Post by XIII on Oct 26, 2018 23:57:33 GMT
DIGI-MODIFY
In the wake of the Virus catastrophe, the existence of Digimon was revealed to the world. Since then, the exploits of the original DigiDestined children and their partners have spawned a truly countless number of pretenders and imitators, from hopeful children to the jaded adults, each one seeking to live out their own experiences as a Digimon Tamer.
One such company, a business and entertainment zaibatsu called the Nandai Group, saw an opportunity to make these dreams a reality. Using the mysterious creatures that saved the world as their inspiration, roughly three years were poured into the development of a trading card game that would go on to secure its position as Nandai's most popular form of recreational entertainment since the advent of portable handheld video game consoles: Digi-Modify.
Unique to these cards are a series of magnetic strips that feature bar-codes which allow players to scan their imprinted attributes into an electronic reader for additional game input and to perform certain mechanics-related functions during play. With the release of new expansion sets and special promotions, Digi-Modify continues to grow and evolve — much like the digital monsters these very cards were made in honor for.
Curiously enough, it seems as if the appearance of newer makes and models of Digivices have also begun to incorporate these innocuous cards for reasons that still have yet to be clearly understood, even by those who have gained liminal awareness of this feature; by sliding one through a built-in laser reader, the Digivice uploads the card's imprinted data into an uplinked Digimon for realization in a combat scenario.
In summation: these cards, when used appropriately, can empower the very Digimon that once served to influence their creation.
PRODIGIOUS™ draws much of its inspiration from Digimon Tamers, the third anime series of the franchise, which introduced the concept of card-scanning technology and incorporated a fictive collectible card game called Hyper Colosseum as a way to enhance the performance of a Digimon in battle.
Here, we have incorporated our own version of this feature as a gameplay mechanic with the hopes of enriching the immersive quality of the adventuring and character-building experience for all of our members. Now you, too, can collect tons of cards, build decks, trade, and even battle with other Tamers to your heart's delight!
Before we get into the gritty details of the cards themselves and how they will serve your characters on PRODIGIOUS™, you must first familiarize yourself with the basic mechanics of Deckbuilding.
Technically, a single card is all a character needs to begin using them, but it is absolutely required from every one of our characters to have an Online Deck composed of no less or more than 10 cards at any given time. They are also permitted to create two extra "Offline Decks", also of 10 cards, which behave as extra recipes that you can modify and alter to your liking for future use.
When allocating your cards between the Online and Offline Decks, you are permitted to include copies of any cards that you personally own into both decks at the same time, but you may only use the copies that have been loaded into the Online Deck; those in the Offline Decks cannot be activated, even should you possess a sizable number of copies for that particular card.
In order to exchange cards or decks between "Online" or "Offline" status, you must first post in the Notifications Thread describing your intended changes. Attempting to circumvent or disregard this rule by freely using cards from your general collection, or cards you do not actually own, will be treated as cheating and dealt with accordingly.
Another element of the Digi-Modify cards can be found in its printed Rarity, which denotes the frequency at which certain copies are obtained from Booster Packs and also play a minor role in the Deckbuilding process, as well as providing an element of collectability for competitors and casual players alike.
When characters purchase Booster Packs to broaden their libraries, each card they obtain will display a Rarity value that determines how many copies of that particular card they are able to incorporate into their decks, whether Online or Offline. Below is a list of the available Rarities for cards, from the lowest rating to the highest:
CommonAn Online or Offline Deck can only hold three (3) copies of a card with Common or Uncommon Rarities; two (2) copies of a Rare or Perfect Rare card; and only one (1) copy of any Ultimate Rare card.
Uncommon
Rare
Perfect Rare
Ultimate Rare
From a narrative angle, this could be the consequences of each Rarity's strip of imprinted data holding different amounts which could require more energy to download and reformat properly, but mechanically speaking this is to encourage our players to experiment and utilize even their most mundane stock of cards in new and unique ways without coming to depend too heavily on their most powerful arsenal.
Activating a card is as simple as pulling it, strip-side inward, through the laser reader of your character's Digivice, or in the case of Digimon who have purchased the appropriate upgrade, directly uploading the card's imprinted data into their working memory processes. In both cases, the card is exhausted and rendered "offline" for the remainder of the fight. Bear in mind that some cards may require additional conditions or certain requirements to be met before it can properly take effect!
Unfortunately, there is a limit to how many cards a player can activate per turn, which is dependent on the Rank their character holds. Each may only activate one card per turn, plus an additional number of cards equal to or less than the following values that have been attached to each respective Rank:
Beginner: 1For example, a character of the Beginner Rank may activate a total maximum of two cards per turn, whereas an Expert Rank character can employ a whopping total of five cards per turn.
Intermediate: 2
Advanced: 3
Expert: 4
Should a character expend their entire Online Deck, they will no longer be able to employ the card swiping function for the remainder of the thread – ten cards is all a character gets to make a lasting impression in battle, so make them count!
There are four different varieties of Digi-Modify cards available for characters to construct their decks from: Skill, Assist, Gear, and Effect cards.
Skill Cards grant the Digimon access to the respective technique or ability printed on the card as soon as it is activated, after which the card is exhausted and cannot be used again. Some Skill Cards may have a running duration that allows their effects to remain in play for a set number of turns, but most of them are generally instantaneous in their activation and take effect the moment the card is activated.
Assist Cards permit the user to summon a virtual facsimile of a Digimon to aid them in combat, with each one bearing its own parameters and list of abilities. Note that this card type is not the same as a living, breathing, thinking Digimon: it is specifically programmed to carry out a predetermined series of functions for as long as they remain in play before dissolving into useless junk data. Tamers cannot use an Assist Card to replace their Digimon partner, nor can a partnerless Digimon use one to act as a kind of stand-in bodyguard. These are meant to act strictly as a gameplay mechanic that enhances the user's combat experience, not as a means of easy socialization or hassle-free character development.
Gear Cards manifest a depicted piece of equipment for use, whether this is a weapon, a piece of armor, a trinket, a mystical relic, or some other kind of object that can be interacted with. The most powerful and useful Gear Cards have certain fulfillment conditions that must be met before they can be properly used, and there are some that even human beings can take advantage of.
Effect Cards are a total surprise: nearly anything could happen when one of these are activated. Some can inflict damage, others can restore health or eliminate harmful status afflictions, while a few can alter or change the way combat itself is approached for as long as it remains in play. There are even a couple of Effect Cards that offer multiple bonuses – or penalties – based on certain conditions. The only way to find out what one does is to activate it, and see what happens!
Interestingly enough, when one takes the first letter of these four terms and combines them together, they get the word "SAGE". In the professional Digi-Modify circuit, this is a title that is formally awarded, and only upon securing a victory in an officially sanctioned tournament. To receive the title of "Sage" is an extremely prestigious honor reserved for the truly rare few individuals that have demonstrated outstanding mastery of every card type – they are the cream of the crop, the bee's knees, the best of the best.
Do you have what it takes to reach the top?
Finally, with the way most cards are structured, they require us to modulate and keep tabs of their effects using a shorthand system in the form of "Notations", each one marking a particular kind of ability or effect that a card has installed into it.
Listed below are a series of Notations and their appended descriptions, which will continue to be added to and updated as new cards are released and modified.
AreaRange
This ability strikes a specific space, or takes a specific shape, e.g., AreaLine; AreaCone; AreaSphere; AreaColumn; etc.
Brutal
This ability cannot be blocked or defended against.
Charge
This ability must amass energy for n number of turns before it can properly activate, e.g., Charge3.
Combo
This ability may either strike a single target n number of times, or it may strike up to n number of targets at once; it cannot pick both of these options simultaneously, e,g., Combo5 can strike up to five times, or hit up to five (5) separate targets.
Cooldown
This ability requires a resting period of n number of turns before it can be activated again, e.g., Cooldown3.
CriticalChance
This ability has set odds of inflicting damage at one grade higher than its listed Damage Scale, e.g., CriticalAverage.
Devastating
This ability hits everyone, friend or foe, within range of its impact point.
EffectChance
This ability has set odds of imparting its described effect, e.g., PoisonLow, ScreenAverage, CurseExcellent, etc.
KnockbackChance
This ability has set odds of causing its intended target to be pushed away from their original location, e.g., KnockbackAverage.
Override
This ability ignores or bypasses all supplementary defensive bonuses, including passive Resistances, Negation, Immunity, and Absorption effects.
Payment
This ability requires an additional n number of cards to be rendered offline for it to take proper effect, e.g., Payment2.
Piercing
This ability penetrates all conventional defenses and inflicts full damage even if successfully blocked.
Reaching
This ability is able to strike its targets from a considerable distance away; this is usually to counteract long-range combatants or enemies that are capable of flight.
Reckless
This ability reduces this Assist Card's duration by one (1) additional turn if activated.
Reverberating
This ability is specialized to counteract defensive barriers and protections and inflicts damage at one grade higher than its listed Damage Scale if used against a defending or blocking target.
Slayer
This ability inflicts damage at one grade higher than its listed Damage Scale if used against a target of the defined parameter, e.g., DragonSlayer, VaccineSlayer, TrooperSlayer, etc.
Tracking
This ability is exceptionally accurate, and is almost always certain to hit its mark.
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