pure Gems is stricter and must be chosen before resolving any card text.

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- Defensive Mode and Mode Shift

Defensive Mode is renamed from Defense Mode (important)

Cards that reduce Mode Shift by X are keyworded to "Brace X"

Entering Defensive Mode now grants 4 Block instead of 2! However your Mode Shift will reset to higher values each time you reach 0. Mode Shift thresholds are now 4, 6, 8, 10, 10, 10, etc. this effect is noted on the new Fatigue Track.

The Starter relic has been changed - "Once per Combat: Pay 1 Energy to Brace 2". This together with the Curl Up card lets your starter deck easily enter Defensive Mode once without HP loss, all without needing an upgrade first.

You can now continue to enter Defensive Mode even while it is active, this lets you stack turns and gain more block. Defensive Mode's thorn buff is now attached to being in Defensive Mode, entering mutliple times will stack the thorn's duration instead of quantity. Entering Defensive Mode from Neutral on the Enemies' Turn gives an extra Defensive Mode cube so you don't immediately go back to Neutral after your turn starts.

Mentions of Attack Mode have been removed, additionally you may now be in Defensive Mode and one of Watcher's Stances at the same time.

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- Thorns

Thorns cap is now 30 as mentioned above. Thorns now trigger BEFORE the enemies hit you with their attacks, similar to Ironclad's Flame Barrier card. This may prevent the enemy from dealing any damage due to being dead and unable to act.

Most cards with Temporary Thorns now expire at End of Turn instead of Start of next Turn. Thorns themselves trigger at End of Turn so you'll be fine.

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- Stasis

Attempting to return a card that left Stasis and is free will now return it with only 1 turn. Non-Stasis card cost alterations will also be accounted for when determining Stasis turns, such as the cards Blood for Blood, Masterful Stab, or the Snecko enemy. However when you play a card that immediately enters Stasis as part of it's resolution, it will forget it's Stasis cost reduction when determining Stasis turns.

Attempting to overfill your Stasis Slots no longer always discards new cards over capacity, they will instead stay in their current zone of play, be it your hand, draw pile, or even the resolution zone (it will discard afterwards, or go where its supposed to other than Stasis).

Cards which removed Stasis cubes are now keyworded to "Accelerate"

Cards which cared about losing their Stasis cubes are now keyworded with "Tick," but "Leaves Stasis" effects have not been rewritten.

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- Other Characters with Guardian Abilities???

Silent's Doppelganger, Watcher's Foreign Influence, and the "Note to Yourself" Event catagorically exist, and so inevitably must be considered when adding character specific cards and effects. Besides, what fun is it if you can't use these cards in Prismatic Shard daily runs.

Other characters can each hold 2 cards in their own personal Stasis Slots. That said, cards which Accelerate can target any player's Stasis cards. Pure Gems are less fun though, they are personal to each player and cannot be Socketed by another player's card effects.

Lastly, Mode Shift. If you gain the ability to Brace as another character, you gain a copy of the new Prismatic Gear special relic. This tracks your Mode Shift and Fatigue just like The Guardian does... with one additonal restriction. You cannot reduce Mode Shift with HP loss if you have not Braced at least once this combat.

As mentioned before Stances and Defensive Mode are no longer mutually exclusive.

And for anyone familiar with the Downfall video game mod - No, Defect's Orbs and Stasis are not mutually exclusive either.

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< Card Updates >

Several cards have been reworked, overhauled, or tweaked; both from Wyataz's input and the recent Downfall 5.3 Update.

New Cards have been added! Every single card* that Guardian can unlock now has an interpretation in this mod. With this change the Workshop table now includes 2 distinct reward decks, an arbitrary collection of 60, and an expanded collection of 69 with every common and uncommon on offer.

*Compile Package is still not included... scry about it.

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< Starter >

Red, Blue, Yellow, and Green Fractured Gems are gone, replaced by a Starter copy of Fragmented Gem, Ruby, Sapphire, and Tourmaline.

Sapphire no longer gives more block to your next Skill, it has traded with Emerald to give Brace instead.

Emerald and Fragmented Gem have exchanged rarities, turns out Dexterity, even temporary, is a pretty strong effect.

Ruby and Emerald now have consistant card text between their Impure and Pure versions.

Twin Slam's upgrade has changed - Costs 2, deals 2[HIT] 2[HIT] and has two [Sockets] that trigger twice instead of 1 [Socket].

Curl Up's upgrade now allows you to change rows with any player.

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< Gems >

Fragmented Gem is now Starter and Common

Emerald is now Uncommon

Sapphire gives Brace, Emerald gives your next Attack or Skill bonus Block.

Amethyst now inflicts Weak instead of giving temporary Strength.

Pure Aquamarine is now treated as a separate 0 cost Skill when Socketed.

Onix is now Uncommon

Onix's text has been cleaned up to better specify it only works on 1 Strength per activation. Onix may also keep a Thorn instead or cleanse Vuln & Weak from a player.

Garnet is Uncommon but now Exhausts when played or Socketed.

Quartz is now Rare

Gold cost and ability to be Purified at start of act are now written on Impure Gem cards.

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And other unlisted changes to 56+ Reward and Rare cards to keep this list some-what concise.

That will be all, have fun and feel free to leave any new feedback.

Update: May 21, 2024 @ 6:39am

Fixed Fragmented Gem Deck

Update: May 21, 2024 @ 4:06am

Fixed

- Fixed the new magnet points on the player board.

Update: May 21, 2024 @ 3:42am

BIG OVERHAUL

- Added Rules Sheet where you can read how the character works.

< Mechanic Changes >

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- Gems

You don't automatically get gem cards now, you first have to take a non-purified gem card, these are on itself pretty strong, but can be turned into purified gem cards at a campfire for 1 gold (this doesn't count as an action). Whenever a card says "Activate a gem", this only references purified gems, non-purified gem cards cannot be activated via card effects.

You now start each game with a single Fragmented Gem Card, these count as Purified Gem Cards but are generally weaker than the normal ones you find throughout the game. You are able to pick your Fragmented Gem Card after you picked all your bonuses from Neow's Blessing.

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-Defense Mode (and Attack Mode)

Defense Mode works as a stance you can go into similar to the Watcher, you start each game in Attack Mode and via card effects and Mode Shift can go into Defense Mode, you go back into Attack Mode next turn. Attack Mode is basically neutral, but renamed to make more thematical sense.

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I also added 2 new cards, a new uncommon and a new rare. I also made one of the uncommon gems a rare gem.
There are more changes but I don't remember everything, but some cards have also been buffed/nerfed.

Update: May 21, 2024 @ 3:38am

Update: Sep 20, 2023 @ 10:59pm

[FIXED]

-Rare cards background not looking right.


Photoshop crashed so some of the background fixes I made earlier today were reverted unknowingly.

Update: Sep 20, 2023 @ 10:46pm

[CHANGED]

Ancient Construct:
- Added Ethereal.
- Changed cost from 3 to 2.
- Made it so you can change Thorns into Strength and vice versa.

Ancient Construct+:
- Changed cost from 3 to 2.


Literally 10 minutes after uploading I realised this card was too weak compared to the other rare cards as 3 energy was too much for the effect. So I decided to buff the base version of the card a lot while adding Ethereal.

Update: Sep 20, 2023 @ 9:48pm