Okay, I had to really fight to break the seal. I barely did anything last week, and yesterday I kept being like, we gotta focus on HISTORIC. But then I kept finding things to do instead. I stayed busy, so it was still well-used time, but it was not focusing on HISTORIC. Finally by the end of the day yesterday, I was in the work on the deck for Trophy Collector. And getting into it, and really bringing things over to the cards-- that changed a lot of my brain chemistry.
So I would say, I finally broke the seal yesterday and I am honestly doing work again. So what have I done since then and over today? Let's take a look!
The Trophy Collector
The Dual Path Class
So I started by checking everything I had written for the Trophy Collector already. For context, other class decks only have Actions, the class's unique Tool (singular), and their Ultimate card. They also have a path card that lets you pick between two versions of the character. For the Maker of Hands, for example, it's either The Hand, or The Eye.
When you choose a path, you remove cards from your deck that are Tagged with the OTHER path's name, and you have certain General Action cards based on the path.
But the Trophy Collector? No, she doesn't do that stuff. She has two Paths still, but she can swap between them during play. That means that all of the cards in her deck stay in her deck, making her deck the biggest of anyone's. The cards just have two different modes depending on which Path you are currently on.
If you're The Trophy, you think of yourself alone. But this self-centered focus on your own power can still benefit your allies, such as in the Stand Strong card below. The card can be used Narratively (the book symbol) by either path to intimidate an NPC, or to make clear that you won't budge or be removed from a space.
Then, Mechanically/Combat-wise, the paths can use this Action to support their allies with their bulk. The Trophy gets likely a more powerful effect for the team by drawing aggro from all enemies to attack you alone this combat round. But the team-focused Banner half of your paths can also use this card to throw 1 Armor on all your allies, reducing damage they take.
Chain Entrapment lets you lower an enemy's die for their defense for Trophy, or lets you straight up Disable an enemy for their next actin of you're playing Banner. One of these abilities is more powerful without question. Stopping any foe (even a boss) from doing their next action could be the difference between an ally dying and living.
In this way, the deck is full of cards that benefit both paths, but offer stronger effects to certain paths. So there is a use in changing your paths at campfires.
The Tools, Trinkets, and Relics of a Collector
Now look at the symbol in the top left of this card in the Trophy Collector's deck. That's not a bloody hand, signifying Action. That's the Trinket icon. Unlike any other class, the Trophy Collector's deck includes Trinkets, Tools, and even Relics-- which are artifacts that you can find during delves, but that classes don't start the game with.
These represent trophies that the collector has already taken and claimed that are lost in their bulk, in their bag, or in their chain wrap, their weapon. These are unique items that do specific things based on your path or when/how you try to use them. This Half-Drank Physik can be used during rest to heal an ally normally. As The Trophy you can heal yourself 1 physical wound in combat, or as The Banner you can use this to spray it over your allies to reduce their next damage by 1. If no one takes any damage, it doesn't do anything. But if at least one ally is hit, it's as good as its other two uses. If at least two allies take a hit, then this mode becomes strictly the strongest one, because it prevents 2 or more damage.
Note that I am no longer being precious about laying everything out perfectly, I want to make sure the cards are clear and work, and then as I finalize the game I will clarify language to all look the same/use symbols where they belong.
Trophy Collecting
Now, the other classes have special dials on their deck boxes that track a unique stat for them. Maker of Hands has a Hand counter. He makes them and spends them, usually one at a time, to make his powers work. The Organ Eater has Ferment, which builds up and you spend it all at once when you generate a potion/salve or when you use your own ferment to power yourself. So it grows and spends all at once, then has to grow again. The Caged Wraith has a binary, being Within or Without. Their soul being in their body, or outside of it.
The Trophy Collector has a Trophy stat, that relates to their most common card in their deck, Chained Burden. As you find Tools or Relics in your travels, or when you find them in your own deck for example, you can take time to attach these items to your Chain Wrap, which is your main Class Tool that starts in play. Trophy is a slowly building stat on your class's dial that only goes down if you lose an attached Tool or Relic. This makes you the slowest growing class in the game, a slow bulwark of armor. But in the late game, especially in a long game where you do multiple delves in a row, your Trophy count can really grow.
So what do you do with that high Trophy count? Well, you gain it by attaching tools to your Chain Wrap, so feasibly, that card should give us a good idea... right?
Oh yes, every Trophy you get after the first increases the damage you deal with your Chain Wrap. And it has no cap. If your team wants to, they can hand every single Tool, Relic, etc to you and let you become the highest damage dealer in the game, bigger and bigger as the game goes on.
Now, the Chain Wrap is the only Tool you are allowed to Attack! with-- that means the Attack! action card. So when you play that card, you can only use the Chain Wrap. You don't get to use your cool collection of other Tools. But so long as you attach them to your Chain Wrap, claiming your Trophies with the earlier Chained Burden action card-- you can alternatively use Chained Burden to swing those attached Tools as a combi-weapon.
To avoid the Collector needing to eat up everyone's treasure, stopping folks from getting new Tools or Relics of their own, our Collector has 3 Tools and 2 Relics they can draw from their own deck. But your team can choose to hand their loot over to empower their slowly growing behemoth if they want.
Gotta Test the Class Fantasy
Today I have been trying to finalize the cards in this deck-- specifically just what all they do, writing it onto the cards so I can do a little home print and run this deck alongside the Maker of Hands for a few scenarios to see how they feel different. I want the Collector to be a behemoth, slow moving, slow growing, but the further the game gets, when others are running out of resources and slowing down, the Collector is only growing more powerful. I'm not yet done, but there's most of the work day left for me.
Ironically, I am finishing this deck first, meaning the Maker of Hands has some work to be done on his deck next week before I can print these out. But so it goes.
Alright-- let me know your thoughts and if you'd want to be the slow growing tank class! I'm trying to make sure each plays clearly into a fun fantasy that feels rewarding and has you take intentional actions to make them happen.