Gonna post them here. They're pretty all over the place, though you may notice some common themes. Probably not gonna organize them into a custom set or anything, but we'll see!
This one is pretty simple - a Treasure that gives you zero money, but that might still be worth buying for the neat side uses. Also a $1 cost, cause I felt Dominion needed more $1 costs.
Edit: Or, I'll post them here once I can get them to actually display. Uploaded one to imgur, but I don't seem to have the code right for it to show up yet.
Edit Edit: Got it!
Tramp
+1 Card
+1 Action
You may play a Victory card from your hand or discard pile. (If it has no active types, such as Action, Treasure, or Night, then it does nothing except remain in play until end of turn.)
$2, Action
Tramping Grounds
+1 Card
+1 Action
You may play an Action card costing $2 or less from your hand or discard pile.
-
2 VP
$5, Action - Victory
Decided I was too lazy to use the fancy card machine right now. Maybe later. Anyway, split pile, here. Two bits work well together, but even better if you can combo them with other stuff. Worried Tramp might be too good in some cases - use it to play a Colony, then use tools/changelings to get a bunch of Colonies... Still, that's a relatively niche combo, and I think it's reasonable otherwise?
Ruined Cellar
Discard up to 2 cards, then draw that many
$0, Action - Ruins
Ruined Moat
Discard a card, then draw a card.
-
When someone else plays an attack card, you may reveal this and discard it to be unaffected.
$0, Action - Reaction - Ruins
Ruined Moneylender
You may discard a Treasure for $2.
$0, Action - Ruins
Ruined Workshop
You may gain a card costing up to $2.
$0, Action - Ruins
Ruined Chapel
You may trash up to 2 cards from your hand worth $3 or more.
$0, Action - Ruins
Ruined Mine
Trash a Treasure from your hand and pay up to $3. Gain a Treasure worth up to the price of the Treasure you trashed, plus the amount you paid.
$0, Action - Ruins
Ruined Garden
You may put a Victory card from your discard pile into your hand.
-
Worth 1 VP if you have 5 or more ruins in your deck at the end of the game, 0 VP otherwise.
$0, Action - Victory - Ruins
Not sure about Ruined Mine or Ruined Garden, here. Like the ideas in general though, I hope we get to see more ruins some day. Ruined Mine there probably needs to be renamed, too.
Expansive Slums
Gain an action card costing $2 or less to your hand. If you cannot, trash this.
$0, Action - Ruin - Looter
Life Amongst The Ruins
Choose five: Gain a Ruins; Put a Ruins from your discard pile into your hand; Play a Ruins from your hand; Replay a Ruins you have in play; or Trash a Ruins you have in play. You may choose the same option multiple times.
$5, Action - Looter
Probably too much text on Life Amongst The Ruins, there? Not sure the title fits Dominions title theming, either. Neat idea though.
Edit: Think I cut the text down to something halfway reasonable.
Gang of Hooligans
+1 Action
Each other player reveals their hand and discards a Ruins, or gains a Ruins to their hand if they have no Ruins to discard.
$3, Action - Attack - Looter
Another looter. Can be held off if you have Ruins, for a while.
Ruined Throne Room
You may play an action card from your hand costing $2 or less twice.
$0, Action - Ruins
Ruined Laboratory
Reveal the top card of your deck. If it's an action card costing $2 or less, play it.
$0, Action - Ruins
Ruined Festival
You may play up to two action cards costing $2 or less from your hand.
$0, Action - Ruins
More Ruins! These are actually half way decent - maybe only put 5 of each in the Ruins deck, or something.
Urban Evolution
+1 Action
Gain three Ruins to your hand, then return two Ruins from your hand to the Ruins pile.
$2, Action - Looter
Another self looter. Combos with things that trigger when you gain cards, and lets you sort through the ruins deck for ones you actually want, if you're inclined to do that.
Lawless Order
+1 Action
You may rotate the Ruins Pile.
You may gain a ruins.
The next three times you play a Ruins this turn, choose one: +1 Action, or +1 Card.
$2, Action - Looter
If you get enough things that boost the effect of Ruins, they might actually be worth getting! Or, maybe not. Maybe not. XD
Made this a looter, and let it rotate the ruins pile too, because why not.
$4, Central Planning, Project
During your turn, Treasures are Actions in addition to their other types.
$7, Imperial Bureaucracy, Project
During your turn, Treasures are Actions and have "If you played this during your action phase, choose one: +1 Card, or +1 Action" in addition to their other types and text.
A fun Project idea, counterpart to Capitalism. Kinda worried the first version is over powered in combination with Ways though, so, the second version is much more expensive, and has a secondary effect that doesn't work with Ways and is hopefully better balanced with them. Also much less dependent on combos to be useful, in general.
Moneychanger
+1 Buy
Treasure cards cost $1 less until end of turn. (But not less than $0)
You may trash up to three treasures from your hand that each cost more than $0. Gain $ equal to their total $ cost.
$3, Action
It makes treasures cost less - and then it gives you an option that would be great, if it hadn't just made treasures cost less.
Fun combo with Mysterious Token, too. Great for getting the tokens, useless for trashing them.
Kludge
+1 Action
You may trash a card from your hand. If you do, you may gain a card from the trash costing up to $2 more than it.
$3, Action
An upgrade variant... That can't access cards from the supply, only ones from the trash. Awfully strong if you can combine it with a card that has 'on-trash' effects, 'on-gain' effects, or both, but otherwise mostly useful for trashing, or maybe if there are Knights rampaging or something. Might need to make it specify a 'different' or 'differently named' card, so you can't just repeatedly trash your silk merchant and then regain it to farm villagers and coffers. :/
Ruined Bridge
Name a Non-Victory card. That card costs $1 less until end of turn, but not less than $0.
$0, Action - Ruins
Ruined Witch
You may gain a curse. If you do, each other player gains a curse.
$0, Action - Ruins - Attack
Ruined Warehouse
+1 Action
Discard one to three cards.
$0, Action - Ruins
Ruined Hamlet
You may discard a Victory card for +1 Card.
You may discard an Action card for +1 Action.
You may discard a Treasure card for +1 Buy.
$0, Action - Ruins
Sullen Hermit
You may gain an action card costing $2 or less.
You may trash a non-Treasure card costing $3 or more from your discard pile or hand.
$0, Action - Ruins
Ruined Masquerade
Each player with at least one card in their hand sets aside a card face down on this, then shuffle those cards and deal one randomly back to each player who set one aside.
$0, Action - Ruins
Ruined Baron
You may discard an estate for $2.
$0, Action - Ruins
Meandering Ruins
You may play an action card costing $2 or less from your hand or discard pile.
$0, Action - Ruins
Ruined Harvest
Reveal the top two cards of your deck and then discard them. +$1 for each differently named card costing $2 or less revealed.
$0, Action - Ruins
More ruins! At this rate, if you made a set with these, you might be able to make the ruins deck have, like, two or three copies of each or something. That would make things really random when it comes to handing out ruins... But then, they do pretty much all suck, so I don't think it matters a ton?
Edit: If anybody thinks any of these are worth making fancy card pics for, ask and I'll do it. I'm lazy, but not *that* lazy, I'll do stuff if people show interest.