02-08-2017, 02:22 PM
(This post was last modified: 02-10-2017, 11:02 PM by Tearen Wover.
Edit Reason: now legible.
)
So this is *twitch* sort of the direction I'm going in at this point. Keep in mind this is all just very rough notes and ideas.
OmniCards
Objective; Whoever has the most accumulated story points (SP) at the end of ten rounds is victorious
Character Cards:
Assists: Can be played once per turn instead of an Event. Usually help increase the OM Budget, and may have an additional temporary effect.
Primes: Can only have two in the ‘story’ (field) at a time, at a maximum of 10 combined levels
Have a level: Equals HP and SP value and OM budget
Have the four Stats.
Have one Unique Effect, and One Power
Can move freely between Venues, but only to one different Venue per turn
Secondaries: Can have one per total Prime level, cost OM to summon. Worth 1 Story Point. If a Prime is killed and a player now has a number of Secondaries exceeding their limit, the existing secondaries remain in the Story, but more may not be summoned until the limit is increased again.
Primes can (usually) kill Secondaries unchallenged.
Secondaries’ OM cost indicates their power. In a secondary fight, higher wins.
Cannot normally move between Venues
Have one Power, No Stats
Setting Cards:
Venues: Can create special rules. Characters act in Venues.
Cost OM to summon. Split SP value if contested.
Each Venue has a Verse assigned to it. Certain Primes and Secondaries benefit from different verses.
Artefacts: Can grant special powers to Primes and are worth SP.
Can be stolen by Primes who kill other Primes
If a Secondary kills a Prime with an Artefact, they can carry the Artefact but it does not benefit them. Friendly Primes can claim the Artefact from that Secondary if they’re in the same venue, or they can be killed for it.
Story Cards: Uh...special mofos.
Plots: Can be ‘won’ for serious SP gain
Only four Plot Cards can be in play at any given time. They can be played for free at the start of a players turn, but the players must alternate playing the plot cards, even if doing so is multiple turns apart.
Each Plot card has a Condition on it. The moment a given player satisfies this condition, that Player takes the Plot card, and they can currently count its SP value towards their SP total.
Can also potentially put special rules in place.
Events: Can be played for free at any moment during anyone’s turn, but only once per turn. Have no OM cost or SP value, but can be used to mix up the current Story. (Field) USUALLY expire after they are played.
Setup:
Both Players search their decks for a Venue that they wish to play, and put them into the Story. They then shuffle their decks and draw six cards. The maximum hand-size is ten. If a player ends their turn with more than ten cards in their hand, they must send any cards of their choice from their hand to the Nexus until they reach ten cards. They decide who goes first, and set their decks off to their right.
Any plot cards that are played go between the two players, probably also off to the right.
Venue cards get played between the players, directly in front of them, and Character cards are put on top of these.
Cards that are used or eliminated from the Story go in a 'Nexus' (Graveyard) pile to the right of their decks. In the event that a player plays through their normal deck, they shuffle their Nexus pile and use that as their fresh deck.
A special pile called the Underverse Pile goes between the two players' decks. Cards that are 'banished' to this pile do not get reshuffled when a player exhausts their deck. Both players use the same Underverse pile.
Taking a Turn:
Step 1: Draw a card.
Step 2: Summon Cards, Move or Play Primes or Secondaries if able.
Step 3: Iniate desired fights.
Step 4: Fulfilled Plot cards are collected at the end of both players' turn (round)
Summoning and OM Budget
To Summon a card with an OM cost, a Player must have a large enough OM budget. A Player's OM budget is primarily determined by the combined levels of their Primes, but other cards in the Story may augment this.
For example, if a player wants to summon a card worth 8 OM, they must have an OM Budget of at least 8 to do so. If a player uses their full OM Budget in a single turn, they may not summon any more cards. There are, however, no limits to how many cards a Player may summon, so long as their total cost does not exceed the budget.
A Player's OM Budget renews itself at the beginning of each turn
Combat: (disclaimer: VERY WIP)
Both players are allowed to initiate combat on their turn. Combat works differently depending on who is fighting.
Secondaries Only: Both sides add up their total Power (designated by OM cost). The higher side deducts the power of the lower side from their total, and destroys any number of Secondary cards on the losing side whose power equal the difference. All secondary Powers are taken into consideration whether a side is attacking or defending, no matter whose turn it is.
Primes Only: Instead of taking turns, both Primes engage simultaneously. A Prime can determine if they would like to add their TEC score to either their ATK or DEF for the duration of the fight. The Prime with the higher SPD is determined to deliver their blows first. The difference between ATK and DEF indicates the damage done to a given Prime. A Prime is only Killed if the damage received equals or exceeds their level.
Primes and Secondaries never engage in group fights, but if Primes choose to attack a Secondary, they can target one at a time. Doing so (usually) immediately destroys the Secondary. A Prime that does so cannot then initiate a fight with anot her Prime
Prime Powers:
In case it wasn't clear before, a Prime's unique effect and Power differ in that a Unique Effect is, well, unique to that Prime. Powers on the other hand are abilities that could be written on any Prime card. Here is a starter list. (Thanks to spiffy people for giving me some starter ideas) Most of these will be based off of actual powers in the Omniverse, but they don't have to be. The list is, of course, open for discussion and ammendment.
Burst Movement: This Prime always attacks first in a fight, even if their SPD is lower than the opponent's. (If both Primes have Burst Movement, SPD rules apply normally)
Stealth: This Prime may conceal themselves for one round, preventing them from both attacking and being attacked
Regeneration: When this Prime is Killed, return them to your hand instead of the Nexus.
Survivability: This Prime's HP is raised by +3
Enhanced Senses: Once per turn, you may pick a random card from your Opponent's hand and look at it.
Telepathy: Add +3 to this Prime's SP
Master Acrobat: This Prime may split their TEC between ATK and DEF however they chose
Flight: This Prime may, if they choose, ignore any special rules created by the venue they are in
Maleability: This Prime may swap any two stats for the duration of a given fight.
Mimic: This Prime may use the same power of their opponent.
Fusion: This Prime may combine their stats and powers with an allied Prime for the duration of a fight.
Shielder: This Prime may choose to transfer all points from their attack to their defense for the duration of a given fight.
Banisher: Primes killed by This Prime are sent to the Underverse pile instead of the Nexus, including those with Regeneration.
Formation: If this Prime is in a venue with another allied Prime, both Primes gain +2 DEF
Visionary: If This Prime attacks a secondary, they may choose to take possession of that Secondary instead of Killing them.
Secondary Powers: Same idea as Prime Powers.
Guerilla X: If an opposing Secondary force has more power than yours, this card gains X power when in combat.
Prime Slayer X: This Secondary may attack Primes at their venue. If the Prime is of X level or lower, they are killed. Attacking a Prime of a higher level destroys This Secondary, but it counts as though that Prime targeted this card. (Meaning that Prime can't attack on their turn)
Traveler: This Secondary can move between Venues.
Native: If this Secondary is in a (Insert Verse) Venue, their power increases by X when in combat.
Savage X: If this Secondary loses in a fight, destroy the weakest card in the opposing force, up to X power. In the case of one on one fights, both Secondaries are killed.
Drone: When this Secondary is killed, they are returned to your hand instead of the Nexus
Prestige: This Secondary may not be attacked by a Prime
OmniCards
Objective; Whoever has the most accumulated story points (SP) at the end of ten rounds is victorious
Character Cards:
Assists: Can be played once per turn instead of an Event. Usually help increase the OM Budget, and may have an additional temporary effect.
Primes: Can only have two in the ‘story’ (field) at a time, at a maximum of 10 combined levels
Have a level: Equals HP and SP value and OM budget
Have the four Stats.
Have one Unique Effect, and One Power
Can move freely between Venues, but only to one different Venue per turn
Secondaries: Can have one per total Prime level, cost OM to summon. Worth 1 Story Point. If a Prime is killed and a player now has a number of Secondaries exceeding their limit, the existing secondaries remain in the Story, but more may not be summoned until the limit is increased again.
Primes can (usually) kill Secondaries unchallenged.
Secondaries’ OM cost indicates their power. In a secondary fight, higher wins.
Cannot normally move between Venues
Have one Power, No Stats
Setting Cards:
Venues: Can create special rules. Characters act in Venues.
Cost OM to summon. Split SP value if contested.
Each Venue has a Verse assigned to it. Certain Primes and Secondaries benefit from different verses.
Artefacts: Can grant special powers to Primes and are worth SP.
Can be stolen by Primes who kill other Primes
If a Secondary kills a Prime with an Artefact, they can carry the Artefact but it does not benefit them. Friendly Primes can claim the Artefact from that Secondary if they’re in the same venue, or they can be killed for it.
Story Cards: Uh...special mofos.
Plots: Can be ‘won’ for serious SP gain
Only four Plot Cards can be in play at any given time. They can be played for free at the start of a players turn, but the players must alternate playing the plot cards, even if doing so is multiple turns apart.
Each Plot card has a Condition on it. The moment a given player satisfies this condition, that Player takes the Plot card, and they can currently count its SP value towards their SP total.
Can also potentially put special rules in place.
Events: Can be played for free at any moment during anyone’s turn, but only once per turn. Have no OM cost or SP value, but can be used to mix up the current Story. (Field) USUALLY expire after they are played.
Setup:
Both Players search their decks for a Venue that they wish to play, and put them into the Story. They then shuffle their decks and draw six cards. The maximum hand-size is ten. If a player ends their turn with more than ten cards in their hand, they must send any cards of their choice from their hand to the Nexus until they reach ten cards. They decide who goes first, and set their decks off to their right.
Any plot cards that are played go between the two players, probably also off to the right.
Venue cards get played between the players, directly in front of them, and Character cards are put on top of these.
Cards that are used or eliminated from the Story go in a 'Nexus' (Graveyard) pile to the right of their decks. In the event that a player plays through their normal deck, they shuffle their Nexus pile and use that as their fresh deck.
A special pile called the Underverse Pile goes between the two players' decks. Cards that are 'banished' to this pile do not get reshuffled when a player exhausts their deck. Both players use the same Underverse pile.
Taking a Turn:
Step 1: Draw a card.
Step 2: Summon Cards, Move or Play Primes or Secondaries if able.
Step 3: Iniate desired fights.
Step 4: Fulfilled Plot cards are collected at the end of both players' turn (round)
Summoning and OM Budget
To Summon a card with an OM cost, a Player must have a large enough OM budget. A Player's OM budget is primarily determined by the combined levels of their Primes, but other cards in the Story may augment this.
For example, if a player wants to summon a card worth 8 OM, they must have an OM Budget of at least 8 to do so. If a player uses their full OM Budget in a single turn, they may not summon any more cards. There are, however, no limits to how many cards a Player may summon, so long as their total cost does not exceed the budget.
A Player's OM Budget renews itself at the beginning of each turn
Combat: (disclaimer: VERY WIP)
Both players are allowed to initiate combat on their turn. Combat works differently depending on who is fighting.
Secondaries Only: Both sides add up their total Power (designated by OM cost). The higher side deducts the power of the lower side from their total, and destroys any number of Secondary cards on the losing side whose power equal the difference. All secondary Powers are taken into consideration whether a side is attacking or defending, no matter whose turn it is.
Primes Only: Instead of taking turns, both Primes engage simultaneously. A Prime can determine if they would like to add their TEC score to either their ATK or DEF for the duration of the fight. The Prime with the higher SPD is determined to deliver their blows first. The difference between ATK and DEF indicates the damage done to a given Prime. A Prime is only Killed if the damage received equals or exceeds their level.
Primes and Secondaries never engage in group fights, but if Primes choose to attack a Secondary, they can target one at a time. Doing so (usually) immediately destroys the Secondary. A Prime that does so cannot then initiate a fight with anot her Prime
Prime Powers:
In case it wasn't clear before, a Prime's unique effect and Power differ in that a Unique Effect is, well, unique to that Prime. Powers on the other hand are abilities that could be written on any Prime card. Here is a starter list. (Thanks to spiffy people for giving me some starter ideas) Most of these will be based off of actual powers in the Omniverse, but they don't have to be. The list is, of course, open for discussion and ammendment.
Burst Movement: This Prime always attacks first in a fight, even if their SPD is lower than the opponent's. (If both Primes have Burst Movement, SPD rules apply normally)
Stealth: This Prime may conceal themselves for one round, preventing them from both attacking and being attacked
Regeneration: When this Prime is Killed, return them to your hand instead of the Nexus.
Survivability: This Prime's HP is raised by +3
Enhanced Senses: Once per turn, you may pick a random card from your Opponent's hand and look at it.
Telepathy: Add +3 to this Prime's SP
Master Acrobat: This Prime may split their TEC between ATK and DEF however they chose
Flight: This Prime may, if they choose, ignore any special rules created by the venue they are in
Maleability: This Prime may swap any two stats for the duration of a given fight.
Mimic: This Prime may use the same power of their opponent.
Fusion: This Prime may combine their stats and powers with an allied Prime for the duration of a fight.
Shielder: This Prime may choose to transfer all points from their attack to their defense for the duration of a given fight.
Banisher: Primes killed by This Prime are sent to the Underverse pile instead of the Nexus, including those with Regeneration.
Formation: If this Prime is in a venue with another allied Prime, both Primes gain +2 DEF
Visionary: If This Prime attacks a secondary, they may choose to take possession of that Secondary instead of Killing them.
Secondary Powers: Same idea as Prime Powers.
Guerilla X: If an opposing Secondary force has more power than yours, this card gains X power when in combat.
Prime Slayer X: This Secondary may attack Primes at their venue. If the Prime is of X level or lower, they are killed. Attacking a Prime of a higher level destroys This Secondary, but it counts as though that Prime targeted this card. (Meaning that Prime can't attack on their turn)
Traveler: This Secondary can move between Venues.
Native: If this Secondary is in a (Insert Verse) Venue, their power increases by X when in combat.
Savage X: If this Secondary loses in a fight, destroy the weakest card in the opposing force, up to X power. In the case of one on one fights, both Secondaries are killed.
Drone: When this Secondary is killed, they are returned to your hand instead of the Nexus
Prestige: This Secondary may not be attacked by a Prime
And, we dream of home I dream of life out of here Their dreams are small My dreams don't know fear I got my heart full of hope I will change everything No matter what I'm told How impossible it seems We did it before And we'll do it again We're indestructible Even when we're tired And we've been here before Just you and I
Don't try to rescue me I don't need to be rescued
Don't try to rescue me I don't need to be rescued

