"Welcome young and old, men and women, rich and poor! Come and join into this tournament where your bodily safety is ensured, where you can't lose anything you didn't already have and where you can only win! Unless you lose...
Just sit into this virtual reality machine where you can fully visualize the combat, shuffle your deck, play your most powerful cards and you are ready to go!"
What is this?Well, the marketing speech above sums up what this is about; a tournament where you make a monster from cards you are randomly given, fight, win and take cards from loser to make even stronger monsters. Cards come (almost) straight from The Metamorphica, so if you know about it, you can guess what you might get.
If you are not familiar with the book, you can check it out
here (or
pdf here). You don't need to know about it to play, but you wish to know what you can possibly get then reading it certainly helps.
How do I join?Express your desire to do so. That's all.
What and how much I get?((These rules are for tournament three and onwards, unless balance requires changes.))
You have will be given 100 points to buy cards. You can either buy your cards separately matching your desires, or buy a default pack worth of 100 points. Default pack contains following cards:
3 Creatures - You must have at least one creature on the field, or can mix multiple together with crossbreed cards.
3 Crossbreeds - You can use these to combine your creatures into new mutants, hopefully more powerful or useful ones. You don't have to use any of these if you don't want to, but using one means you can have one additional mutation for your creature. You can ask me what kind of creature each combination results if you aren't sure.
5 Mutations - These are physical and mental mutations, psychic and super powers. Mutations range from extremely overpowered to completely useless and outright self destructive. You must have at least one mutation on your creature, and at maximum you can have 6. However each Crossbreed you apply increases maximum limit by one.
1 Joker - Completely random card. It may be a creature, crossbreed, mutation or demonic equipment. It can be literally almost any effect from The Metamorphica.
If you want to have feeling of control over what cards you'll receive then give me a number between 0 and 2,147,483,647 for each/any card. Same number is quaranteed to give same cards as long as I don't change my tables.
Cards and pricesPrice Card
5 Joker - Any card from The Metamorphica, Special ones at bottom of this list excluced.
10 Creature - Available in three variations: Small -5, Medium +10, Large +30.
20 Aquatic Animals
20 Amphibians and Reptiles
20 Birds - No large variants
50 Fantastic Animals - These often come with their own special cards
90 Fantastic People - These often come with their own special cards
20 Mammals
10 Plants - Comes with mutation "Alternate Locomotion"
10 Other Animals - Insects and such. Only small variant exists, no discount.
5 Crossbreed
10 Mutation
20 Physical Mutation
30 Physical Non-detrimental Mutation
50 Physical Beneficial Mutation
20 Mental Mutation
30 Mental Non-detrimental Mutation
50 Mental Beneficial Mutation
60 Supernatural or Psychic Powers
75 Active Supernatural or Psychic Powers
75 Passive Supernatural or Psychic Powers
30 Special: Upgrade mutationRules:1. You can switch and buy new cards at any time as long as you have points for it. However swithing in or out a card that causes physical changes in your creature, you will be incapacitated for one turn.
2. At any time you can sell back any card at half price, even those gained from your opponent.
3. Defeating opponent gives you all cards loser had. More you kill, more powerful you grow.
4. You are limited to 6 mutation/equipment cards. This limit can be raised by one for each crossbreed you apply on your monster.
5. HARDCORE way to pass limits is to bundle it with random detrimental mutation. Such bundled cards are not counted against limit.
6. Once match starts, post your actions in any way you feel most comfortable. Post here, use spoilers or send me a PM. Turn will be posted in spoilers, so please be a gentleman and do not read results of your opponent. I trust in you!
Betting:People who are not playing can bet their points for various things. Payout rises with type of bet.
1. First blood. Bet on who's first to hurt someone else. This bet can be made until any two players engage in battle.
3. First death. Who dies first. Likewise, no new bets after first wound.
2. First kill. Obvious. After someone is wounded no new bets are accepted.
4. Winner. No new bets after half of combatants are dead.
Other notes:Fights can and often will be unfair, but remember that losing is fun and an ant
can beat elephant! It's not easy and the ant might drown in blood, but it is doable.
Example:Creatures:
1. Mushroom or toadstool (It has this alternate locomotion: Hovering)
2. Bear
3. Woolly rat
Crossbreeds:
1. Fully-integrated compromise. Has the shape of LEFT, appearance of the RIGHT.
2. LEFT, but these body parts still resemble the RIGHT's original form: Pair of arms.
Mutations:
1. Animal Friendship: This mutant has a natural talent for handling animals. No animal will harm this mutant except in self-defence, and will often be calm and friendly. Does not apply to monsters.
2. Emotionless: This mutant does not feel extremes of emotion; not anger, despair, fear, nor joy. It still has some small semblance of emotional life, such as annoyance, contentedness, enmity, and friendship, but these are highly intellectual compared to normal human emotions.
3. Heal Others: This mutant can cause wounds to close and injuries to heal.
Range of healing: Touch.
Speed of healing a single patient: About an hour.
4. Physical Coward: This mutant suffers from combat paralysis, is deathly afraid of personal, bodily risk, and is usually unable to enter into physically dangerous situations and conflicts.
5. Siamese Twin: This mutant has two bodies joined together at birth, which may or may not be two different people. Other mutations and powers may belong to both or either twin.
The Twins are conjoined Side to side.
Joker:
Mutation: Hangover Resistance: This mutant never has hangovers, and quickly recovers once its liver has neutralized toxins.
From this deck you first pick your creature. Well, the bear is clear winner here, no need to combine it with anything, but you could do this:
Bear, crossbreed 1, woolly rat, using mutations 1 and 2.
Resulting creature would have shape of bear but colours and whiskers of woolly rat. Maybe duller teeth and claws. Other animals won't cause any troubles for it and psychic attacks causing emotions won't have much of effect.
And let's say I want to take risk and switch "
Physical Coward" and "
Siamese Twin" for new card. The new card I was rolled for is
"Animal: Polychaete worm". Well, that backfired magnificently... Now I have to use that card. Well, I'll do this:
Bear, crossbreed 1, Polychaete worm, using mutations 1 and 2. The result is one helluva freaky bear. It's mere outlook scares most sapients away and makes it very clear for opponent which creature in the area must die.