War of Spirits: Manual.

Story by Arkham_Beast on SoFurry

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#1 of War of Spirits

Well, here we are, a new manual to describe a few things about a new series that I'll work on, besides Parallel Identity.

This was inspired by my long time love for card, RPG and real-time strategy games, so tabletop gamers might be able to relate.

I might change a few things later on, or just leave it as it is, we'll see about that later.

So without further delay, enjoy the read and I really hope that it's interesting at least.


War of the Spirits is monster battle game with some card battle features.

It was discovered in the world of Neos, it was believed that in ancient times, that the Lord of Spirits and the God of Man, consulted to allow the creatures called Spirits to live among the Man, at first Man was weary of the creatures, but throughout the years, they accepted their existence among them.

Spirits were then used for many things hunting, carrying, security or even as house pets, but they were soon found out to harbor great powers within them. So it now they are used mostly in the newly created game in the world: The War of Spirits.

The world:-

The world of Neos is a great world of science and discovery, but the people never forgot their magical ancestry, using magic with a few of their inventions.

Modern vehicles and machines, phones and computers for communication and many other modern inventions.

The world has seven different regions, all with their cultures, traditions and even exclusive Spirits.

Spirit Wielders:-

The humans that are capable of wielding mystical equipment and harnessing the full potential of a Spirit's powers.

Wielders are able to use weapons of alchemic or mystic origin and fight alongside their Spirits and have the same classes as them: Warrior, Fighter, Scout, Wizard, Paladin, Cleric and Bard, those will be explained later.

Spirit Lockets:-

A small hand-held machine built using both magic and science. It shows the info about known Spirits, the stats of the Spirits in a Wielder's care and the profile and rank of the individual Wielder. The Spirit Lockets are shaped like gems, which are embedded into a specific equipment or the chosen class weapon of the Wielder.

Lockets also can carry the Spirits in a Wielder's care in a pocket dimension, called the Spiritual Habitat, there, a Wielder can visit his Spirits, care for them and strengthen their bonds with them, as well as train and teach them new abilities or evolve them into their next rank or tier.

The Spirit Locket also acts as a transportable home, Wielders can transport into that pocket dimension that is decorated and organized to their very own liking, which also have a few facilities that they can use for many things.

· A Smithing Facility: this is used to create Equipment for either the Wielder or their Spirits.

· An Alchemy Lab: where they create enhancement cards.

· Magical Cove: where the Effect and Ability cards are created.

· Spirit Facility: where the Spirits are cared for, trained and evolved into the next rank or tier. This also has a holding facility with a few cells to hold the yet-to-be-tamed Spirits.

· Hangar: this is where the vehicles used in War mode are held, repaired and upgraded.

· Workshop: here, the tools used to capture stray Spirits in the world are created, as well as the tools to locate and analyze them.

The Spirits:-

Creatures of another world that started living among the humans. They hold mystical powers and were believed to be the source of magic in the human world.

The come in different families and types called classes.

Spirit families:-

  1. Humanoid: those that closely resemble humans in either build or features.

  2. Bestial: those that resemble animals in build or features.

  3. Hybrids: those that are a mix of two or more types or families.

  4. Elemental: phantasmal entities that govern one of the elements.

  5. Demonix: spirits with dark birth origins.

  6. Automaton: robots and war-machines that developed a separate conscience of their own.

  7. Insectiod: those that resemble insects and bugs in shape and body, with a few humanoids in the mix.

  8. Marine: those that resemble fishes and marine mammals of the sea. They can be feral fish, mer-folk, or humanoid with actual legs with webbed hands and feet.

  9. Necro: monsters and beasts of the night, like vampires, ghouls, wraiths and were-folk.

  10. Reptilians: lizardmen, saurians and dragons, all the reptile species anyone can think of, and all in various builds and shapes, feral, humanoid, and very few taurs.

  11. Xenos: aliens and other planetary creatures of space and far away dimensions. Those are a rare sight to the point that most aren't categorised in any tier.

  12. Mystic: a wide variety of the other families, but have evolved and grown to become a class and family in their own category, wielders of tremendous and demi-god like powers and abilities.

Spirit/Wielder types(Classes):-

  1. Warrior : berserkers capable of wielding earth shattering weaponry like axes and broad swords. They sacrifice defence and accuracy for wide-range abilities and attack.

  2. Fighter : martial artists with a balanced stat build. Though they rely on intelligence and focusing their attacks, with a few wide ranging abilities.

  3. Mage : wielders of magic and mystical energy. Their strength depends on their use of their abilities more than their other stats, their weak when it comes to defence and physical attack, so they prefer to stay behind the front lines.

  4. Scout : able to use small weapons like daggers and knives or long ranged weapons like guns, rifles, crossbows and/or bows. They rely on accuracy and speed more than the other stats

  5. Paladin : great protectors, capable of using heavy weapons like the Warriors, but also able to wield shields and rely on their defence abilities and stats, with their taunting abilities making them a wall to absorb the damage.

  6. Cleric : specialised mages with the ability to heal and buff their Spirits or a fellow Wielder.

  7. Bard : units that use musical instruments to buff their allies as well as debuff the enemies. Their buffing/debuffing abilities are far greater than a Cleric's.

Wielders and Spirits also have subclasses or 'jobs' that are on an advanced tier of their chosen/starting class. Those advanced class jobs are unlocked when the Wielder or Spirit reach a certain combat level, or when they fulfil certain conditions.

Warrior ** becomes **Soldier : those combat veterans have experience in wiedling a wide variety of weapons, including long ranged weapons.

Mage ** becomes **Sorcerer : like Mages, Sorcerers are greatly reliant on mana and mastering of their abilities. Sorcerers however generate their own mana instead of relying on the mana charge of each turn, while in the War mode, the mana they generate after a certain amount of time is transported to the commander to use.

Scout becomes Assassin : just like the Soldier, Assassins can use a wide variety of stealth weapons, like daggers, throwing knives, and even silenced pistols or sniper rifles.

Paladin becomes Lancer : still with the ability to use a shield, they are also able to wield huge lances or pole weapons, using heavy armor for extra defence or light armor for faster and more free movement when using poles instead of a normal lance.

Cleric becomes Priest : the priest have greater healing abilities with a wider range, able to heal and buff many units in one go.

Bard becomes Conductor : having more powerful buffing and debuffing than a Cleric and Priest, they also have abilities to control or 'conduct' the enemy units for a short while, using the enemy's units against them.

Spirit Elements:-

Spirits and Equipment, as well as a few other cards have a certain alignment with an element or two, which doubles the power of the allying Spirit when one of the same alignment is targeted.

The basic Elements are 8: Fire, Wind, Water, Earth, Wood, Thunder, Light and Darkness.

The basic elements also have a sub-element for each:

· Fire has Ash

· Wind has Sound

· Water has Ice

· Earth has Sand

· Wood has Toxin

· Thunder has Lightening

· Light has Flash

· Darkness has Shade.

So there are 16 Elements in total, each with their exclusive abilities and effects.

Spirit and Equipment Ranks/Tiers:-

These decide the power of the individual Spirit or specific equipment. But the higher the rank or tier of a Spirit or Equipment, the harder it will be to wield either.

The Spirits have many ranks of evolution, the highest being 10, while their only have five tiers only.

  1. Copper : the lowest tier, with very weak Spirits that are mostly used as either evolution materials or cannon fodder in combat. They can't evolve into a higher tier, and the highest rank they have is 4.

  2. Bronze : the first of the more useful tiers, the Spirits are still a bit weak compared to the higher tiers, but can evolve into a higher tier when they reach a certain level. Their highest rank is 7.

  3. Silver : stronger Spirits with higher stats and stronger abilities, their appearance is common, but their capture and taming is difficult. Their highest rank is 8.

  4. Gold : these Spirits are even rarer than Silver and have a slim chance of locating one, and capturing one is almost impossible, let alone taming one. Their highest rank is 9.

  5. Platinum : the highest and strongest tier of Spirits, who are mostly heard of through legends, fairy tales and rumours, simply seeing one is pretty much a once in a lifetime occurrence, Mystics usually fall in this tier mostly. Their highest rank is 10.

The game:-

After declaring and accepting a challenge, the participants are transported to the Zone, where they will battle one another for victory.

The Zone:-

A special parallel dimension created for the purpose of the game, where the real world is kept safe from harm.

Spirit Cards:-

Specialised cards that have a variety of capabilities.

  1. Enhancements : these cards can give a Spirit or a small group of them extra abilities or temporary boosts in stats.

  2. Ability : these can trigger a Spirit's specific class, type or familial abilities.

  3. Summons : these open the gate for a Spirit to join the battle from the Habitat.

  4. Effect : these can change the zone's climate or alter it slightly to steer the game in a Wielder's advantage.

  5. Spirit Equip : special weapons forged using spiritual magic for the Spirits to use.

Game Modes:-

There are five different modes of challenges that Wielders can take part in.

Battle : normal battles that have a maximum of four participants, with a Battle Royal option.

Duel : like a battle, but the players are restricted to using one monster only for the duration of it.

Combat Racing : after choosing a certain shape and length of the track, the participants choose a team of three mountable Spirits and race.

Stunts : the participants choose a maximum of three judges or an audience, then they choose one Spirit only to do tricks to both entertain and amaze the audience.

War : the most extreme mode of battle, where the players are transported to exclusively customed warships or bases, then from there summon and place their troops, with the goal of defeating the enemy player(s) or destroying their base.

Rules:-

Each mode has a certain set of rules to abide by.

General Rules :-

  1. Choose a maximum of 40 cards for the specific use of the certain battle mode.

  2. Only choose 4 copies of the same card to add to the deck.

  3. All modes have the same general phases in a turn: Draw > Mana charge > Main > Engage (Combat) > Recycle & Shuffle.

  4. Draw Phase : allows you to draw up to six cards at your first turn, then as the game goes on, every turn the Wielder draws until he has six cards in his hand.

  5. Mana Charge : mana is the resource needed to use the cards except for the summons.

  6. Main Phase : this is where you summon your small squad of Spirits or their equipment, as well as the Effect cards at your disposal.

  7. Engage : this is where all your set up of Spirits and their equipment is put to the test. You can also use Enhancement cards in this phase in real-time fashion.

  8. Recycle & Shuffle : this phase starts happening after all the participants have passed their first turns, then from there all the cards that you used are placed back into your deck, then shuffle your deck and draw again at your Draw Phase until you have six cards, but the cards in your hands are not recycled.

Battle Rules :-

In this mode, a Wielder can summon more than one Spirit and use Enhancement, Equip and Effect cards at their disposal. In a Battle, the Wielders themselves have an HP bar that will deplete when a successful attack is issued against them

The victory conditions are to defeat all the enemy Spirits, or if the Wielder's HP drops to zero.

  1. Wielders can choose a maximum of six Spirits in their care for the battle.

  2. Then choose a small deck of , Equipment, Enhancement and Effect cards only.

  3. The participants can set a rule of how many Spirits can be summoned in one turn, but in Battle Royal only one Spirit can be summoned by a player at a time, and they cannot summon another unless they swap Spirits or the summoned Spirit is defeated.

  4. A maximum of 4 Wielders can take part in one battle.

  5. Only the chosen Spirits can take part in the battle. No other Spirits can join during the battle.

  6. Ability cards cannot be used in this game mode.

Duel Rules :-

In a duel, the Summoned Spirit has a Hit Point (HP) bar that will decrease when attacked successfully, he HP bar is shown on the Locket.

The victory conditions are simple: reduce the enemy's HP to zero.

  1. Only one Spirit and one Equipment are used in this mode.

  2. Choose a deck of Ability and Enhancement cards only.

  3. Only four phases are used in this mode: Draw > Main > Engage > Recycle & Shuffle.

  4. No mana is used in this mode, you can use all the cards in your hand freely if needed.

  5. Only a maximum of 6 cards can be held in the Wielder's hand at a time.

  6. No individual turns in this mode. Both participants can use their cards simultaneously during the Main Phase.

Combat Racing Rules :-

In this race, the Spirits used are mountable and trained to run fast and for a long time.

The participants are free to attack the other racers o hinder their progress, or stop them in their tracks. No pun intended.

The victory conditions are to either win the race in 1st place, or take out all the other racers before the final lap.

  1. Only one Spirit can be used in this mode.

  2. Only Enhancement cards are usable.

  3. Specialised cards, exclusive to this mode, called Trick cards, can be found loitering around along the track, those can be picked up and used instantly or kept in hand for later, but only 6 can be carried at a time.

  4. A maximum of 6 laps can be set before the race.

Stunts Rules :-

In this mode, the participants are asked to choose a Spirit to do cool, beautiful or dangerous stunts, the more favorable the better.

The victory condition is simple: score the highest points by the end of the contest.

  1. Only Effect cards are allowed in this mode.

  2. Only one Spirit is chosen to participate.

  3. The Wielder themselves can participate in a certain trick or a part of it.

War Rules :-

Finally the last game mode.

In this mode, the players use specialised command centres like Warships, Airships or Bases in a real-time strategy war.

The Zone used in this mode, is a thousand, if not a million times the size of the other modes' zones.

Here the Wielders can use all the cards and Spirits at their disposal, with the Copper and Bronze tier Spirits used as Minions or Troops, while the higher tiers are used as Generals, with the Wielders as Commanders.

This mode has no set rules, as long as they win, the participants can use any method they can think of. After all: there's no cheating in War.

Last Trivia:-

As it is shown, there are many things to learn and memorise about the game and the Spirits, knowing all this, there is no right or wrong way to win, just work on your strategy and decks and everything is going to be fine.

And with that, LET THE GAME BEGIN!!!