Umbra Posted March 30, 2008 Report Share Posted March 30, 2008 This fan-fic, Daemonhood, will use an entirely different TCG that I have developed. It will not be the Dm2 system that was used in Inheritance of the World, but a different one. If you want information about it, read the spoiler below. For now, enjoy the prologue. [spoiler=Shakatiri TCG][spoiler=Legend] Play Zones: Deck: Where all cards are before the duel starts. From here, you draw a card at the beginning of your turn. Hand: Where you have the cards you have drawn. Monster Zone: Where you play monsters. You can only have 5 or less monsters in your Monster Zone at a time. Enchantment Zone. Where you play Enchantment Spells. Battle Zone. Where the monsters that are selected to Battle are moved.You can only have 3 or less monsters in your Monster Zone at any time. Your opponent can only attack monsters in your Battle Zone. If you have no monsters in your Battle Zone, your opponent can attack the monsters in your Monster Zone. If you have no monsters in your Battle Zone, your opponent can attack you directly. Used Pile. Monsters that are destroyed in battle or Spells / Tactics that have been used are sent here. Reagent Pool. Reagents that have been given are placed here. Actions: Play. Move a Monster from your hand to the Monster Zone OR move an Enchantment Spell Card to your Enchantment Zone. Release. Move a Reagent from the Reagent Pool to use it to pay a Cost. Activate. Play a Normal Spell Card or Alteration Spell Card, OR add a Reagent to the Reagent Pool. [spoiler=Monsters] A basic monster card has a Name, a Category, an Element, a Reagent, a Cost, an Effect, and a Strength Score. Names simply tell us what the monster is called. There are seven different Categories in the Shakatiri TCG: Warrior, Wizard, Golem, Spectre, Bird, Angel, and Demon. The category tells us what sort of monster we are looking at. (Shakatiri counterpart of YGO Type) Elements are six in the Shakatiri TCG: Gaia, Fira, Aero, Borea, Obscura, and Aura. Elements are like Categories, but more providing a general look rather than the specific telling of a Category. (Shakatiri counterpart of YGO Attribute, DM colour) When a monster attacks, it's Reagent is activated. Reagents are special tools of providing effects, and certain Spells or Tactics may require special Reagents to be released before they can be activated. Any released Reagent is put in the Reagent Pool. The Reagent has the same Element as the monster that battles. (New Idea) Costs are required for certain monsters to be played or to activate certain effects. The cost can be anything from removing one of your monsters to discard a card from your hand or even use a few Reagents or pay Life. (Shakatiri counterpart of any cost) Effects are optional, but can be found on most monsters. The Strength Score is used in battles, in both offensive and defensive matters. (Shakatiri counterpart of the DM Strength.) [spoiler=Spells] Spells are special cards that allows you to do certain things that you wouldn't be able to do otherwise. Spells come in three variations: Normal, Enchantment, or Alteration. Normal Spells are just what the name suggests. You play the card, use the effect, and then send the card to the Used Pile. Enchantments are different than Normal Spells in the way that they stay in play longer. When they're played, they go to the Spell Zone after played, and then stay there until they are destroyed. (Shakatiri counterpart of Continuous Spells of YGO) Alterations are alike Normal Spells sent to the Used Pile, but they affect monsters in different ways. An Alteration Spell always sends a few monsters you control in exchange for you to play a stronger monster. (Shakatiri counterpart of Ritual Spells.) [spoiler=Tactics] Tactics are special cards that are used together with monsters. Tactics are divided into two Categories; Offensive and Defensive, and two Types; Shouts and Maneuvres. Offensive Tactics can only be used during your turn, while Defensive Tactics can only be used during your opponent's turn. Shouts target all of your monsters, while a Maneuvre targets a single monster. [spoiler=Events] A player's turn in Shakatiri TCG consists of seven Events. 1.Draw Event. The player draws a card from their deck, adding it to their hand. 2.Reload Event. All Reagents in the Reagent Pool are removed. 3.Play Event. The turn player can play monsters from their hand, or activate Spell Cards. This event can be repeated any amount of times, as long as you can pay the cost necessary to play the cards. 4.Battle Declaration Event. A monster that the turn player controls is moved to the Battle Zone. This event can only be repeated two times each turn. 5.Battle Event. The turn player's monsters battle. Any monster that battles is returned to the Monster Zone at the end of this event. This event can be repeated any amount of times, as long as you have monsters in your Battle Zone. 6.Play Event 2. The turn player can play monsters from their hand, or activate Spell Cards. This event can be repeated any amount of times, as long as you can pay the cost necessary to play the cards. 7.End Event. The player ends their turn. If the turn player has more than 7 cards in her hand, she must discard cards until she has 7 cards in her hand. [spoiler=Prologue: Grasp of Infinity] At the dawn of time, when there yet was no world to see, there were gods. Gods that wandered across the nothingness, all-seeing and all-knowing. Yet, there was one thing that they did not see, one thing they did not know. It was created by one of the gods, and covered by his body. It was the Daemon, Acathi. Acathi was a loyal servant to the god that created him; Aphlaxxna, the God of Shadows. Sooner or later, the gods decided to create the world. Was it for the love of life, or simply out of boredom? We will never know. But nonetheless, our world was created. A single core of the combined power of the gods, released upon the universe. The tremendous explosion killed most of the gods, but a single being stood still: the Daemon, Acathi. Before the creation of the world, Aphlaxxna had talked to Acathi, and told him that he would flee the land of the gods before the core was released. Now, when the core had been released and Acathi had survived, the Daemon floated freely across the world, searching for a trace of Aphlaxxna. Sadly, his former master had been weakened by the explosion so much that he had turned inwards, being but a shadow of his former self. Acathi looked with disgust on the former God, and then fled him. He fled far from the God, until he encountered a small planet on which he settled. There, he buried himself deep within the planet's burning land, until it cooled down. On the planet's surface, it started to rain. This, Acathi did not now. He was entering the center of the planet, an orb of extreme heat and pressure. There, he spread his demonical powers, tracing them back to the surface. Four and a half billion years later, his powers reached the surface of the planet, which now held a large civilization. Acathi saw this, and halted his strings of power that had spread across the inside of the planet. But it was too late. A string of Acathi's power had released itself from it's master, it had developed a mind. When it came to the surface, it looked upon the beings that lived there, and took the shape of such a being. He took the name Sh'Acathi'Ri, and blended in with the humans. Sh'Acathi'Ri had came to the Land of the Sand, where the people would build Pyramids and worship many gods. The demonic offspring quickly made his way to the city of Cairo, where he wrote his story. The Lore of the Grand Daemon under the surface. The Daemon that would arise and devour humanity. Over four thousand years later, the world trembles... Link to comment Share on other sites More sharing options...
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