I haven't posted here for awhile, but I have an idea for a clan (well, a bare-Bones idea)
Bonus: heal 1 max 14 (or +1 pill, prefer the 1st)
Description: After many years of debate, the World Peace Organization has finally decided to send a group of specialists to stabilize Clint City once and for all. Organized by Ryan, this peacekeeping force has made it their mission to eliminate the problem at its source, the Clint City Clans.
Ryan: 5 stars, 8/5, +1 pill per damage
After years of working in the war torn sections of the world, Ryan was called back to lead the effort in Clint City. Right after his arrival, he attempted to institute reforms, but they were ignored by most of the populence. In responce, Ryan has set up a 'safe zone' in which no clans are allowed but his own and is slowly pushing its borders.
Kelsey: 4 stars, 7/4 Protection Power & Damage (or protection attack)
Clint City's school system is in havoc. With falling standards and fewer buildings (thanks to the La Junta), the students are receving a poorer education. Kelsey has stepped in to reverse this trend and try to reign in the rebelous Skillz.
The theme sounds too similar to Rescue and Sentinel.
The heal bonus sounds nice, but only one per turn sounds too little. Freaks can drain 2 a turn with their poison bonus. I'd go Heal 2, Max 10, but that's just me.
A plus pillz clan would be interesting. I recall a conversation regarding this before (in a different thread). +2 would be reasonable depending on the exact cards.
Defeat: +2 Life
The Red One Motel's pest problem was never a secret. In fact, one of the regular guests was known for his terrible hygiene and bug farm. Let's just say, neither of these were fixed by the gas leak.
(He's covered in bugs.)
I figured that the Themes were similar, it is just that I was aiming for something like the Roots, Ulu Watu, and Frozn have going (all are pro-enviormentalism, but still feel different). But, you are probably right.
The problem I have with heal 2 max XX is that it seems to much like Jungo's bonus. I would go with +2 pillz, but I think that it is slightly over powered.
I disagree with that, hutson. The theoretical heal clan would be as similar to the Jungo as the Freaks are to the Berzerk. I would actually consider it closer to the Freaks than to the Jungo.
As for the +pillz, it would only be overpowered if the cards are. 8/4 +10 attack with +pillz would be overpowered. 7/2 +2 Life with +pillz wouldn't be.
Think about the attack clans, how many pillz would you have to use for a 7 power to beat Spaigi? At least four (counting base pill) and then you get two back unless they anticipated it and use more on the old damage sponge. Power clans, you need to put in more pillz to fight their higher power. SoB, no +pillz.
Defeat: -1 Opp Pillz, Min 1
Being a thief is hard. Finding a target and getting close to take something without being caught and beaten is something that poor Pilpah here wishes he could do.
Defeat: -3 Opp Life, Min 0
Sitting in the open out on Mount Glatz is a simple frozen pole with an intoxicating aroma. This nefarious trap has thworted more than a few would-be attackers.
The cur shows his face once again!
-3 life min. 2
Wurmhol was relieving himself on the sidewalk when he came across the cacophonic cur. Annoyed by the incessant yapping, Wurmhol decided to circle around the cur and play with it. The cur kept on barking and jumping up and down but he seems too scared to actually bite. Realizing that trying to teach the ignorant cur is a waste of time, Wurmhol decided to just herd the cur to Astrid to be experimented upon. Since the cur was really just a cowardly dog who's all bark and no bite, Astrid decided to give it a lobotomy and put a mask on its face. Now the altered cur can actually have some use - as a guard dog for the GHEIST with his steel claws and shoulder lasers, and most importantly: some guts to actually do something with it.