Yeah! I actually have hope for this...
The game will actually be a text based RPG in the traditional sense. But, instead of battles, you'll play a card game. Why? I'm not sure, but hey, it'll be fun. Rather than some TCGs which are REALLY long and drawn out, this'll try to be as quick and fun as possible. I'll try not to be like real RPGs which have battles every 5 minutes and only have them when needed. >_>
Game Mechanics
STARTING THE GAME: You draw 6 cards to start the game. At the beggining of every turn you must draw 1 card.
ACTION POINTS: Every turn you start with 5 Action Points(AP) which are a measure of your energy. You can use any number of cards from your hand as long as the cost does not exceed your current AP. AP does not stack or save up. If you end a turn with 3 AP remaining, next turn you'll go back up to 5. Some cards will increase the ammount of AP you start with each turn. That AP suffers the same rules as normal turn generated AP.
MONSTER STATS: Monsters have three different stats. Offense/Defense/Life. These are shown with a simple x/x/x, which follows the same order as above. Offense is applied when a monster attacks against a guarding monster's Defense. If the Offense is greater than the Defense, that difference is taken out of the creature's life. If the Defense is greater, there is no effect.
After a monster's life or other stat is changed, the original ammount will be in brackets by the stat that was a changed. Say a Monster with three offense, two defense, and two life takes 1 damage. It would be shown as; 3/2/1[2]. When the life hits 0, the monster is sent to the Graveyard.
The difference in stats will never "reset" or change unless;
A) The card that is causing the effect is destroyed.
B ) Another card is used to negate the effect/remove the change.
C) The monster has a healing factor. This only applies to cards which cause an effect and are then destroyed. This does not apply to equipment that reduces stats. That kind of reduction cancels out the healing bonus.
LIFE OF THE PLAYER: Each player starts the game with 5 Life. The maximum life you can have is 10, not including certain card effects. Each player has their own Defense stat, which is 99% of the time 0 or 1. When an opponent's player attacks you directly, the damage is calculated the same way as with a monster. If your life is reduced below 0, you lose.
OTHER WAYS OF WINNING THE GAME: Some cards have effects that completely change the way the game is won. These cards override any other rules. The last way to win the game is to run the enemy out of cards. This DOES NOT mean running out of cards to draw makes them lose. It means running out of playable cards; Hand, field, and deck.
DECK SIZE: A deck must have at least 25 cards. If it doesn't, you automatically lose. The maximum deck size is 60 cards. Cards can only have 3 copies of normal cards, which only 1 copy of a certain unique may be in a deck. Only 3 Uniques in all may be in a deck.
MAX FIELD STUFF: You can have 6 monsters on the field and as many spell/equipment cards as you want. You can only have 3 Equipment cards on one monster and as many spell cards on one target as you want.
Card Types
MONSTER CARDS: Monster cards are usually the main force of your army. Monsters CAN NOT ATTACK OR USE THEIR ABILITIES WHEN FIRST SUMMONED. Consider the first turn you summon them, you're really just starting the summon. Monsters have a variety of types;
Demon/Devil
Demons and Devils represent Greed, Envy, Sloth, Wrath, Gluttony, Lust, and Pride. Demons are the lesser demons, making up the jobs that peasants would do in the human world. However, demons are treated much worse, being killed for simply forgetting one thing. Devils are akin to Royalty and Aristocrats of this world. They are also strict military leaders who have straightened the forces of doom into the most feared army in history.
Humans
Humans are the strangest and newest creations of the gods. Many researchers note that human's have no set behaivior or instinct, instead each seems to choose their own path. This apparently leads to large battles, which most species rarely have. Humans have little knowledge of the true scope of the world, and most simply don't wish to face the truth that the world isn't about them.
Angels
Angels are typically thought of to be winged humanoid figures, however angels are defined as "any creatures born in the realm of light." Over the course of the world, angels started as bodyless being that were just beams of lightHowever, the beams of light selected certain things to ascend into the realm of light. Through this selection, many things became angels including; Pigs, horses, crickets, dogs, cats, snakes, and turtles. The humanoid angel is one of the newer forms of angel, but it by far the most adapted to life outside the realm of light.
Beasts
Beasts are by far the most common types of monster. They include everything from the butterfly flying over the forest, to the huge bear eating things in the forest. Beasts were the first creatures to reach Earth, and they starting multiplying soon after, filling every place with their kind.
Fire
Fire based creatures don't even have to be made of fire, they just must be born or created in the realm of fire. Fire creatures have a longstanding pact with the creatures of the water realm, ever since a war that ended in a long deadlock. Fire monsters usually have abilities that are self destructive.
Water
Creatures born in the realm of water are usually one of two things; 1) Made of of water. 2) Able to breathe in water. Water based monsters are usually able to adapt and "retreat" from battle if things get too tough and nurse their wounds before reattacking.
Dragons
Dragons are highly regarded in most cultures as the strongest creatures below gods. Most monsters refuse to even get close to a Dragon, fearing for their lives. Dragons are said to be the greediest creatures ever created, and they are very hostile. They are not known to have any society, instead focusing on themselves.
Undead
Undead are usually called "plague bearers" by the common people. Although a single zombie may not be able to cost much physical damage, it is the aftereffects that send fears into people's spines. Upon dying, most undead creatures release the "curse" that once bound them to life. This curse rots land and causes disease among the land, making Undead very cost effective.
SPELL CARD: Spell cards demonstrate abilities and otherwordly powers. Spell cards can be played AT ANY TIME provided you have the AP to use it. This can lead to interesting bluffing and threatening.
EQUIPMENT CARDS: Equipment cards are attached to any card on the field(Including opponent's monsters). Equipment cards can change or break a game. Some equipment cards are only meant for certain creatures and thus will say so on the card.
RESOURCE: Resource cards are one of the rarest and most useful cards. They reduce AP costs or increase the maximum AP cost you start a turn with.
UNIQUE RULES
Uniques are monsters that are "special" in the sense that they are MUCH stronger than normal monsters. You can only have one copy of a Unique in your deck and three uniques in all. Uniques usually have Equipment items that can make a game.
LEVELLING UP UNIQUES: Uniques CAN level up. Yes, a card leveling up. By using the card(and actually using it well) will have the card gain EXP. When it reaches a certain point, it will level up. Levelling up usually adds a point or two to a stat, but sometimes its ability gains a greater effect, or it gains a whole new ability.
MONSTER ABILITIES
Abilities are eaither passive or active. Passive abilities simply happen when the conditions are met, while active abilities must be used. If a monster uses a active ability it can not attack that turn. It can still guard, though. Here's a list of the known monster abilities.
COUNTERATTACK:[Passive] Counterattack is exactly what it sounds like. When a counter attack monster guards an attacking monster, it attacks the monster back. Damage is calculated normally. The monster still gets a counterattack in even if it is destroyed.
AURA:[Passive] Provide a benefitial bonus to all monsters on your side of the field. Some Auras WILL specify that they effect ALL creatures on the field, in which your opponent's creatures are effected too.
PLUNDER:[Passive] When a creature with Plunder attacks and is guarded by a monster, if the guarding monster has any equipment attached to it, the attacking monster gains that equipment after the damage step. If the Equipment has a custom target it can not be plundered.
REGENERATION [Passive] Regeneration will usually have something like "Life 1" or "Offense 2" next to it. That means if the selected stat is reduced by any means, at the beginning of the turn it will regenerate that stat by the number next to it.
Other abilities: Most monsters have custom abilities. These are just broad abilities that lots of monsters may have.
STARTER DECKS
Each starter deck comes with one unique, 14 other monsters, 5 Spell cards, 3 Equipment cards, 1 Resource card, and a random card. Each starter deck has an opposite and a neutral version of it.
Hellfire
This deck contants demons and devils of flame who wish to finish their conquest of the Earth, burning all in its wake. Led by General Barduc of the Demon Army.
Twilight
Through means unknown, some demons and angels have united together and worked to stop the vicious fighting between the two faces. The leader of this strange faction is a nameless Fallen Angel.
Blinding Light
The Paladins and Monks of Earth have united with the Angels of the light realm to stop the Demon invasion, and so far they have been somewhat successful in stopping them.
Necropolis
The undead have risen under control of the renegade Lich, Naj. The forces of death have already scoured much of the earth, and the earth has decided to make its last stand.
Edge of Life
Some creatures live, yet they have already perished away. These creatures now wander earth, looking for a purpose to live. The great giant(The race) shaman Ur has gathered a small army looking for purpose.
Gaia of the Deep
A select group of Beasts were gathered by Gora the Earthmother, a troll witch who has fought with the undead many times to stop their slow trample over nature. She is now launching a final counterattack against the threat, hoping to end it for good.
SIGN UPS
Name:
Description:
Bio:
Age:
Gender:
Starter Deck:
Name: Anya
Description: Young, obviously. Decent height for her age, Waist length brown hair and green eyes. Wears a varity of Vibraint colored clothing, despite her intrests...
Bio: Anya is an odd little girl. From a young age, with the loss of her parents, she's been intrested in death. Dying. What causes it. Where do people go. The works. But, when the Land rotting undead curse took effect near here, she immersed herself, and has since Been furthering her study of death, Raising the dead, and.. well, Yeah. Odd little girl.
Age: 12
Gender: Female
Starter Deck: Necropolis
Dear Talon,
You're a whore. You totally stole the 'Rei' archetype. =(
Also, my signup will be here soon, as I now have to think of a new person to be. *grumbleangstwhine*
Fine fine, here tis.
Name: Rei Sweil
Description: Long pink hair, that hangs down freely to about waist level, light blue eyes. Typically seen wearing somewhat elaborately made outfits, as she sometimes dabbles in making her own clothes.
Bio: Rei is a human, raised by a group of the Twilight forces, who discovered her while heading through her former village at a young age. The village was in ruins, and wreckage and blood could be seen everywhere. Apparently, this village was destroyed as part of a clash between two human nations. The group, feeling sorry for the sole survivor of a war torn area, took her in and raised her to believe that she was just an odd sort of angel incarnated in human form. Having been raised with them, she believes strongly in the Twilight ideals. She wants an end to not only the bloodshed between Angels and Demons, but between the poor human nations as well. She is very reserved, most of the time, and has a slight fear of strangers, a trait probably subconciously picked up from early life trauma. However, the causes that she feels strongly about, she will speak up for them and defend her ideals when needed.
Age: 13
Gender: Female
Starter Deck: Twilight
Name: Artea
Description: Lesse...dark blue eyes, black hair, wears a dark greenish blue robe that comes down to his feet...yeah. average height and weight. fun stuff.
Bio: Artea has always been close to nature. He has loved the outdoors since he was first introduced to it, the freshness of the air, the coolness of the wind, the refreshing taste of water. He communes with the spirits around him to aid him in whatever he needs. Currently, he is searching for a purpose, one that will hopefully allow him to be all that he can be.
Age: 17
Gender: Male
Starter Deck: Edge of Life
C'mon, Ivan. A little originality never hurt nobody. >_>
And battle every 5 minutes in typical RPG's? Try seconds.
Name: Erich "Ech" Nedonne
Description: 6-1ish, medium build, darkish hair that isn't that long but kinda is. (A little shorter than shoulder.) Standard clothing that doesn't really look too outlandish. Short beard. You could call him an "ancient nerd" or something.
Bio: Having lived alone studying for most of his adult life, Ech (as he was called by one friend Jeth, who had a speech impediment -- the nickname stuck) felt like he needed something more than his studies. He wasn't quite sure what. While he understood who he was, he didn't understand why. He needed something to stick to -- perhaps someone to give him purpose. He'd recently had a dream where something happened to him (he wasn't sure what, though it involved a blonde girl who appeared his age, though the details were fuzzy) that he discovered his purpose. It was in a forested environment, where he decided to begin his search...
Age: 21
Gender: (M)
Starter Deck: Edge of Life