Your Ad Here

Destiny Helix Studios

Home of the Radicals, the Shepherd, and Burt & the ILS
  • Home
  • Comics
    • The Radicals
    • The Shepherd
    • Burt & the ILS
  • Myriad CCG
  • Book Store
  • Links
  • Zazzle Shop
  • Contact

Posts Tagged ‘Jayce’

115 items.
Dec20

Radicals Issue 6 Page 21

December 20th, 2011 | by DestinyHelix
  • Comic »
  • Radicals »
  • 06: Worlds Apart: Dark Passage
Radicals Issue 6 Page 21

As is often the case in real life, a gun is the solution to the problem.

Where are the adults in this universe? I mean the kids apparently have easy access to guns and dress like prostitutes. It’s almost like they’re living in… current times.

So, what does everyone think? Is this a satisfying end to Dark Jayce? Was it super-predictable? I felt like it was but then I originally wrote this plot outline like a year-and-a-half ago, so everything was always leading up to this. I’m really starting to enjoy the morally ambiguous endings I’m leaning towards. Did (Dark) Chuck kill (Dark) Jayce out of anger or mercy, knowing his best friend would never truly be in control of himself again? Or was it revenge/jealousy for corrupting Hailey and taking her away?

After all, we know Prime Universe Chuck finds Hailey attractive at least judging by his space fantasy here and both Chucks’ reactions in this scene indicate the feeling is not universe-exclusive. Not to mention Dark Chuck’s lament here. Exploring Chuck and Hailey’s relationship is one of, if not THE main theme of this issue. It’s why Jayce was spun off into a sub-plot, to keep him from crossing over and give the others a chance to interact (and solve a problem) without him, especially Hailey and Chuck. Jayce had thus far been omnipresent, even when Patrick was AWOL for nearly the WHOLE FIRST 2 ISSUES and ALL OF ISSUE 5!! Chuck and Hailey’s dynamic will continue to be explored in the epilogue of this issue and most likely in future issues as well. How will it end up? Who knows? After all, Jayce’s future no longer seems set in stone, so who’s to say Hailey won’t end up with Chuck?

 Please take the time to Vote for the Radicals:

The Webcomic ListComic RankOnline Comics

Tweet
└ Tags: Chuck, Chuck (Dark Universe), Dark Universe, death, Evan, graphic violence, headshot, Jayce, Jayce (Dark Universe), Karen, Karen (Dark Universe), Patrick, Zperdoch, Zperdoch (Dark Universe)
3 Comments

Related Comics ¬

    Oct 19, 08Radicals Issue 4 Page 02
    Jul 28, 11Radicals Group Sketch
    Jan 7, 10Shepherd Issue 4 Cover
    Jul 4, 07Radicals Issue 1 Page 07
    Oct 15, 10Radicals Issue 6 Page 04
Feb10

Radicals Issue 6 Page 28

February 10th, 2012 | by DestinyHelix
  • Comic »
  • Radicals »
  • 06: Worlds Apart: Dark Passage
Radicals Issue 6 Page 28

In real life, I wasn’t there when they tore it down. Sometimes I wish I had been, because if there was ever a place which was home to me it was that dank, old cinder-block farmhouse. It was to there my parents took me home from the hospital. It was there I got my first puppy for my birthday (I thought he was a rat at first) and it was there I would later bury him. It was there I followed my grandfather to work as he milked the cows and rode the tractor with him. It was there I went through 80 years worth of photo albums with my mom and grandmother. It was there that Travis (the real Chuck) and I slayed many a monster in the halls of Castlevania and sewers of New York City and waged some of the most vicious playroom battles between the Autobots and Decepticons. It was there I drew quite a few comics that would eventually evolve into this series. The house may only exist in my heart and mind now, but I still dream about it quite often. And in my dreams, it’s as if it’s still out there somewhere to be found, since I never saw it torn down with my own eyes. Kinda like the mysterious island. See how I kinda tied that together thematically? (Even if only in the commentary).

This is the 148th page of “the Radicals”. Seems an odd number for a “milestone’ as I hinted at last week, so what’s the big deal? Well, it’s the end of our sixth issue. This is the farthest I’ve ever gotten into a published work without wadding it up , throwing it away, and starting over. I feel like this has probably been my best written, drawn, and colored issue so far. Thanks and credit go out to Wade for this too, but I can definitely see that I’ve improved a lot since I started doing this as a webcomic five years ago and especially since my first published comics over 10 years ago.

Previous issues had ended on pretty serious notes, so I’m glad I got to end this one with a funnier scene. There’s a a bit of a dual tribute on this page: Jayce’s shirt is a tribute to the Lego Classic Space theme, as well as Commander Schwartz of Space: the Comic (which, in turn, is a tribute to said theme.)

 Please take the time to Vote for the Radicals:

The Webcomic ListComic RankOnline Comics

Tweet
└ Tags: Chuck, clubhouse, Evan, Hailey, I Like Swords, Jayce, Patrick, rapier, sexy, sword
  Comment

Related Comics ¬

    Jun 12, 09Radicals Issue 4 Page 18
    Sep 14, 08Radicals Issue 3 Page 21
    Jun 22, 08Radicals Issue 3 Page 08
    Dec 6, 07Shepherd Issue 1 Page 19
    Sep 16, 07Radicals Issue 1 Page 17
Feb17

Radicals Issue 7 Cover Sketch

February 17th, 2012 | by DestinyHelix
  • Comic »
  • Destiny Helix Sketchbook
Radicals Issue 7 Cover Sketch

Decided to take a week off to get wound up for the next issue, but here’s a little sneak peak at the cover.

 

Tweet
└ Tags: Bev, Chuck, cover art, Gail, Hailey, Jayce, Lao, Lee, Order of Chaos, Patrick, Rampage, Shroud, sketch, Zperdoch
  Comment

Related Comics ¬

    Aug 26, 07Radicals Issue 1 Page 14
    Aug 19, 10Roy Original Sketch
    Jan 15, 10Radicals Issue 5 Page 15
    Oct 21, 07Radicals Issue 1 Page 22
    Oct 5, 08Radicals Issue 4 Cover
Feb24

Radicals Issue 7 Cover

February 24th, 2012 | by DestinyHelix
  • Comic »
  • Radicals »
  • 07: Alpha & Omega: God of Death
Radicals Issue 7 Cover

Pencils by Roberta. Bad composition and inking by Me.

This is how it all started. Originally, anyway. Ten years ago, I self-published a 2-part graphic novel called “Guardians of Zero Nexus: Alpha & Omega”. It had the same core cast as “the Radicals” and largely the same premise. It was a tale of terrorism on a scale that staggered the imagination. Well, at the time I wrote the script, anyway. I finished drawing the first chapter “Alpha” on September 9th, 2001. Two days later… well, you know.

This caused me to water the second half of the story down a bit and heighten the anti-terror message of the book. “Alpha and Omega” was always meant to be part of this series and I always wanted a chance to do it over and punch it up a bit (also, I’ve had 10 years to get better at drawing). There were also lots of little “director’s cut” scenes I had either cut for space or thought of after the fact that I wanted to add in to explain certain things. Some of these were included in the three follow-up issues I did 6 months after the first two, but those still needed redone too. So while I have wanted to revisit this story for a long time, I did not want to open the series with it again.

Also, since you’ve met most of the characters already, this time at least you got to know them a little better before they die. Oops. Oh well. With a subtitle like “God of Death”, you know all eleven character on the cover aren’t going to make it through alive, anyway.

 Please take the time to Vote for the Radicals:

The Webcomic ListComic RankOnline Comics

Tweet
└ Tags: Bev, Chuck, cover art, Gail, Guardians of Zero Nexus, Hailey, Jayce, Lao, Lee, Order of Chaos, Patrick, Rampage, Shroud, Zperdoch
  Comment

Related Comics ¬

    Jun 17, 11Radicals Issue 6 Page 11
    Oct 8, 09Radicals Issue 5 Page 05
    Apr 10, 10Radicals Issue 5 Page 24
    May 20, 11Radicals Issue 6 Page 07
    Dec 3, 09Radicals Issue 5 Page 10
Apr19

Myriad CCG – Let the playtesting begin!

April 19th, 2012 | by DestinyHelix
Posted In: Blog

Well, I’ve finished the Core Set of my card game and it’s time to start playtesting them! I’ve ordered myself a few decks to playtest with as well as a complete set. If you are interested in helping playtest feel free to print out cards from THIS GALLERY (you can fit 6 cards sideways on a sheet of 8.5 x 11″ paper at 300 dpi.) and refer to the rules below:

Myriad CCG Rules

Introduction

As with most card games, the objective of Myriad is to win. The basic duel rules of Myriad represent a battle between two combatants and victory is achieved by forcing your opponent to run out of draw cards (or Stamina) before you. The most common way to do so is with damage from Attacks. Effect cards can enhance your attacks and defenses to whittle down your opponent more efficiently, while preventing your opponent from doing the same to you.

I. Getting  Started

Each player will need a deck. A deck consists of a Main Character Card and a draw deck of 42-72 cards. Starter decks are preconstructed and should be playable right out of the box. Customized decks need to follow certain rules to build and will be explained in “Building a Deck”. At the beginning of the game, each player draws up to their Resource Score and rolls a die. The player with the highest result goes first.

II. Phases of a Turn

Each player’s turn is broken down into 4 phases. It will be helpful to familiarize yourself with these phases and what you are allowed to do in each before learning how the cards themselves work.

1. Maintain Phase

A. Shuffle your Rolled Pile into your Stamina.

B. Remove any Tactics or Instant Effects remaining on table from the previous turn.

C. Discard any non-Compulsory Continuous Effects from play that you control.

D. Switch your Main Combatant.

2. Respond Phase

A. Play a defensive Tactic for each Attack your opponent played against you on his turn or any Effect that allows you to avoid attacks or reduce damage.

3. Initiate Phase

A. Declare 1 Attack at Base Damage OR play any Tactic: Attacks you wish to play (as many as you can pay for).

4. Balance Phase

Draw up to or discard down to your Resource Score. Your turn ends.

III. Card types & How they work

Characters

Character cards are played in two different ways: as a Main Character or an Ally.

A Main Character is played before the game begins and usually defines a special power you can use during gameplay and cannot be removed from play. If you use a particular Main Character, you may include Specialty Cards from that character in your deck, but not from other characters unless another card or effect allows you to. The Stamina score on your Main Character also defines the size of your draw deck but the Character Card itself DOES NOT COUNT toward your deck size limit. Other Ability Scores on your main character are used to pay costs for cards during game play.

An Ally Card is a character card shuffled into your draw deck and played as a “helper”.  Once per turn (during your Maintain Phase) you may switch control between your  Main Character and/or an Ally. This is called switching your Main Combatant. An Ally may pay costs and play cards while the Main Combatant just like a main character, but any Continuous Effects (like Weapons or conditions) on a character are ignored whenever that character is not your Main Combatant. You may include a number of Allies in your deck equal to your Charm score. Allies cost nothing to play, but you may only play 1 Ally per turn. Including an Ally in your deck allows you to include Specialty Cards from that character during deck construction.

Tactics: Attack

Attacks are the most basic action in Myriad. Once per turn, you can make an Attack without a Tactic. Simply declare you are making an Attack during your Initiate Phase. Add your base Damage Score and Damage Bonus of any weapon your character is weilding (and any other relevant bonuses) to determine the total damage your attack deals. Your opponent must discard a card from the top of his deck to his dead pile for each point of damage you inflict. Your opponent can respond in one of three ways: Play a Tactic: Evade, Play a Tactic:Block, or ENDURE the Attack. Enduring an Attack only reduces its damage (to a minimum of 1). The Attack is still considered successful even if Endured.

You can enhance an Attack by playing a Tactic: Attack. When declaring an Attack, you may play a Tactic: Attack (paying its Ability costs) and apply its Damage and other relevant Bonuses to your own base Damage Score and Weapon Bonuses. When using Tactics you may play as many Attacks as you can pay for. Play your Tactic: Attack toward your opponent to allow him to select an appropriate response. Your opponent can choose to play a Tactic: Evade, Tactic: Block, or Endure the Attack.

Tactics: Block

Tactic: Blocks are played in response to an attack. To play a Block pay its cost during your Response Phase. If the Block covers the same the area of the combat grid as the attack, add the Block’s Endurance Bonus (and any other relevant bonuses) to your own Endurance score and reduce the amount of the incoming Attack’s Damage by that total. If a Block would reduce an attack’s Damage to zero or less, the result becomes zero and the attack is deflected and considered unsuccessful.

Tactics: Evade

Tactic: Evades usually cost Agility to play and are played during your Response Phase against an opponent’s incoming attack by paying its cost. If the Evade covers the same area of the combat grid as the incoming Attack, the attack is avoided (as is all damage) and considered unsuccessful.

Continuous Effect

Continuous Effects can be played during any Phase (unless specified on the card)  and go into effect immediately upon being played. They will have an effect on game play and will usually specify if they affect you, your opponent, or all players. You may willingly discard an effect from play during your Maintain phase unless it is COMPULSORY.

Conditions

Conditions are Continuous Effect cards which go into effect immediately upon being played. They will have an effect on game play and will usually specify if they affect you, your opponent, or all players.

Locations

Locations are Continuous Effect cards which like Conditions go into effect immediately upon being played. Most Locations have two Continuous Effects: a Battlefield effect text that affects all players and a Headquarters (HQ) effect which only affects character with the one or more of the matching Traits on the Headquarters text box. Locations have no cost, but you may only play one Location card per turn.

Items

Items represent tools or weapons usable by the characters in the course of the game and work basically like Conditions but for the most part generate Effects that benefit you specifically. (There are exceptions though.)

Challenge

Challenge cards are Continuous Effect cards played on your opponent. They have a text box which affects your opponent only, restricting his ability to play cards, causing him damage, or otherwise harms him. They have no cost to play but you can only play 1 Challenge per turn. Challenge cards have a “Solve” cost which your opponent can pay to remove the Challenge from play. Challenges “Solved” in this manner trigger the Reward text at the bottom of the card from which your opponent will gain some benefit.

Instant Effects

Instant Effects have an immediate effect and remain on the table until the beginning of the owner’s next maintain phase.

Events

Events are Instant Effects that may be played during any phase of your turn (unless specified by the card).

Splode!

Splode! Cards are Instant Effects that may be played during any phase of your turn (unless specified by the card) or during your opponents turn. Splode! cards interrupt the play of another card if it nullifies, counters, or modifies another card in play.

IV. Game Mechanics

1. Rolling Dice

Some cards or effect will require you to roll a die to determine a random outcome. “Dice” are rolled by turning over the top card of your Stamina deck to the top of your Rolled Pile and using the die roll number in the lower right hand corner.

2. Dead Pile & Rolled Pile

Myriad uses two different discard piles: the Rolled Pile & the Dead Pile.

The Rolled Pile consists of the cards you have used to roll dice for random effects. During your Maintain Phase, you may choose to shuffle your rolled pile into your draw deck. Any time you take damage and there are no remaining cards in your Stamina Deck or you take damage greater than the cards remaining in your Stamina Deck, the remainder of cards discarded due to damage is discarded from the top of your Rolled Pile instead.

The Dead Pile consists of cards that you have actually discarded after use or been forced to discard due to damage from attacks or other effects. These cards are in effect “dead” and can only be retrieved if another card or effect specifically allows you to. When all your cards from your Stamina, Rolled Pile, and Hand are in your Dead Pile, you lose the game.

3. Ability Scores – Ability Checks & Paying Costs

Ability Scores are used primarily for paying card costs, but may also be used for Ability Checks and to fulfill other card requirements. Some Ability Scores also have built-in functions.

You can only play a number of cards allowed by your Ability Scores. Most cards will have a “Cost” box listing the Ability Cost of that particular card card. You may play up to each Ability Score’s value per turn.  (Example: Your Main Combatant has a Dex Score of 3 and Int Score of 2. You Play and Attack that Costs 1 Dex and 1 Int, and an additional Attack that costs 2 Dex. You have used all your Dex for that turn and may not play anymore cards with a Dex cost. You have an Event in hand that cost 2 Int and 2 Spi. You may not play that card this turn as its Int Cost (in combination with the previous Tactic you played) would exceed your Int score.)

Some cards require you to make an Ability Check and list a Threshold number. In this case roll a die and add it (and any applicable modifiers) to the relevant Ability Score. If the total result is greater than the Threshold listed the Check is successful.

Other cards will require you to make an Ability Check against your opponent. Both players roll a die and add it to the relevant Ability Score (and any modifiers). The Player with the highest total wins.

Two Ability Scores also have built-in functions: Endurance and Charm. Endurance applies whenever you are unable to play a defense or choose not to. If you choose to Endure the Damage of an Attack, you may reduce its damage by your Endurance Score (to a minimum of 0). Your Charm Score determines the number of Allies you may include during deck construction.

4. Concealed cards

Certain cards or effects allow cards to be “Concealed”. Both Attacks and Effects can be Concealed, but behave a little differently.

A Concealed Attack is played face down and its cost is paid immediately upon doing so. The opponent must guess an appropriate defense against this attack. Once a Defense is chosen, the Concealed attack is flipped to determine if the Defense is successful.

A Concealed Effect is played face down and has no effect on the game until activated and flipped face up. The cost for the Effect is played at the time it is activated. If you cannot pay the cost of the card, it cannot be activated.

V. Keywords:

Some cards contain boldface Keywords in the beginning of their text box. Some of these have special functions.

Compulsory

A card which has the keyword “Compulsory” in bold text cannot be willingly discarded. It can only be removed by another card or effect that removes cards.

Unique

When a card has the keyword “Unique” in bold text in the beginning of its text box, you may only have one copy of it in play at a time. The same applies for a Character with “Unique” as a trait.

VI. Deck Construction

1. Deck Size (Stamina)

Your deck size is determined by the Stamina range on your main character card. Your deck size must be in multiples of six (see Deck Balance.)

2. Core Tactics

Your deck must include at least one copy of each of the 9 Core Tactics. Each Core Tactic is marked as such on the card type. These 9 Core Tactics are: Right Arm Strike, Head Strike, Left Arm Strike, Right Leg Strike, Torso Strike, Left Leg Strike, Right Arm Block, Left Arm Block, and Shin Block.

3. Deck Balance

Your deck must contain an equal number of each die roll in the lower right hand corner. That means a deck of 42 cards must contain seven 1′s, seven 2′s, seven 3′s, and so on. If a card does not have a die roll on it, it can not be included in a draw deck and is intended for Pre-game (Main Character)  use only.

4. Specialty cards

Specialty cards are cards that represent a favored technique or ability of a particular character. They have a portrait of the chracter it is intended for in the upper right hand corner as well as the name of the character down the right hand side of the card image. They generally can only be included in your deck if the listed character is your Main Character or is included as an Ally in your deck. Some other effects will allow you to include and play Specialty cards from other characters, however if a card text begins with a phrase like “Hailey ONLY” or “Teen ONLY”, then only a Main Combatant with that matching name or trait may use it.

5. Card Limits

Some cards have limits listed below their main text box. This determines the maximum number of this card that can be included in your deck.

Tweet
└ Tags: CCG, gaming, Jayce, Myriad Adventure Card Game, Myriad CCG, Myriad Prototypes, RPG
  Comment
  • Page 23 of 23
  • « First
  • «
  • 19
  • 20
  • 21
  • 22
  • 23
Like DestinyHelix on the FaceyPlaces! Follow DestinyHelix on the TweetyBox! Follow DestinyHelix on the TumblySpace!
Watch DestinyHelix on DeviantArt! Follow DestinyHelix on The Inky Blot! Subscribe to the old-timey RSS feed. (YAWN.)

Radicals – Latest

Radicals Issue 7 Page 05

Online Comics

Shepherd – Latest

Shepherd Issue 4 Page 09

Online Comics

Burt & the ILS – Latest

Burt And The ILS Issue 8 Page 6

Online Comics

Latest Sketch

“Angelique” Color Sketch

Latest Updates

  • “Angelique” Color Sketch
  • Burt And The ILS Issue 8 Page 6
  • Radicals Issue 7 Page 05
  • Review: Transformers Prime Wheeljack
  • Burt And The ILS Issue 8 Page 5

Recent Comments

  • Kevin on Radicals Issue 7 Page 04
  • Kevin on Radicals Issue 7 Page 03
  • Kevin on Future Hailey Pin-Up Sketch

Content Archive

Tags

Angelique Ares Athena's Owl BILS Burt Chuck Chuck (Dark Universe) clubhouse Comm Sutherland cover art Crystal Dark Universe Division 21 Double Trouble Dr Lehman Evan faith Father Joseph flashback furry Gen Tobin Glitch Hailey Jayce Joseph Karen Karen (Dark Universe) Lee mall mecha Newgenics Order of Chaos panty shot Patrick Raylynn Roy Sam White sexy Shields Goodwin Shoji/Beacon sketch Smitty Transformers transwarp gate Zperdoch
Start a fun and easy online graphics business!
Have a site you want
to monetize or advertise?
Project Wonderful makes advertising awesome!
Project Wonderful
makes advertising awesome!

Friends of DestinyHelix

Tuttles geekFoundry - A Total Solutions Company Start a fun and easy online graphics business! Panda in Zombie World Space the Comic Faulty Twin
Your Ad Here
Your Ad Here
Your Ad Here

Member Control Panel

UserName:


Password:




  • Recover password
"Burt and the ILS" is © and TM 2007-2012 Sam White.
"The Radicals" and "The Shepherd" are © and TM 2007-2012 DestinyHelix Studios.

Powered by WordPress with ComicPress |Subscribe: RSS