Star Wars Roleplay: Chaos

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Galactic Illusionary Gaming

Company page to contain assets and such for Age of Chaos, a galactic card game that takes inspiration from the people and events of the galaxy.

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Activated Ability List and Descriptions

Updating in progress
  1. Force Power Activated Abilities
    1. Force Push - Target and tap one non-Vehicle card on the opponent's field.
    2. Force Pull - Target and untap one non-Vehicle card on your field.
    3. Telekinesis - Choose the effect of Force Push or Force Pull depending on cost paid.
    4. Mind Trick - Redirect the target of an opponent's attack to another card on the opponent's field.
    5. Force Valor - The card gains the designated value to its attack and defense values until the beginning of your next turn.
    6. Force Body - This card gains X to its attack and defense values until the end of your turn. At the beginning of your next turn, reduce this card's attack and defense value by X until the end of the turn. Force Body cannot be activated that turn.
    7. Psychometry - Search your deck for an Artifact card and add it to your hand.
    8. Malacia - Target a card of the designated card types and remove any bonuses to their attack and defense values.
    9. Force Shock/Force Lightning/Electric Judgment - Target and deal the designated amount of damage to a card on the opponent's field.
      1. Addendum Note - Cannot target Vehicle cards unless specified.
    10. Force Grip - Target a non-Vehicle card on the opponent's field and reduce its attack and defense values by the designated amounts until the end of the opponent's turn.
    11. Force Destruction - Target and deal the designated amount of damage to any card on the opponent's field.
    12. Force Rage - Add the designated amount to this card's attack value until the end of your turn.
    13. Drain Knowledge - Target a Forceful Being card on the opponent's field and this card gains one of the targeted card's Force Power abilities with converted casting cost.
    14. Mind Shard - Target a Forceful Being card on the opponent's field and suppress their abilities until the end of your opponent's turn.
    15. Force Drain - Target a Being or Creature card on the opponent's field and gain Vitality equal to its defense value.
    16. Force Corrupt - Target a non-Vehicle card on the opponent's field with a lower defense value and take control of it until the end of your turn.
    17. Pyrokinetic Blast - Target a Being or Creature card on the opponent's field and deal the designated damage to it. If the targeted card survives, reduce its attack and defense values by the designated amount for the designated amount of turns.
    18. Force Scream - Target a Being or Creature card and deal the designated amount of damage to it, then reduce its attack and defense values by the same amount until the end of the turn.
    19. Force Shockwave - Deal the designated amount of damage to all non-Vehicle cards on the opponent's field.
    20. Force Healing - You gain Vitality equal to this card's defense value.
    21. Force Light - Target a Sith or Dark Jedi Forceful Being card on the opponent's field. The targeted card cannot use its abilities and reduce its attack and defense values by the amount its Rank allows or otherwise specified.
      1. Addendum Note - Rank I Forceful Being cards cannot use this ability.
        1. Rank II - Reduce attack and defense values by -1.
        2. Rank III - Reduce attack and defense values by -2.
        3. Rank IV - Reduce attack and defense values by -3.
      2. Wall of Light - For an additional cost, Force Light changes its reduction effect to the following:
        1. All Sith and Dark Jedi Forceful Being cards have their attack values reduced by this card's attack value permanently.
    22. Force Barrier - Target a Being or Creature card on your field. The targeted card gains +3 to its defense value and cannot be destroyed in battle until the end of the opponent's turn.
    23. Stasis Field - Target a Being or Creature card on the opponent's field and tap it. The tapped card cannot untap while this card is on the field.
    24. Force Vision - The player can look at the designated amount of cards on the top of their deck and rearrange them in any order. For an additional cost, you can draw one card.
    25. Meditation - After activation, choose one of the designated effects.
    26. Force Jump - If this card is defended against, pay cost to negate the defense and continue this card's attack.
    27. Focus - This card's Force abilities can be cast a second time for no cost. If an ability would tap this card, tap it after the second cast.
    28. Force Binding - Target an Artifact card on the opponent's field and exile it until this card leaves the field.
      1. Addendum Note - This ability is negated if the card uses Ascension.
    29. Mechu-deru - Take control of a Droid or Tech card on the opponent's field -or- tap a Vehicle card until this card leaves the field.
    30. Force Wave - Target up to three Being or Droid cards on the opponent's field, then deal the designated amount of damage to them.
    31. Battle Meditation - For each of one color for cost, place an equal amount of +1/+1 counters on all cards on your side of the field. For each of another color for cost, place an equal amount of -1/-1 counters on all cards on your opponent's field.
    32. Doppelganger - This ability can be activated on either player's turn. Create a copy of this card that cannot attack, but can defend against the opponent. At the end of the turn, destroy the copy.
    33. Alter Environment - Pay X to change the color of any Biome cards on either player's field equal to X to a color of your choice.
    34. Cryokinesis - Target a card on the opponent's field and place -1/-1 counters equal to cost paid, then tap it once it has three or more counters on it.
    35. Force Speed - This card cannot be defended against on the turn this ability is activated.
    36. Enhance Attribute - For each of one color for cost, increase the attack value of this card by the designated amount until the end of the turn. For each of another color for cost, increase the defense value of this card by the designated amount until the end of the turn.
    37. Beast Control - Target a Creature card on the opponent's field and take control of it.
    38. Tutaminis - This card can absorb the first damage of the designated amount it would receive from any source.
    39. Memory Rub - Target a Forceful Being card on the opponent's field. The targeted card permanently loses an ability.
    40. Combustion - Target and destroy a Tech or Artifact card on the opponent's field, then deal damage equal to its summoning cost to a card on their field.
    41. Force Repulse - Destroy all cards on the opponent's field with the designated defense value or less and destroy one Base or Biome card on their field.
    42. Revitalize - Target a Forceful Being card in your Netherworld and add it to your hand.
    43. Imbue - Target an Artifact card on your field or hand, and add a Force Power ability that this card has to that card.
    44. Shatterpoint - Target a card on the opponent's field and place -1/-1 counters on it equal to this card's attack value. Then, if that card is destroyed, place excess counters on cards adjacent to it.
    45. Protection Bubble - This card can survive being destroyed once this turn.
  2. Master Force Power Activated Abilities
    1. Telekinesis Master - Tap all non-Vehicle cards on the opponent's field -or- Untap all non-Vehicle cards on your field.
  3. Lightsaber Form Activated Abilities (card must be equipped with a Lightsaber Artifact)
    1. Deflect - The equipped card can redirect a defended attack from an opponent at one of the opponent's card with a lower attack value and destroy it.
    2. Shii-Cho - When this card defends, negate the opponent's attack and reduce the attack value of the defended card by -3 until your next turn.
    3. Juyo - When this card battles another Forceful Being card, destroy it immediately, before battle, unless it has a Lightsaber Artifact card equipped.
  4. Enhancement Activated Abilities
    1. Instruction - If the equipped card is a designated card type, it can grant an ability it has to another designated card type.
  5. Search and Equip Activated Abilities
    1. Hunting Call - Search your deck and summon another copy of the card to the field.
      1. Addendum Note - Can only be used for Creature cards.
    2. Quick Equip - Search your deck for a Tech card and equip it to this card.
      1. Addendum Note - For the future, Quick Melee is folded into this ability.
    3. Rapid Deployment - Search your deck for up to two Trooper Being cards and summon them to the field.
    4. Armor Deployment - Summon a Hovertank Ground Vehicle card from your hand to the field.
    5. Reinforce Call - Search the deck for a card with the same name as the equipped card and summon it to the field tapped.
    6. Mechanic - Equip a Tech card from your hand or Netherworld to this card.
  6. Alteration Activated Abilities
    1. Mutate - To be reworked in Darkness of Bogan
    2. Ascension - Place a Forceful Being card with the next Rank on top of this card from either your hand or your deck. The card on top gains the abilities of the card(s) underneath it.
  7. Espionage Activated Abilities
    1. Hacking - Target and take control of a Droid or Ground Vehicle card on the opponent's field with an equal or lower attack value.
    2. Sabotage - Target an opponent's Vehicle card and deal damage equal to this card's attack value to it -or- destroy a Base or Biome card on the opponent's field.
    3. Analysis - Once per turn, you can look at your opponent's hand.
    4. Spy - Look at the designated number of cards on top of the opponent's deck, then place them back in any order.
    5. Scan - Look at one card randomly from your opponent's hand.
    6. Assassinate - Target a Being or Creature card on the opponent's field with an equal or lower defense value than this card's attack value and destroy it.
    7. Boarding - Target a Starship Vehicle on the opponent's field and take control of it unless it is Crewed. If Crewed, destroy one Being card equipped to it.
    8. Interrogate - You can target one card in the opponent's hand or the top card of their deck and look at it. If the targeted card is a Being card, deal 2 damage to the opponent's Vitality and send the card to the Netherworld.
    9. Slicing - The player can look at a designated number of cards on the top of the opponent's deck, rearrange them in any order, and place them face up on the top of the deck -or- the player can take a designated number of Credit Counters on the opponent's field and place on cards on their field instead.
  8. Combat Activated Abilities
    1. Heavy Strike - If the card attacks this turn, add the designated value to the card's attack value until the end of combat.
    2. Stealth Strike - The card can attack an opponent directly for half of its attack value, rounding down.
    3. Brutal Strike - Target a Being card on the opponent's field and destroy it, then deal damage equal to this card's attack value to another Being card on the opponent's field.
      1. Addendum Note - This cannot target Forceful Being cards unless the card with the ability is also a Forceful Being.
    4. Wrist Rocket/Shoulder Rocket - Target a non-Vehicle card on the opponent's field and deal the designated amount of damage to it.
    5. Jetpack - The card gains Flying until the end of the turn.
    6. Farshot - Target one card in the opponent's hand and exile it. If it was a Being card, the opponent searches their deck for other copies of that card and exile those in addition.
    7. Objective Capture - Target one Base or Biome card on the opponent's field and take control of it.
    8. Sniper Shot - Deal damage equal to this card's attack value to any target on the opponent's field or their Vitality.
    9. Acid Spray - After cost is paid, target a card on the opponent's field. Place -1/-1 counters on it equal to this card's attack value.
  9. Vehicle and Crewed Activated Abilities
    1. Boost Engines - The card can only be defended against by other Vehicle cards with Boost Engines or otherwise specified this turn.
    2. Boost Weapon Systems - The card gains the designated amount to its attack value until the end of the turn.
    3. Charge - Tap X Biomes or Bases to add X to the attack and defense values of the card until the end of the turn.
    4. Turret - Target a card on the opponent's field and deal damage to it equal to this card's attack value, then apply excess damage to the opponent's Vitality.
    5. Sensor Jammer - Negate any Missile abilities that would target this card
      1. Addendum Note - This ability can be activated on the opponent's turn.
    6. Concussion Missile - Target a Starfighter Vehicle card and destroy it.
    7. Intensify Firepower - Add half of the card's defense value to its attack value until the end of your turn. During the opponent's turn, reduce the defense value of the card by the designated amount until the end of the opponent's turn.
    8. Mag-Pulse Warhead - Target a Vehicle card on the opponent's field. The targeted card cannot attack or defend next turn.
    9. Deploy Fighters - Spawn the designated Starfighter Token card.
    10. Orbital Autocannons - Target a Planet or Capital Ship Starship Vehicle card on the opponent's field and deal damage equal to this card's attack value to it.
    11. Coordinate Fire - Target a Light Capital Ship or Capital Ship Starship Vehicle card and deal damage equal to this card's attack value to it.
    12. Anti-Infantry Fire - Target up to three Trooper, Commando, or Raider Being cards and destroy them.
    13. Point Defense Screen - Starfighter Vehicle cards on the opponent's field cannot use their Missile abilities and their attack value is reduced by -2.
      1. Addendum Note - This ability can be activated on the opponent's turn.
    14. Missile Barrage - Target and destroy all Starfighter Starship Vehicle cards on the opponent's field. This ability cannot be used if they do not control a Starfighter Vehicle card.
    15. Orbital Strike - Destroy two cards on the opponent's field.
    16. Diamond Boron Missile - Target two Starfighter or one Light Capital Ship Starship Vehicle cards on the opponent's field and destroy them. This ability cannot be negated by Sensor Jammer.
    17. Artillery Barrage - Target a non-Starship Vehicle card on the opponent's field for each card with Artillery Barrage on your field and destroy the targets. This ability can only be used if you control two or more card with this ability.
    18. Bombing Run - Target up to three non-Starship Vehicle cards on the opponent's field and destroy them if they have a lower defense value than this card's attack value.
    19. Full Bombardment - Deal damage equal to half of this card's attack value to all Light Capital Ship and Capital Ship Starship Vehicle cards on the opponent's field.
    20. Mass Driver Cannons - Target one enemy Ground Vehicle card and destroy it.
    21. Stutter Fire - When this card attacks, it deals double damage to a card that defends against it or to the opponent.
    22. Ion Cannon - Target a Starship Vehicle card of the same type and tap it until the end of the turn.
    23. Solar Ionization Barrage - Target one Starship Vehicle card on the opponent's field and deal damage equal to this card's attack value. The targeted card, if it survived, reduces its defense value by the damage received permanently and loses Armored or Heavy Armored.
    24. Pulse Wave - Target one Starship Vehicle card on the opponent's field field that has Armored as an ability and suppress it.
    25. Composite Beam - Target and destroy designated card types and deal damage equal to this card's attack value to the opponent's Vitality. This card does not untap until the end of the opponent's next turn.
    26. Siege Mode - You can target up to three cards on the opponent's field and deal damage equal to this card's attack value, with excess damage dealt to the opponent's Vitality.
    27. Gravity Wave - Target and reduce the defense value of the opponent's Starship Vehicle card by the designated amount, then deal damage equal to half of this card's attack value.
    28. Homing Lasers - This card's attack cannot be negated this turn, and when the opponent attacks with a Starship Vehicle card with Stealth, this card can defend against it.
  10. Political Activated Abilities
    1. Incite - The controlling player can target cards on the opponent's field with a designated defense value or lower and take control of them, but the opponent can pay a designated cost for each card to prevent control from changing.
    2. Promise - The player makes a declaration on what card they will draw in a designated number of turns. If the declared card type is drawn at the time, activate an effect. If the declared card is not drawn at the time, the player suffers a penalty effect.
  11. Corporate Activated Abilities
    1. Buyout - Target an opponent's Megacorporation card with the designated number of Credit Counters or fewer and take control of it.
    2. Recruit - Pay X amount of Credit Counters to search your deck for the designated card type with combined summoning costs equal to X and summon them to the field.
    3. Rapid Construction - After cost is paid, the player searches their deck for any Starship Vehicle card and summons it to the field, but with its stats reduced by half. At the end of each turn, it recovers a designate amount of value to its stats until it reaches its base value or the player can pay Credit Counters to immediately reach full stats.
    4. Industrial Artifice - Activate any time an Artifact is played. Pay cost to copy the card and equip the copy to a card on your field.
    5. Contact Buyout - After cost is paid, sacrifice X Credit Counters, then take control of a Being or Megacorporation card with summoning cost equal to X.
  12. Underworld Activated Abilities
    1. Smuggle - The controlling player can select a designated number of cards and/or card types from their deck and place them face down out of player. After a designated number of turns, the player can place those cards into their hand and place Credit Counters equal to their summoning cost(s) on this card.
    2. Blackmail - Target an opponent's card that has a Fake Credit Counter, Spice Counter, or the Corrupt ability. This player can use the targeted card's abilities.
    3. Extort - Target an opponent's card that has a Fake Credit Counter, Spice Counter, or the Corrupt ability. The targeted card cannot attack the controlling player of this card.
    4. Racketeering - Generate the specified amount of Spice Counters or Fake Credit Counters and place on cards on either player's field.
    5. Forgery - Target a Tech card in the opponent's Netherworld and equip it to a card on their field. If the targeted Tech card has any stat increases, the become stat reductions of the same amount. The targeted Tech card's ability becomes a designated ability.
    6. Bounty Mark - Place a Bounty Mark counter on any Being or Droid card on the opponent's field.
    7. Theft - Target a card in the opponent's hand and add it to your own. If the added card is a Tech card, place a Credit Counter on this card.
  13. Law Enforcement Activated Abilities
    1. Investigate - Target a card on the opponent's field that has Spice Counters, Fake Credit Counters, the ability Corrupt, or is a Criminal Being card and place a Revealed counter on it. The targeted card can be Arrested by a Law Enforcement card -or- Look at one card in the opponent's hand or the top card of their deck. If the revealed card is a Dealer, Slicer, Assassin, Smuggler, Crime Lord or has the ability Corrupt, exile it.
    2. Confiscate - If designated cost is paid, take the designated number or Credit Counters from the opponent's field and place them on cards on your field. If other designated cost is paid, mill the designated number of cards from the top of the opponent's deck. Any Tech cards milled this way can be used with converted cost by the player.
    3. Arrest - Target a Dealer, Slicer, Assassin, Smuggler, Crime Lord card that have activated their ability or a card that has Corrupt or Spice Counters on it. Exile the targeted card and any Tech cards equipped to it.
  14. Creature Exclusive Activated Abilities
    1. Mount - Place this card underneath a Trooper, Raider, or Commando Being card. The card on top adds this card's attack and defense value to its own and has this card's abilities.
    2. Consume - As an additional cost, sacrifice a Being or Creature card. Place +1/+1 counters on this card equal to the sacrificed card's defense value.
    3. Feeding Tentacle - Target a Being or Creature card on the opponent's field with a lower defense value than this card's attack value and destroy it. Then, place a +1/+1 counter on this card.
    4. Magpie - Target a Tech card equipped to a card on the opponent's field or in their Netherworld and equip it to this card. This card cannot use the Tech card(s) equipped to it.
    5. Stalk - As an additional cost, exile this card. Target a Being or Creature card on the opponent's field. Whenever they play another card with the same name, or create a copy of the card, destroy both cards and summon this card back to the field from exile.
    6. Scavenge - Whenever a Being or Creature card is sent to either player's Netherworld, pay this cost to exile the destroyed card and place a +1/+1 counter on this card.
  15. Unique Activated Abilities
    1. Magnite Tractor - Target a Capital Ship or two Light Capital Ship Starship Vehicle cards and tap them until the end of your second turn after this effect resolves. - Exclusive to Starhawk III Battleship
    2. Covenant Cannon - Target a Starship Vehicle card on the opponent's field and deal the designated amount of damage. Then unequip and destroy any Being cards Crewed to it. - Exclusive to Defiance-class Star Destroyer
    3. Swarm Release - Pay X to spawn the designated Starfighter Token cards equal to X. - Exclusive to Lucrehulk III Carrier
    4. Jedi Battle Meld - You can pay X equal to the number of Forceful Being cards they control to have all cards on their field gain a +1 to their attack and defense values equal to X. - Exclusive to Deluge Battle Carrier
    5. Ion Barrage - Target a Capital Ship or two Light Capital Ship Starship Vehicle cards and reduce their attack value by the designated amount, then tap them. - Exclusive to Nocturnal Battlecruiser
    6. Dark Aura - The card gains the designated amount to its defense value and cannot be destroyed by battle. If this card defends or is defended against while this ability is active, deal the designated amount of damage to that card. This ability can be activated on either player's turn. - Exclusive to Darth Maleva, Desire Witch
    7. World Walk - As an additional cost, exile this card. Search your deck and exile up to three Being or White-colored Creature cards. After two turns, summon the selected cards and this card back to the field. This card does not lose any counters on it when this ability is used. - Exclusive to Loth-Wolf
    8. Mimic - This card can be played for its Mimic cost instead. Target a Being card on the opponent's field, then this card becomes a copy of that card until the targeted card leaves the field. - Exclusive to Kaile Vera, Mimicry Master
    9. AIAS Shield - This card cannot attack, but shifts half of its attack value to its defense value and to Starship Vehicle cards adjacent to it for three turns. - Exclusive to Pulsar-class Star Temple
    10. Master Spy - Look at the top four cards of the opponent's deck. Add one to your hand, place two on the bottom of the deck, and send one to the Netherworld. - Exclusive to Allyson Locke, Shadow Master
    11. Spirit Call - After cost, remove Spirit Ichor from this card. Create Nether Spirit Tokens equal to the amount of removed Spirit Ichor. - Exclusive to Taiia Mataan, Obsidian Witch
    12. Art of the Small - Pay cost, then choose one of the following designated effects. - Exclusive to Loske Treicolt, Dawn's Knight
    13. Meld Master - All Jedi Forceful Being cards currently on your field permanently gain Meld, then apply the effect of Battle Meditation. - Exclusive to Romi Jade, Hero of the Rim
    14. Flow Walk - Look at the bottom card of your deck and add it to your hand, then re-arrange the top three cards of your deck in any order. Tap this card after this effect resolves. - Exclusive to Julius Sedaire, Green Master
    15. Natural Affinity - This ability is treated as Alter Environment when cost is played, then once that effect resolves, it becomes Plant Surge. - Exclusive to Sochi Ru, Consular Chieftain
 
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