The Veritas; The Crystal Dimension (Tymon Nikia Bolton II's Website)

The Veritas; The Crystal Dimension (Tymon Nikia Bolton II's Website)

Where All Is Made Truth...
 
HomePortalCalendarPublicationsFAQRegisterLog in
Who is online?
In total there are 8 users online :: 0 Registered, 0 Hidden and 8 Guests :: 1 Bot

None

Most users ever online was 49 on Sun Jun 05, 2016 4:56 pm
Social bookmarking
Social bookmarking digg  Social bookmarking delicious  Social bookmarking reddit  Social bookmarking stumbleupon  Social bookmarking slashdot  Social bookmarking yahoo  Social bookmarking google  Social bookmarking blogmarks  Social bookmarking live      

Bookmark and share the address of The Veritas; The Crystal Dimension (Tymon Nikia Bolton II's Website) on your social bookmarking website

Share | 
 

 Argus Card System

Go down 
AuthorMessage
Hecatonkaerei
Da'at; Knowledge, The All Understanding :: Omnity Bond; the Goddess of Understanding
avatar

Posts : 160
Horse
Scorpio Reputation : 0
Join date : 2014-11-23
Age : 4
Location : Kouin (Elder)

PostSubject: Argus Card System   Sun Aug 19, 2018 8:29 pm

Instructions

I. Card/Player (I.D.)
II. Option/Selection (Button)
III. Flip/Turn (Shift)
IV. Command/Target (Cross)

-Options And Selections-
*Command Input*
Command Input = Selection
Command Prompt = Option

(Command Prompt :: Command Input )
Selections = Command Prompt/Command Input (Command Prompt :: Selection : Command Input)
Options = Flip/Turn/Draw/End (Command Prompt :: Option : Selection ; Command Input)

List Of Options
Face-Up = Engage
Face-Down = Standby

List Of Selections
Commands ( Face Up) = Activate, Standby, etc.
Commands (Face Down) = Initiate, Engage, etc.

Command List
Activate = Offense
Standby = Defense
Initiate = Support
Engage = Variable

"You May Select Between;  
Offense, Defense, Support, Variable.  
Each Action Or Reaction Will Be Simulated Accordingly To How The Mechanics Would Play Out, As Though Testing The Formula Of Your Selection In Comparison To A Simulator."

Phases
Set = Placement
Shift = Movement

Period
Past = Back
Present = Neutral
Future = Front
Parallel = Sides

"You May Also Choose Between Directing Your Option Toward The Past, Present Or Future, Which Would Be 'Back', 'Neutral' Or 'Front' Respectively. The 'Sides,' Which Are Considered 'Parallels,' Are Alternate 'Presents,' And Thus Considered Alternate 'Neutrals.'  

Past (Back): Action that serves as a fall back for what is done in the Present or before a Future occurrence can take place. Used for anticipation.  

Present (Neutral): Action that serves to take immediate action Presently or support the Present action in accord with the Past and directed toward the Future.  

Parallel (Side): Action that serves to branch off into a different Present outcome or use an alternative manner to support the immediate Present.  

Future (Front): Actions that serves to take immediate action toward something not yet Present using whatever is Present or events that would inevitably occur in the Future."


Last edited by Hecatonkaerei on Sun Aug 19, 2018 8:32 pm; edited 1 time in total
Back to top Go down
Hecatonkaerei
Da'at; Knowledge, The All Understanding :: Omnity Bond; the Goddess of Understanding
avatar

Posts : 160
Horse
Scorpio Reputation : 0
Join date : 2014-11-23
Age : 4
Location : Kouin (Elder)

PostSubject: Re: Argus Card System   Sun Aug 19, 2018 8:31 pm

Spoiler:
 

Argus Card System; Map (Field)

Field Command
Field = Period :: Piece : Position ; Placement - Command

Period = Past, Present, Parallel, Future

Position = Back, Neutral, Side, Front

Piece = Bishop, Pawn, Rook, Knight

Placement = Support, Variable, Defense, Offense
Back to top Go down
Hecatonkaerei
Da'at; Knowledge, The All Understanding :: Omnity Bond; the Goddess of Understanding
avatar

Posts : 160
Horse
Scorpio Reputation : 0
Join date : 2014-11-23
Age : 4
Location : Kouin (Elder)

PostSubject: Re: Argus Card System   Sun Aug 19, 2018 8:47 pm

Card Settings
Active - Cards that are 'In Play' or 'Engaging' currently.

Active Cards
Universal - Cards that are 'Set' or 'Deployed' currently.
Standby - Cards that are 'Initializing' or 'Benched' currently.
Initialize -
Reactive - Cards that are used in reaction to the effects of another. Any card that has a 'Reactive' trait can be used immediately wherever it is, but it is then immediately used up and must be shifted out of play and replaced immediately with a card from the 'Clarity' book, no matter what the position may be.
Captured - Cards that have been taken control of. This can come from 'Engagement' or from a 'Card Effect.'
Zero - Cards that have been removed from play. Erased. Destroyed. Instead of 'Capturing' a card, one can choose to 'Erase' the card, instead. Some cards have the specific effect of complete Erasure naturally.

Set: Indicative of the setting of a card in play. This is the most basic and neutral, universal and general command and presence as a variable alone, which only brings the card into its position. Its effects affect the playing field as well as the cards that are Actively in Play, and have an effect on what they are doing and what their effects will do (Based On Their Piece And Positioning; Ex. White Knight :: Offense : Set ; Etc). The ‘Passive’ or ‘Natural’ Effects remain perpetually active on the field as long as the card is face up, and differ from the ‘Active’ effects. It is always active. The 'Setting,' which is the placement of the 'Collected' energy that is being Transferred to a different place...
Shift: Indicative of the cyclical rotation of cards and energy throughout the system. The Shift cards are those that keep the rotation in order, and there are many stages of 'Shifting' energy that occur on higher scales. They are, as follows in order from largest to smallest; Cycle Shift , Phase Shift, Turn Shift, Setting Shift. These may also be brought upon by 'Shift Cards'
-'Harvest,' which is the extraction of an energy that is currently 'Set' in place of a new 'Set' energy, which then becomes something that is readily accessible to be 'Engaged' at any given time… The 'Collection,' which is the extraction of an energy already active and Containing it in order to Transfer its energy...
-Standby: Indicative of the card that has been actively ‘Set’ or ‘In Play’ in its neutral ‘Set’ position. Causes the energy within the card to be shifted into a ‘Conservative’ or ‘Manual’ mode that doesn’t function ‘Automatically’ like the ‘Set’ mode. It retains the energy within, ready to release on command, but will not release ‘Automatically’ and needs the ‘Manual’ input of the command to actually use. Otherwise, ‘Energy Saving.’
--Initiate: Indicative of the card that has been placed on 'Standby,' undergoing an initialization sequence in waiting for activation during the next turn. It only activates when ‘Initiated’ and otherwise will always be lingering on ‘Standby’ mode to conserve energy. Instead of remaining ‘Active,’ as it would when ‘Activating’ from being ‘Set,’ when ‘Initiated’ from ‘Standby,’ the ‘Active’ effect does not remain ‘Active,’ as it would if it were ‘Active.’
-Activate: Indicative of the card that has been actively ‘Set’ or ‘In Play’ in its neutral ‘Set’ position.' Causes the energy within the card to come forth and the effects of the card to become direct and automatically put into motion. The command of putting any card that is not in play in motion. This activates the innate effects of the card in play and leaves them actively in effect. It is the ‘Automatic’ mode that contrasts the ‘Standby’ Command’s ‘Manual’ mode. This means it will adjust, adapt and continue to exert energy automatically and autonomously instead of on command. There is the 'Activation,' which is the utilization of the Page you have taken and the using of its energy Actively...
--Engage: Indicative of any ‘Active’ card in play directing its energy in a certain direction, and can only be called for an ‘Active’ card. Once its effects are active, the card may then 'Engage' with any other target in play and depending on effects, some that are not. Engagements may occur in a variety of ways, but end up always being a direct effect to something else. And then the 'Engagement,' which is the Transfer of the 'Harvested' energy in place of the empty energy where you had first 'Activated,' thus creating a complete cyclical system of perfect Energy Transfer; a sort of 'Indirect' function that happens automatically, where the 'Activation' is 'Direct'.... Offense and Defense.
Back to top Go down
Hecatonkaerei
Da'at; Knowledge, The All Understanding :: Omnity Bond; the Goddess of Understanding
avatar

Posts : 160
Horse
Scorpio Reputation : 0
Join date : 2014-11-23
Age : 4
Location : Kouin (Elder)

PostSubject: Re: Argus Card System   Sun Aug 19, 2018 8:57 pm

Suit System
Tarot Cards: Universal Overall Type. (Swords, Chalices, Wands, Stars.)

For Tarot Cards, each Number signifies the Level of which its power is to be used. (Ex. 5 Stars = Reality Support) Numbers will be listed below. Major Arcana Cards (Ex. The Lovers) Have their own specific, individual meaning outside of the 'Suit System'.


Spades: Swords/Offense/Attack. Main Weapon to be Used that serves as the Offensive Force. (Direct)

Hearts: Chalices/Special/Energy. Main Power to be Used that serves as the Energetic Force. (Indirect)

Clubs: Wands/Defense/Block. Main Defense to be Used that serves as the Defensive Force. (Shield/Counter)

Diamonds: Stars/Support/Status. Main Support to be Used that serves as the Suggestive Force. (Effects/Subtlety)

Hierarchy of Card Types
Ace/Joker Cards - Omnipotent
King/Queen Cards - Most Powerful
Bishop/Rook Cards - High Class/Advanced Cards
Knight Cards - Intermediate Cards
Pawn Cards - Basic Cards

Types of Cards
Weapon/Equip Cards
Barrier/Defense Cards
Capture/Seal Cards
Support (Item/Field) Cards
Engagement/Effect Cards
Shift Cards

How They Function
Helps to evenly distribute energy among the body, mind and soul (as well as energy) at all times.

Assist Cards
Assist Cards are meant to bring in outside, unknown, undiscovered or random assistance from any way, shape or form based on the card. This can come solely from the self or outside forces, such as items, people, or events.

Personal Assist; Gives the Player the complete and full effects (universally and personally) of whatever 'Player Assist' card is active at the time.

Transitional Cards
They show the alteration movement of a phase, turn, shift, etc. Depending on how powerful the Movement Card is. There are many types of Transitional Cards.

Barkion's Bark (Battle) - Begins a Battle Sequence at any given point in time when it appears for whatever reason about anything that can be made into a battle. These can be friendly or serious as it is seen fit to the one who declares the 'Battle.'

Movement Cards
Cards that allow for the movement of shifts, phases, energies, etc. (Anything) on the playing field at the time. Usually only one time use unless stated otherwise.

Warp Cards
Cards that are allowed to move anywhere and everywhere as they see fit, even in terms of switching places with other cards or filling in spots, or even to warp out and back into the Energy Reserves.

Adaptation Cards
Cards that inspire some sort of growth and cultivation of any or all parts of the being. Also known as 'Growth Cards.'

Absorption Cards
Cards that absorb, drain, leech, or draw in energies from elsewhere and into the Player.

Alteration Cards
Cards that harbor a single purpose, but are capable of altering their energies and forms to become different whilst still maintaining their purpose.

Transformation Cards
Cards that are capable of changing into other energetic forms or entities at will.

Little Chimera = Chimera Kitsune; A card that is able of shifting its shape and form in order to become anything it wishes at any given time. It may shift as many times as necessary as long as it is in play, but not twice in the same turn. Though it changes its form and properties, unlike other transformation cards, the card itself does not get changed and remains on the field.

Infirmary Cards
Pink

Cards that bring health and restoration and anything associated to those things.

DNA Surgery (Operation) = Removes whatever is infecting target to heal them of affliction in whatever way necessary at the time.

Infiltrator Cards

Also known as 'Penetration' Cards, they are used to silently dig, dive, decode, etc. What is necessary in order to extract information or cause things to occur without being noticed. Can also be used to sense infiltration from others.

Shadow Cards
Black

Cards that work behind the scenes, unseen and without presence to any others except the player. They are useful and are considered 'stealth cards' usually used to gain Intel. They are also envoys of the 'Black Box' cards, which can be used interchangeably if they are Black.

Hiro's Shadow Scout (Shadow Scout) = Observes a situation from the shadows and gathers information that is immediately transferred to where the shadow is connected to, as well as anything else in the nexus of darkness it is touching at the time.

Roc from the Valley of Haze = Hazy Crow; Stealthful card meant to observe everything, yet not be observed by others. A 'haze' or 'mist' surrounds it, not letting anyone know its true shape or form, or even its actions or intentions. It brings a misty cloak over the self and all things done to disallow anyone's sight in any way.

Jar Robber (Box Ghost) = Grabs energy in any form that is contained and takes it. It does not matter what the container is, as long as it is a container, this card may take from said container, no matter how heavily guarded it is. Also allows access to a 'Black Box' card


Illusion Cards
Hazy Purple

Also known sometimes as 'Stealth' cards. They get into people's minds, thoughts, dreams and makes them start thinking whatever they want them to. They make illusions real and real things into illusions without using lies, but the power of suggestion.

Nightmare Archfiends (Dream Killer):


Hazard Cards
Red

Cards that use the power of either the Zero World, are or of the Zero World, or take things to the Zero World. They are generally very dangerous, also known as 'Swamp Cards' or 'Zero World Cards.' Generally used with more malignant intent in order to draw out evil and darkness to the light so they can be destroyed or sent into the Zero World, most times through purified use of whatever their power is, being used for Good.

Nettles (Rozen Thorns)

Des Dendle (Rozen Thornfield)

Cut Cards

Cards that serve the purpose of disconnecting, severing connections, cutting things off, stopping, discontinuing, ceasing, halting, etc. The flow of energy and those attached to them. Can be temporary or permanent and works for everything and anything. They can send things to the Zero World immediately.


12th
Universal/Crystal Cards
Clear-Laminated-Crystal Blue

Powerful cards capable of harboring all power. They are just as powerful as Lawless cards, but follow a certain rule and order just as all the others. These cards are known as the ones blessed by God to do his will and to bring about his wonders as well as the user's own powers. They harbor the power, energy and will of all things in them. Also known as 'God Cards' because they are generally omnipotent.

Djinn Releaser of Rituals (Sacred Trial) : Reveals or Begins a 'New Trial' of sorts that forces others to endure a specific 'Trial Period' that involves them overcoming whatever they are being 'Tried' for.

Theinen the Great Sphinx (Ancient Puzzle) : Creates a powerful maze, labyrinth, puzzle, etc. that is scrambled that one must figure out how to overcome by solving it and going through whatever is 'Puzzling' at the time.

Shining Angel (The Phantom #1)

Dark Balter the Terrible (Starscream #2)

Lt. Surge's Spearow (Eagle #3)

Crystal Blessing (Crystal Heart#6)

The Warrior Returning Alive (Savior #Cool

Scapegoat (Sacrifice #13)

11th
Black Box/Lawless Cards
Variable

Lawless Cards that are 'Forbidden Techniques' only to be used when fighting for God, used sparingly. Those cards are not bound by the rules and have been pardoned. Enemies that have been captured and purified immediately get sent here and are added to the repertoire of 'dirty tactics.' Very powerful. Can be used at any given time and placed anywhere. Not only this, but they also do not follow the rules of energetic rotation and are solely kept with the Player to be used at their discretion and kept active for as long as deemed fit. They count as an 'All' effect, and can either only effect the Player, or one object, or all of them, or only a select few. This is because they are too powerful to be bound by restrictions and may use their effects without any hesitation or limitation to effect anything they wish in any given scale, be it as small as just the individual using it or as large as to encompass the entire universe.

Shining Angel

Gravekeeper's Spy

Blizzard Dragon

Ice Age Panic

Instant Freeze

Instant Freeze

Gift Of Life

Dulauren, Tiger King of the Ice Boundary

Ghostrick Socuteboss

Swift Birdman Joe

Kuriboh (11:31)

Claw Reacher

Dr. Claw


Card types

Assist Cards
Assist Cards are meant to bring in outside, unknown, undiscovered or random assistance from any way, shape or form based on the card. This can come solely from the self or outside forces, such as items, people, or events.

Personal Assist; Gives the Player the complete and full effects (universally and personally) of whatever 'Player Assist' card is active at the time.

Trainer Pokemon Cards
Trainer Pokemon always return to the energy deck of their trainer's respective elemental type or to the Assist Deck. Never put them in the Body Chakra deck rotations,but freely use them within the Body Chakra activation process. Trainer Pokemon cards count as 'Energy Assists,' as they carry the 'Will of the Elemental Deck' they are from at all times, taking these being into account as 'Elemental Spirits.' Think of the Element itself as the trainer and the being it uses of its own Will at the time as the 'Trainer Pokemon Card.'

Transitionary Cards
They show the alteration movement of a phase, turn, shift, etc. Depending on how powerful the Movement Card is. There are many types of Transitionary Cards.

Movement Cards
Cards that allow for the movement of shifts, phases, energies, etc. (Anything) on the playing field at the time. Usually only one time use unless stated otherwise.

Warp Cards
Abras; Capable of warping anywhere at anytime when they are in the field or in sight. They may warp to switch cards, warp to the location of a different card or warp themselves out of play. They warp as many times as they wish until they are completely out of play and remain active until then. All Rocket Abras return to the Black Box and all Trainer Abras return to their respective Energy deck.

Surskit (Stider); Capable of jumping however far ahead or behind another card. Whatever it jumps ahead of is brought along with it, whilst everything it jumps behind is immediately erased and sent to the Zero World or to respective Energetic decks.

Infiltrator Cards
Also known as Stealth Cards, they are used to silently dig, dive, decode, etc. What is necessary in order to extract information or cause things to occur without being noticed. Can also be used to sense infiltration from others.

Diglet (Underground Digger/The Mole)

Dugtrio (Deep Digger)

Super Rod (Absolute Connection Line)

Seel (Undersea Diver)

Dewgong (Deep Diver)

Slowpoke (Patient Peon): Corrodes Defenses over time.

Slowbro (Patient Power): Corrodes both Offenses and Defenses.

Slowking (Patient King): Corrodes all that stands in its way gradually.



Cut Cards
Cards that serve the purpose of disconnecting, severing connections, cutting things off, stopping, discontinuing, ceasing, halting, etc. The flow of energy and those attached to them. Can be temporary or permanent and works for everything and anything. They can send things to the Zero World immediately.

Krabby

Kingler

Sandslash

Kuwagamon

Saisu

Swellow

Anatomia Cards
Cards that govern the body and the powers of the Third Restriction. Helps to evenly distribute energy among the body at all times. They harness in them the power of Anatomia as a whole.

Adaptation Cards
Cards that inspire some sort of growth and cultivation of any or all parts of the being. Also known as 'Growth Cards.'

Bellsprout (Budding Growth); he beginning of a new sprouting growth in a certain area. The beginning process of a power up/level up

Exeggcute (Hatch Growth) he hatching and harvesting of something. Revealing of what has been growing and the harvesting of said growth.

Magikarp; Spontaneous evolution. This causes for the exponential growth in order to evolve from one stage to the next in an instant, signified by whatever card is next in the lineup to replace it.

Absorption Cards
Cards that absorb, drain, leech, or draw in energies from elsewhere and into the Player.

Zubat (Leechbat); Life Siphon: Absorbs single energy from target and takes it into self.

Golbat (Drainbat); Vampiric Absorption: Absorbs all energy from target and takes it into self.

Alteration Cards
Cards that harbor a single purpose, but are capable of altering their energies and forms to become different whilst still maintaining their purpose.

Roc from the Valley of Haze = Hazy Crow; Stealthful card meant to observe everything, yet not be observed by others. A 'haze' or 'mist' surrounds it, not letting anyone know its true shape or form, or even its actions or intentions. It brings a misty cloak over the self and all things done to disallow anyone's sight in any way.

Transformation Cards
Cards that are capable of changing into other energetic forms or entities at will.

Little Chimera = Chimera Kitsune; A card that is able of shifting its shape and form in order to become anything it wishes at any given time. It may shift as many times as necessary as long as it is in play, but not twice in the same turn. Though it changes its form and properties, unlike other transformation cards, the card itself does not get changed and remains on the field.

Ditto; Transforms into any card it wishes at any given time.



Each Tier of cards have a different selection of 'Effects' based on their level, even if they are the same card (usually containing different card art.) Whichever ones are located in each Tier is what their effects are based on the level of power, commonness and effect.


Tier 1 - Basic

The most common, easiest to use, and most primary. Their effects are simple and easy to understand.


Koffing - Poison Bomb : A burst of harmful, dirty or detrimental 'Poisonous' Energy. Can be anything that has an inherent property that tends to destroy life or impair health, to describe something filthy or disgusting, or that is generally detrimental to the benefit of others.

Slugma (Slow Burn)

Diglett (Mole) : Searches underground for underlying things below the surface.

Tier 2 - Advanced

Slugma (Hot Water)

Diglett (Dig) : Goes for a deep, thorough search in the depths deep below the surface.

Brock's Dugtrio

Tier 3 - Master

Dark Wartortle - Mob Boss

Magcargo (Molten Bloodbath)

Blaine's Mankey - Monkey Business

Arcanine (Legendary Hero)

Entei (Legendary Knight of Fire)

Moltres (Rising Phoenix)

Surskit (Stider); Capable of jumping however far ahead or behind another card. Whatever it jumps ahead of is brought along with it, whilst everything it jumps behind is immediately erased and sent to the Zero World or to respective Energetic decks.

Dugtrio (Excavate) : Searches the deepest, darkest depths to find whatever lurks at the very root at the bottom.


-----------------------------------------------









Trainer Pokemon Cards
Trainer Pokemon always return to the energy deck of their trainer's respective elemental type or to the Assist Deck. Never put them in the Body Chakra deck rotations,but freely use them within the Body Chakra activation process. Trainer Pokemon cards count as 'Energy Assists,' as they carry the 'Will of the Elemental Deck' they are from at all times, taking these being into account as 'Elemental Spirits.' Think of the Element itself as the trainer and the being it uses of its own Will at the time as the 'Trainer Pokemon Card.'


Black Box/Forbidden/Lawless Cards
Lawless Cards that are 'Forbidden Techniques' only to be used when fighting for God, used sparingly. Those cards are not bound by the rules and have been pardoned. Enemies that have been captured and purified immediately get sent here and are added to the repertoire of 'dirty tactics.' Very powerful. Can be used at any given time and placed anywhere. Not only this, but they also do not follow the rules of energetic rotation and are solely kept with the Player to be used at their discretion and kept active for as long as deemed fit. They count as an 'All' effect, and can either only effect the Player, or one object, or all of them, or only a select few. This is because they are too powerful to be bound by restrictions and may use their effects without any hesitation or limitation to effect anything they wish in any given scale, be it as small as just the individual using it or as large as to encompass the entire universe.

Hazard Cards
Cards that use the power of either the Zero World, are or of the Zero World, or take things to the Zero World. They are generally very dangerous, also known as 'Swamp Cards' or 'Zero World Cards.' Generally used with more malignant intent in order to draw out evil and darkness to the light so they can be destroyed or sent into the Zero World.

Ekans (Black/Swamp Diver): Senses evil and taintedness in others. Can also be used to get inside of anything guarded.
Arbok (Evil/Snake Eyes): Immediately locates and pinpoints evil and weaknesses in others and focuses on them. Can also be used to cut deep into the very raw core of other people and events.

Koffing (Toxic Mine/Swamp Bubble); An explosion of something taboo and highly unstable. Those that are tainted become poisoned and it is brought to the light.

Weezing (Zero Bomb/Swamp Grenade): An explosion of something extremely taboo or forbidden or feared. Those that are tainted become poisoned and brought to the light.

Grimer (Deconstruction/ Swamp Puddle): Deconstructs or disintegrates something entirely. Basically, taking it completely apart.

Muk (Cosmic Meltdown/Black Swamp): A meltdown that immediately destroys whatever it is used on and sends it to the Zero World.

Nettles (Thornsnare Trap)

Des Dendle (Rozen Thornfield)

Nidoran Male (Briar Rabbit)

Nidorino (Spike Rabbit)

Nidoking (King of Thorns/Rozen Master)

Nidoran Female (Nettlebunny)

Nidorina (Briarbunny)

Nidoqueen (Queen of Thorns/ Rozen Mistress)

Goop Gas Attack (Black Wave)

God/Crystal Cards
Powerful cards capable of harboring all power. They are just as powerful as Lawless cards, but follow a certain rule and order just as all the others. These cards are known as the ones blessed by God to do his will and to bring about his wonders as well as the user's own powers. They harbor the power, energy and will of all things in them. Also known as 'Universal Cards.'

Clefairy (Magic Fingers)

Clefable (Magic Receptors)

Sentret (Magic Scout/ Intel Retieval)

Teddiursa (Magic Charm/ Universal Charmer)

Meowth (Magic Ears/Cat Eyes)

Persian (Magic Listener/ Cat Predator)

Spearow (Magic Flier/ Bird's Eye View)

Fearow (Magic Seeker/ Hawkeye Scope)

Pidgey (Magic Peon/ Pigeon Coat): Becomes among the Pigeons in order to flush them out.

Pidgeotto (Magic Servant/ Pigeon Pecker): Pinpoints Pigeons.

Pidgeot (Magic Savior/ Bird Jesus): Leads Pigeons to salvation.

Taillow (Magic Skydiver/ Machspeed Scout)

Swellow (Magic Jet/ Machspeed Sky Cutter)

Jigglypuff (Magic Melody/ Mystic Song): Narration, speaking, singing, etc of events that are currently occurring. Can also be used to lower guard of others.

Wigglytuff (Magic Voice/ Mystic Muse): Narration, speaking, singing, etc. Events into existence or foretelling of events to come in the near future. Also can be used to entrance others.

Rattata (Magic Nose/ Rat Viewer): Senses people that are causing bad events, or 'rats', and finds out who they are. This can be used to find out other bad things as well.

Raticate (Wulfrat) (Magic Scavenger/ Rat Finder): Searches for people that are causing bad events and locates them immediately. This can be used to search for other bad things as well.

Dratini (Magic Wyrm/ Miracle Diver)

Dragonair (Magic Wyvern/ Majestic Legend)

Dragonite (Magic Dragon/ Crystal Dragon)

Back to top Go down
Hecatonkaerei
Da'at; Knowledge, The All Understanding :: Omnity Bond; the Goddess of Understanding
avatar

Posts : 160
Horse
Scorpio Reputation : 0
Join date : 2014-11-23
Age : 4
Location : Kouin (Elder)

PostSubject: Re: Argus Card System   Sun Aug 19, 2018 9:06 pm

Cards that are specifically made to alter the effect of another card. Though they are typically for support, they are generally able to be used alone, as well.

Card Effects
Cards have many different effects based on their place in the system. There is the 'Active Effect,' or 'Playing Effect,' there is an 'Engagement Effect,' or 'Direct Effect.' a 'Natural Effect' or 'Passive Effect' and a 'Universal Effect.'

Active Effect: When setting a card into place in whatever position it is in, immediately use its effect based on its position. This is the 'Playing Effect.' Not specific to the 'In Play' area.

Engagement Effect: Only active to the cards in the 'In Play' area and nowhere else. Directs the effect of the card at the target, giving more specific control as to what is being done rather than simply having it set out. Cannot be utilized by Universal or Standby cards.

Natural Effects (Passive): The card that is on 'Standby' has a supportive 'Natural Effect' that allows one to know when it needs to be activated. Whilst on 'Standby' through 'Initialization' sequence, the card will have passive effects on the cards in play, effecting those that are 'In Play' with whatever Passive Trait the card on Standby may have. Effects vary from card to card, some more subtle, some more direct.

Universal Effects: Free Energy to be manipulated as seen fit. It is effective universally in the universe, thereby effecting everything rather than just the target. Because the energy can be freely manipulated by the user, it ends up having a multipurpose effect, and is far more general than when it is put into play. It is more like drawing something from the universe, setting it into motion in the universe, than reaping the benefits of it later when it reaches 'Standby' and 'In Play' phases, already having gained enough universal energy in the universe to give it strength by the time it gets there. Helps to keep on track, create a universal scope for attacking, defending, supporting, etc. Whatever is necessary. Universal effects tend to show up in ways that can be either subtle or blunt, so careful attention to 'Universal Effect' cards that are set is important.




Flashbang - Burst : A very quick, sudden explosion. Typically gives a wide-spread effect.
Back to top Go down
Hecatonkaerei
Da'at; Knowledge, The All Understanding :: Omnity Bond; the Goddess of Understanding
avatar

Posts : 160
Horse
Scorpio Reputation : 0
Join date : 2014-11-23
Age : 4
Location : Kouin (Elder)

PostSubject: Re: Argus Card System   Sun Aug 19, 2018 9:10 pm

Layer 4 Heart
Wind/Vibration/Spacial Energy deck. Ears/Wings - Wind
Purpose/Focus - Energy Tank
Quadrants = Heart Chambers
Ruler :: House : Positive/Negative/Neutral ; Command

Special - Layer 5 (Hearts) : Energy/Power/Indirect

Heart
Creation World (Hearts)

1st Restriction (Mind)

House - Presence (1st-4th Restrictions)

Chambers (Houses)
Shows ow the Formation is set up and was Created for the other Sets.

Origin (Deck) - Target

Energy Tank

Quadrant
Equations
Quadratic Formula

4th Restriction Energy Generator

Ruler - Bishop (Player, Opponent, House, Deity)

House Rules (Atmosphere)
Positive - White Bishop (Rook)
Negative - Black Bishop (Knight)
Neutral - Rook (Bishop)
House - Degree, Number, Level, Vibration, Target (Pawn)

Field - Wind (Player, Opponent, House, Ruler)

Examples
Ruler :: Positive : Positive ; Positive
House :: Negative : Negative ; Negative
Ruler :: Neutral : Neutral ; Neutral

Universal House

Heart
Sacrifice
Offering

House (Field) (Components)

House - Storage, Setting, Environment, Laws
Map - Player, Ruler, Bishop, Rook, Knight, Pawn, Origin
Field - Element, Concept, Component
Number - Level, Vibration, Intensity, Magnitude

Elements
Based off of the Kinesis Chart, there are several different elements that govern each of the kineses. These are the elements, otherwise known as the 'Will of The Elements.' Each card is imbued with a special elemental energy based upon the thirteen categories of elements. There are 11 Individual elements, 2 that encompass all elements, 4 primary elements and 3 upgrades to each element. They are shown in the chart below.

Primary Element - Secondary Element - Tertiary Element
Fire - Plasma - Light/Divine
Wind - Spirit - Dark/Death
Earth - Metal - Life/Beast
Water - Psychic - God/All

With this, able to Generate, Create and Manipulate any of the following;

Psychokinesis/Telekinesis - Matter, Energy and Motion.
Microkinesis - Small scale objects precisely, such as cells, microorganisms, etc.
Macrokinesis - Large scale objects precisely, such as space, the universe, the macrocosm, etc.
Chromokinesis/Atmokinesis - All forms of the Weather and forces of nature.
Hydrokinesis/Aquakinesis - Water and Liquids.
Aerokinesis/Dracokinesis - Wind/Air, Gas and Force.
Biokinesis - Life, DNA, and Living Beings.
Vitakinesis- Health and Harm (physical, spiritual, mental etc.)
Botanokinesis - Plants and Nature.
Geokinesis/Terrakinesis - Minerals/Ground/Earth.
Fulgurkinesis/Magnokinesis - Electricity, Magnetism and Fields/Force.
Technokinesis - Mechanics/Machines, Technology and Data.
Thermokinesis - Temperature.
Metakinesis - Metals.
Pyrokinesis - Heat/Fire.
Cryokinesis - Cold/Ice
Chronokinesis - Time.
Chrono-Telekinesis - Move other objects through time.
Audiokinesis/Echokinesis - Sound and Vibrations.
Photokinesis- Light/Sight.
Umbrakinesis- Darkness/Shadows.
Retrokinesis - Outcome of Future Events (Past, Present, Future)
Gravitokinesis/Gyrokinesis- Gravity, Gravitational Fields and Force.
Necrokinesis - Dead, Death, Undead.
Astrokinesis/Cosmokinesis - Astral or Cosmic Energy.
Cthonikinesis - Nether energy
Ergokinesis - Energy
Mystokinesis - Magic
Nihilikinesis - Nothingness
Neurokinesis/Mnemokinesis - Minds/Memories, Thoughts
Oneirokinesis - Dreams
Essekinesis - Reality
Omnkinesis - All things in form of Kinesis (13th Restriction only)

Suit System
Tarot Cards: Universal Overall Type. (Swords, Chalices, Wands, Stars.)

For Tarot Cards, each Number signifies the Level of which its power is to be used. (Ex. 5 Stars = Reality Support) Numbers will be listed below. Major Arcana Cards (Ex. The Lovers) Have their own specific, individual meaning outside of the 'Suit System'.


Spades: Swords/Offense/Attack. Main Weapon to be Used that serves as the Offensive Force. (Direct)

Hearts: Chalices/Special/Energy. Main Power to be Used that serves as the Energetic Force. (Indirect)

Clubs: Wands/Defense/Block. Main Defense to be Used that serves as the Defensive Force. (Shield/Counter)

Diamonds: Stars/Support/Status. Main Support to be Used that serves as the Suggestive Force. (Effects/Subtlety)


Support Decks (Effect)
Decks that are specifically made to support the player. Gives information on Equipment, Active Terrain or Field, Supplementary Items and Active Assists, all of which come from their own specific decks.

Side Effect (Assist) Deck: Explains the assisting energies of the self, other influences or the universe through people, self, things or events. Each Assist Card carries with it either a Known or Unknown assistance. known Assistances are assigned whilst unknown have yet to be assigned or discovered. Upon discovery, assignment and confinement happens immediately.

Support Decks
Decks that are specifically made to support the player. Gives information on Equipment, Active Terrain or Field, Supplementary Items and Active Assists, all of which come from their own specific decks.

Technique Deck: Techniques such as 'Offensive/Defensive, Supportive, or Debilitative' are drawn unto the Universal Energy Space where its energy is processed and drawn down gradually as necessary into desired place on Body Chakra Chart. The power is dictated by the Number cards. These 'techniques' can be used in any way deemed fit anywhere from the Body or in the Universe, unless already equipped to the Body, where only that specific technique may be used from there. Technique Cards can also be appointed to other active cards in play (Such as Player Cards).

Pigeonholing Books of Spell = Crystal Grimoire
Book of Taiyou = Tabrith

Terrain Deck: Explains the energy of the self or others, the literal terrain of the area, or the universal energy of the atmosphere. Navigation and field bonuses are active.

Mausoleum of the Emperor = Pharaoh's Labyrinth

Item Deck: Explains the items equipped to one or at one's disposal at the time, capable of being equipped anywhere on the Player in any of the Chakra as deemed fit. Explains the supporting items one is given, has, or that are in the energetic atmosphere that are capable of being used to both help or hinder in any way the Player deems fit, be it to the self or to others.

Potions

Assist Deck: Explains the assisting energies of the self, other influences or the universe through people, self, things or events. Each Assist Card carries with it either a Known or Unknown assistance. known Assistances are assigned whilst unknown have yet to be assigned or discovered. Upon discovery, assignment and confinement happens immediately.

Elements
Based off of the Kinesis Chart, there are several different elements that govern each of the kineses. These are the elements, otherwise known as the 'Will of The Elements.' Each card is imbued with a special elemental energy based upon the thirteen categories of elements. There are 11 Individual elements, 2 that encompass all elements, 4 primary elements and 3 upgrades to each element. They are shown in the chart below.

(For Souzenryoku)

Primary (Basic) Element - Secondary (Advanced) Element - Tertiary (Complete) Element
Fire - Plasma - Light/Divine
Wind - Spirit - Dark/Death
Earth - Metal - Life/Beast
Water - Psychic - God/All

Fire Element
Of or pertaining to fire or heat. The Will of the Element of Fire. Brings forth passion, intensity, fervor, inspiration and motion, but also destruction, anger, hatred, etc.

Light Element

Fire Element
Of or pertaining to fire or heat. The Will of the Element of Fire. Brings forth passion, intensity, fervor, inspiration and motion, but also destruction, anger, hatred, etc. (Kineses Governed; Thermokinesis, Pyrokinesis, Atmokinesis)

Slugma (Hot Water)

Magcargo (Molten Floodbath)

Arcanine (Legendary Knight of Fire)

Entei (Legendary Flame)

Moltres (Legendary Phoenix)



Light Element

Theinen the Great Sphinx (Herculean Sphinx)


Last edited by Hecatonkaerei on Sun Aug 19, 2018 9:24 pm; edited 1 time in total
Back to top Go down
Hecatonkaerei
Da'at; Knowledge, The All Understanding :: Omnity Bond; the Goddess of Understanding
avatar

Posts : 160
Horse
Scorpio Reputation : 0
Join date : 2014-11-23
Age : 4
Location : Kouin (Elder)

PostSubject: Re: Argus Card System   Sun Aug 19, 2018 9:13 pm

Battle System
Usage of the 'Spellbook.' Whenever making a move for the Master Cards, one uses the Spellbook to see what the Master Cards do, then shift the In Play cards. Any of the 'In Play' cards are active for battle or 'Engagement,' however 'Standby' cards as well as 'Set' cards have the power to influence the Battle System, as well.

Setup

Ruler - Commander

House - Number

World - Suit

Sephirah - Body Part

Chakra - Body Element

Choir - Host

Unit - Piece

Direction - Position

Coordinate - Period

Instruction - Placement

Command

Books/Grimoires
There are numerous Books that are used, each having a specific purpose.

Playbook: The Playbook is the ‘Player’s Personal book that handles their own personal settings and equipment, as well as what they take from themselves and set ‘In Play,’ or what they take from being ‘In Play’ and making only ‘Personal.’ This shifts cards from Universal to In Play through an entire linear Energy Transfer basic formula process.

Third Eye

Black Book
Judgment, Perception, Acuity
Text
Thoughts
Mental
Verbs
Adjectives

Name (Third Eye)
Target
Player
Opponent
Selection
Option

Ruler - Black Pawn (Unknown/Hidden Variables)

Field: Darkness (Full 3-D)

Stock
Thoughts
Decisions
Options (Variables)
Reality
Field

Origin
Darkness
Ninja (Double Dark)

Evolution
Psychic (Mental)
Camo (Void)

Darkness = Name (Ruler) :: Stock (Command/Target)
Ninja = Name (Ruler) :: Origin (Command) : Stock (Target)
Psychic = Name (Ruler) :: Stock (Variable) : Origin (Command) ; Target

Guidebook/Spellbook: The book that allows the knowledge of what is to come as well as what has or already is in occurrence. These dictate when Shifts are to be made, as well as in what way to engage. These can be considered the 'Motions of the Master,' with the 'In Play' cards being the effects. They are for guidance, and show what it is that must occur or that will occur. Every time there is an occurrence matching, a page is turned and there is a shift.

Instruction Book (Black Book): The book that gives Direction, Placement or Position to a Card.

Layer 6 Third Eye
Psychic/Dark/Spacial Energy deck. Mind/Psychic - Dark
Purpose/Focus - Concentration/Observation and Influence
Ruler :: House : Judgment/Influence ; Execution/Affect
*Thought Internally



Ebony King = Thanytoz
Black Bishop = Tear
Obsidian Rook = Terumi
Dark Knight = Tabrith
Gloomy Pawn =

Ebony Queen = Tifaret
Black Bishop = Tzedusa
Obsidian Rook = Taomin
Dark Knight = Tron
Gloomy Pawn =

Shadow Cards
Cards that work behind the scenes, unseen and without presence to any others except the player. They are useful and are considered 'stealth cards' usually used to gain Intel.

Gastly (Shadow Eyes)

Baransha (Shadow Cat)

Haunter (Shadow Hands/Claws)

Gengar (Living Shadow)

Hiro's Shadow Scout (Shadow Scout)

Layer 5 Throat
Electric/Magnetic/Temporal Energy deck. Mouth/Voice - Lightning
Purpose/Focus - Precision and Causality
Ruler :: House : Command/Cause - Command/Effect
*Spoken Aloud

Clow Cards: Universal Overall Force. (Body, Mind, Soul)

Suit System
Tarot Cards: Universal Overall Type. (Swords, Chalices, Wands, Stars.)

For Tarot Cards, each Number signifies the Level of which its power is to be used. (Ex. 5 Stars = Reality Support) Numbers will be listed below. Major Arcana Cards (Ex. The Lovers) Have their own specific, individual meaning outside of the 'Suit System'.


Spades: Swords/Offense/Attack. Main Weapon to be Used that serves as the Offensive Force. (Direct)

Hearts: Chalices/Special/Energy. Main Power to be Used that serves as the Energetic Force. (Indirect)

Clubs: Wands/Defense/Block. Main Defense to be Used that serves as the Defensive Force. (Shield/Counter)

Diamonds: Stars/Support/Status. Main Support to be Used that serves as the Suggestive Force. (Effects/Subtlety)

Throat


Command Book (Red Book): The book that gives Order or Command to a Card.

Red Book
Text
Speech
Spell
Tongue
Tone
Word
Verbal
Names
Voice
Title

Reality (5th)
Judgment and Execution
Field (Atmosphere/Emanation)
Option/Selection
Cause and Effect

Ruler - White Pawn (Emanation)

Target - Player/Opponent

Origin - Stock/Deck/Supply

Field - Lightning

Ruler/Command :: Command/Target (Basic)
Ruler :: Cause : Effect (Standard)
Ruler :: House : Command ; Target (Advanced)
Ruler :: House : Command ; Cause - Effect (5th; Expert)

Commands and Orders

Commands
There are many basic commands (which may or may not be substituted with a synonym or expressed in detail during play) that are indicative of the placement and action of the cards in play. These are 'Set, Initiate, Activate, Engage' and 'Shift.'

Command Template (Full Formula/6): Ruler/Player (Object/Cause/Affluence) :: House/Sephirah (Medium/Measurement) : Chakra/Choir (Rank/Direction) ; Unit/Element (Piece/Placement) - Command (Position/Period) ~ Instruction (Subject/Effect/Influence) = Target.

Real (5) Expert/Extended Command Template: Ruler/Sephirah/House/Chakra/Choir/Unit/Element :: Sephirah/House/Chakra/Choir/Unit/Element : House/Chakra/Choir/Unit/Element ; Chakra/Choir/Unit/Element/Command/Instruction - Unit/Element/Command/Instruction = Target

Elemental (4) Advanced Command Template: Rule/Sephirah/House/Chakra/Choir/Unit/Element :: Sephirah/House/Chakra/Choir/Unit/Element : House/Chakra/Choir/Unit/Element ; Command/Unit/Element/Instruction = Target

Physical (3) Common Command Template: Ruler/Sephirah/House/Choir/Chakra :: Sephirah/Command/Choir/House/Unit : Unit/Choir/House/Instruction/Command = Target

Spiritual (2) Basic Command Template: Ruler/House/Chakra/Sephirah/Choir/Unit/Command :: House/Chakra/Sephirah/Choir/Instruction = Target

Mental (1) Simplified Command Template: Ruler/House/Chakra/Sephirah/Choir/Element/Unit/Command/Instruction = Target
Back to top Go down
Hecatonkaerei
Da'at; Knowledge, The All Understanding :: Omnity Bond; the Goddess of Understanding
avatar

Posts : 160
Horse
Scorpio Reputation : 0
Join date : 2014-11-23
Age : 4
Location : Kouin (Elder)

PostSubject: Re: Argus Card System   Sun Aug 19, 2018 9:25 pm

Crown

Distributor (Dealer)

Light

Ruler (Deck/Distributor)
Primordial
Complete Consciousness
Identity
Superego
Leadership
Roles

Ruler (Superego) (Black King) - Primordial

Player 1 (ID) (White)

Player 2 (Ego) (Black)

Alter Ego (Shift = Black/White)

Levels Of Consciousness (Five Worlds)
World Of Emanation -- Variable = Unconscious - Pawn (Black/White)
World Of Action -- Defense = Preconscious - Rook (Black/White)
World Of Creation -- = Subconscious - Bishop (Black/White)
World Of Formation -- Offense = Consciousness - Knight (Black/White)

Primordial World
Player (Image) = Conscious (Ego) - Queen (Black/White)
Player (Projection) = Conscience (ID) - Crown (White King)
Ruler = Superego - Black King (Target/Player)

Distribution/Recycle (Deck/Dealer) = Ruler :: House : P1/2 ; Unit - Command

Examples
Unit :: Assist : House ; Target - Command

CREATIA HQ
Monster (Monster Evolution Chart)
Creature :: Proportion : Property ; Ability - Technique

Classification (Class Level Up Chart)
Class :: Subclass : Level ; Ability - Technique

Layer 8 All (Black King Shelf)
Hidden/God/Clear Energy deck. All/God - Elemental
Purpose/Focus - Connecting and Storage
Ruler :: Piece : House ; Command
Piece :: Chess Movement : Command

King and Queen = Royal Aces
2 Bishops = The Phantom
2 Rooks = The Stalwart
2 Knights = The Chariot
2 Pawns = The Servbot

Layer 7 Crown
Divine/Light/Vibration Energy Body deck. Halo/Wisdom - Light
Purpose/Focus - Distribution and Recycling (Revelation)
Ruler :: Piece : Target ; House - Subordinate (Pawn)

Male
Ivory King = Shinrona
White Bishop = Tigen
Alabaster Rook = Pumpkinhead
Shining Knight = the Phantom
Glowing Pawn =

Female
Ivory Queen = Shinnia
White Bishop = Trinity
Alabaster Rook = Triere
Shining Knight = Tabitha
Glowing Pawn =

Universal - Layer 1 (Emanation)

The Universal Layer that affects and is affected by all things, especially in the lower layers.


Command Layer - Layer 2 (Formation)

Technique Deck: Techniques such as 'Offensive/Defensive, Supportive, or Debilitative' are drawn unto the Universal Energy Space where its energy is processed and drawn down gradually as necessary into desired place on Body Chakra Chart. The power is dictated by the Number cards. These 'techniques' can be used in any way deemed fit anywhere from the Body or in the Universe, unless already equipped to the Body, where only that specific technique may be used from there. Technique Cards can also be appointed to other active cards in play (Such as Player Cards).

Terrain (Worldly) Layer - Layer 3 (Action)

Terrain Deck
Explains the energy of the self or others, the literal terrain of the area, or the universal energy of the atmosphere. Navigation and field bonuses are active.

Mausoleum of the Emperor = Pharaoh's Labyrinth

Armory/Store - Landscapes/Locations - Items/Key Items - Accessories/Equips

Item Deck: Explains the items equipped to one or at one's disposal at the time, capable of being equipped anywhere on the Player in any of the Chakra as deemed fit. Explains the supporting items one is given, has, or that are in the energetic atmosphere that are capable of being used to both help or hinder in any way the Player deems fit, be it to the self or to others.

Potions


Environmental Layer - Layer 4 (Creation)

Functions the same as 'Layer 3,' except is mostly used as extra forces and extra attacks, shields, barriers, etc. that keep outside forces from overthrowing or overpowering the 3rd layer. These Layers are to be used First. They are separated into 4 Layers based on the Suit System, where the Third Layer combines All The Suits into the Single Layer. (Will Describe In Detail Later)

Hazard Cards
Cards that use the power of either the Zero World, are or of the Zero World, or take things to the Zero World. They are generally very dangerous, also known as 'Swamp Cards' or 'Zero World Cards.' Generally used with more malignant intent in order to draw out evil and darkness to the light so they can be destroyed or sent into the Zero World.

Ekans (Black/Swamp Diver): Senses evil and taintedness in others. Can also be used to get inside of anything guarded.
Arbok (Evil/Snake Eyes): Immediately locates and pinpoints evil and weaknesses in others and focuses on them. Can also be used to cut deep into the very raw core of other people and events.

Koffing (Toxic Mine/Swamp Bubble); An explosion of something taboo and highly unstable. Those that are tainted become poisoned and it is brought to the light.

Weezing (Zero Bomb/Swamp Grenade): An explosion of something extremely taboo or forbidden or feared. Those that are tainted become poisoned and brought to the light.

Grimer (Deconstruction/ Swamp Puddle): Deconstructs or disintegrates something entirely. Basically, taking it completely apart.

Muk (Cosmic Meltdown/Black Swamp): A meltdown that immediately destroys whatever it is used on and sends it to the Zero World.

Nettles (Thornsnare Trap)

Des Dendle (Rozen Thornfield)

Nidoran Male (Briar Rabbit)

Nidorino (Spike Rabbit)

Nidoking (King of Thorns/Rozen Master)

Nidoran Female (Nettlebunny)

Nidorina (Briarbunny)

Nidoqueen (Queen of Thorns/ Rozen Mistress)

Goop Gas Attack (Black Wave)



Support Decks (Effect)
Decks that are specifically made to support the player. Gives information on Equipment, Active Terrain or Field, Supplementary Items and Active Assists, all of which come from their own specific decks.

Side Effect (Assist) Deck: Explains the assisting energies of the self, other influences or the universe through people, self, things or events. Each Assist Card carries with it either a Known or Unknown assistance. known Assistances are assigned whilst unknown have yet to be assigned or discovered. Upon discovery, assignment and confinement happens immediately.
Back to top Go down
Sponsored content




PostSubject: Re: Argus Card System   

Back to top Go down
 
Argus Card System
Back to top 
Page 1 of 1
 Similar topics
-
» Popup Card - 180 độ - Pattern
» One Woman in India dies every hour due to the dowry system
» Popup Card - Teacher Day - 20/11 - Pattern
» Hỏi về nơi mua giấy làm pop-up card
» [Popup Card] Christmas Tree

Permissions in this forum:You cannot reply to topics in this forum
The Veritas; The Crystal Dimension (Tymon Nikia Bolton II's Website) :: The Veritas; The Crystal Dimension :: Argus Card System-
Jump to: