The Veritas; The Crystal Dimension
"The Veritas Is Under Attack. Again... By Bill Gates, The Government, And Kenzie Reeves, Who Works For Them. I'll Let You Know If Anyone Else Ever Does Get 'System Passwords' From Me." - Founder/Owner (Tymon Nikia Bolton II)
The Veritas; The Crystal Dimension
"The Veritas Is Under Attack. Again... By Bill Gates, The Government, And Kenzie Reeves, Who Works For Them. I'll Let You Know If Anyone Else Ever Does Get 'System Passwords' From Me." - Founder/Owner (Tymon Nikia Bolton II)
The Veritas; The Crystal Dimension
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 Argus Card System

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Tabrynth
Prof. Dr. Tron the T-Cleff :: Deus Ex Machina; Jinseigami Omnitron of the Dusk
Prof. Dr. Tron the T-Cleff :: Deus Ex Machina; Jinseigami Omnitron of the Dusk
Tabrynth


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PostSubject: Argus Card System   Argus Card System EmptyWed Feb 01, 2017 1:59 pm

(Card)
Argus Card System Card10
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Tear M. Lacrimoso
Shinigami Tsukuyomi :: Moon's Eye Mirror; Keeper of the Crystal Heart
Shinigami Tsukuyomi :: Moon's Eye Mirror; Keeper of the Crystal Heart
Tear M. Lacrimoso


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PostSubject: Re: Argus Card System   Argus Card System EmptyWed Aug 01, 2018 8:59 am

Hand of Fate; The Phantom's Corner
SUNDAY, JUNE 12, 2016
“The Game That I Have Been Working On From 2012 To The Present (2018) And Have Developed Notes, Strategies, Guides, Maps, Characters, Designs And Concepts For Using Cards, Images, Techniques And Other General Templates Or Stencils As Utilities. I, Tymon Nikia Bolton II, Am The Founder, Creator And Originator Of The ‘Argus Card System’ And All Of My Work Attests To This Over The Course Of The Timeframe Of 2012-2018 And On. This Is The Original Basic Foundation.”
-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 =
Standby =
Initiate =
Engage =
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Tear M. Lacrimoso
Shinigami Tsukuyomi :: Moon's Eye Mirror; Keeper of the Crystal Heart
Shinigami Tsukuyomi :: Moon's Eye Mirror; Keeper of the Crystal Heart
Tear M. Lacrimoso


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Argus Card System Empty
PostSubject: Re: Argus Card System   Argus Card System EmptyThu Aug 02, 2018 9:38 am

Setup

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.

Ruler - Commander

House - Number

World - Suit

Sephirah - Body Part

Chakra - Body Element

Choir - Host

Unit - Piece

Direction - Position

Coordinate - Period

Instruction - Placement

Command


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.

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

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



Cards and their Rules (How they Function)

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


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.




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.

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

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.
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Shinigami Tsukuyomi :: Moon's Eye Mirror; Keeper of the Crystal Heart
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PostSubject: Re: Argus Card System   Argus Card System EmptyThu Aug 02, 2018 9:39 am

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.'

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.







Super Rod (Absolute Connection Line)

Seel (Diver)

Dewgong (Deep Diver)

Slowpoke (Patient Peon): Corrodes Defenses over time.

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

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


Krabby

Kingler

Sandslash

Swellow

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.



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.

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





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)



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.



Nidoran Male (Hedgehare)

Nidorino (Spike Rabbit)

Nidoking (King of Thorns/Rozen Master)

Nidoran Female (Nettlebunny)

Nidorina (Briar Rabbit)

Nidoqueen (Queen of Thorns/ Rozen Mistress)

Goop Gas Attack (Black Wave)



Gastly (Shadow Eyes)

Haunter (Shadow Hands/Claws)

Gengar (Living Shadow)

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Tear M. Lacrimoso
Shinigami Tsukuyomi :: Moon's Eye Mirror; Keeper of the Crystal Heart
Shinigami Tsukuyomi :: Moon's Eye Mirror; Keeper of the Crystal Heart
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PostSubject: Re: Argus Card System   Argus Card System EmptyThu Aug 02, 2018 9:39 am

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.

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Tear M. Lacrimoso
Shinigami Tsukuyomi :: Moon's Eye Mirror; Keeper of the Crystal Heart
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PostSubject: Re: Argus Card System   Argus Card System EmptyThu Aug 02, 2018 9:39 am

Player Info
The Player is identified by their Body Chakra Chart. This establishes how the vessel itself is controlled immediately/presently. Each of the Chess Pieces makes up the entirety of the Player and their energies may be switched throughout any places of the body as necessary or at will, meaning no one Chakra will ALWAYS be the SAME chess piece if one does not wish.

Effects the entirety of the Self and how the Self is used both Internally and Externally. Basically, the 'Player Layer' for 'Individuals.'

13th
Mode - Other : Settings for what 'Mode' one is in. (Ex. Business Mode)

10th-12th
Style/Shift - Gash : Sets the 'Universal Style' that dictates the State of how the Chakras are to be used. (Ex. Assassin Shift/Style)

- Baransha (The Phantom)

7th-9th
Set - Pokemon : The 'Universal Setting' of what Effect is Set to the Chakras and what Effects they distribute when used. (Ex. Manual Overwrite Set)

1-6
Support - Yugioh : The 'Universal Support' that grants the assistance of Outside Forces being taken into the Chakras to enhance their Style and Setting, or to be used as a Supportive Force that works outside of the Chakras, yet still utilizes their Style and Set. (Ex. Lurkrow Support)


Levels of Power
Many different Levels of Power that show the severity of the effects of a card are dictated by a number system ranging from 2-10, Jack, Queen, King and Ace/Joker. Ace/Joker are the highest and overrule any other cards, being just as powerful as a King or Queen card (which are the most powerful naturally.) Ace/Joker cards are basically wild and can be used for any purpose and any intensity.

Joker = All : All At Once, Yet None At All. Stronger Than Even The Ace.

1 = Mental (There are no 1s, but this is still relevant)

2 = Spiritual

3 = Physical

4 = Energetic

5 = Reality

6 = Emotional

7 = Completion

8 = Harmonic

9 = Information

10 = Perfection

11 (Jack) = Potential

12 (Queen/King) = Will

13 (Ace/Joker) = Truth

Crystal (Crystal) - Other

Hidden (Rainbow) - Joker

Crown (Halo); Light - Ace

Third Eye (Mind); Dark - Queen/King

Heart (Ears); Wind - 10/Jack

Solar Plexus (Core); Fire - 8/9

Sacral (Eyes) ; Water - 6/7

Throat (Mouth); Lightning - 4/5

Root (Source); Earth - 2/3




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

Worldly Layer that effects Outside Forces as well as one's own Forces; like an Army. Different from the 'Personal' or 'Individual Layer,' because instead of effecting the 'Unit' as a Whole, it breaks it up into 6 different 'Roles' or 'Sections' that serve to fight against other 'Units' or to protect the 'Personal Layer.'

King/Queen - Queen/King/Ace : Most Powerful. Effects the entire field and takes the Lead as the Main. Can be any and all other roles at once, or neither and simply be its own role that commands the others effectively.

Bishop - 10/Jack/Ace : Special/Spirit/Sage/Indirect. Typically deals with 'Indirect Energy' that works from afar.

Rook - 8/9/Ace: Defense/Body/Armor/Shield. Typically deals with 'Protective Energy' and works to block, protect or counter others.

Knight - 6/7/Ace: Offense/Mind/Warrior/Direct. Typically deals with 'Direct Energy' that works as the main offense.

Pawn - 4/5/Ace: Support/Hands/Variable. Typically used as 'Support' for any of the other forces, but can also take on a minor role as its own effect, or conjoin with another Role to increase their own power and the ones they are supporting. They are Helpers that are able to be used for anything.

Assist - 2/3/Ace: Ally/Universal/Outside Support/Variable. Can function as any other role that is outside of the ranks of the roles already at hand. They work to strengthen any or all of the roles at once, or can work alone to assist as it sees fit.


Body Chakra Chart
These also go on the Playing Fields, since the Player Chart is the Playing Field.

Ordered by Seven Chakras;
Crown = Divine/All/God Energy Body deck. Halo/Wings (All)
Third Eye = Psychic/Dark/Spacial Energy deck. Mind/Psychic PowerPower
Throat= Electric/Magnetic/Temporal Energy deck. Mouth/Voice
Heart = Wind/Vibration/Spacial Energy deck. Ears/Wisdom
Solar Plexus= Fire/Light/Stellar Energy deck. Core/Gut Feeling
Sacral= Water/Spiritual/Celestial Energy deck. Eyes/Sight
Root = Earth/Nature/Primal Energy deck. Genitals/Sex


Crystal (Personal/Primordial) (White King Shelf)
For Quick Full Embodiment Equips. Covers all Chakras and all Aspects of Influence, including the Hidden and the All of All, inclusive to the All of Self - Any/All/God
Purpose/Focus - Connecting, Storage, Distribution, Recycling, Revelation
Ruler :: Sephirah : Piece ; Command

Bishop/Creation/Support
Rook/Action/Defense
Knight/Formation/Offense
Pawn/Emanation/Variable
King-Queen/Primordial/Any-All

*Uses Commands From All Or Any Previous Realms
God Mode - Primordial Layer
Crystal God & Goddess = Tensei & Tsuki
Crystal Fruit (Soul)= Tigenhead
Crystal Tree (Body) = Veritas
Crystal Grimoire (Mind) = Allmaster

Crystal Herald = Shinsei

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)



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.





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 =

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)

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


Layer 3 Solar Plexus
Fire/Light/Stellar Energy deck. Core/Fuel - Fire
Purpose/Focus - Simulator

Hod/Netzach Command
Ruler :: House : World ; Peice - Command
5th World ; Primordial (All)
4 Worlds; Formation (Knight/Mind), Emanation (Pawn/Atmosphere), Creation (Bishop/Soul), Action (Rook/Body)
Support - Layer 7 (Diamonds) : Foundation/Base/Status


Layer 2 Sacral -
Water/Spiritual/Celestial Energy deck. Eyes/Foundation - Water
Offense - Layer 4 (Spades) : Weapon/Attack/Direct


Purpose/Focus - Compare And Contrast

Yesod Command
Command = Ruler :: House : Subject/Object ; Subject/Object
Ex. Yin - Yang, Light - Dark, Foreground - Background, Direct - Indirect, Yes - No


Layer 1 Root - Muladhara
Earth/Nature/Primal Energy deck. Feet/Grounding - Earth

Purpose/Focus - Decision Making

Malkuth Command
Command = Ruler :: House : Period ; Piece - Position ~ Placement = Command

Root Command
Command = 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

Defense - Layer 6 (Clubs) : Fortification/Walls/Shields

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

0th - Valparaiso/Hell Layer

Choose a color that corresponds to the intent.

Shadow Boss

Shadow Agent

Shadow Pawn
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Tear M. Lacrimoso
Shinigami Tsukuyomi :: Moon's Eye Mirror; Keeper of the Crystal Heart
Shinigami Tsukuyomi :: Moon's Eye Mirror; Keeper of the Crystal Heart
Tear M. Lacrimoso


Posts : 2054
Dog
Pisces Male Points : 3041
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Join date : 2014-11-04
Age : 30
Location : Pandemia (Mors Academia)
Job/hobbies : The Teacher

Argus Card System Empty
PostSubject: Re: Argus Card System   Argus Card System EmptyThu Aug 02, 2018 9:40 am

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

Khrona



(Random Notes To Be Edited Later)

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)

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.






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.



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Tear M. Lacrimoso
Shinigami Tsukuyomi :: Moon's Eye Mirror; Keeper of the Crystal Heart
Shinigami Tsukuyomi :: Moon's Eye Mirror; Keeper of the Crystal Heart
Tear M. Lacrimoso


Posts : 2054
Dog
Pisces Male Points : 3041
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Join date : 2014-11-04
Age : 30
Location : Pandemia (Mors Academia)
Job/hobbies : The Teacher

Argus Card System Empty
PostSubject: Re: Argus Card System   Argus Card System EmptyThu Aug 02, 2018 9:40 am

The Fourth Restriction: Energeist; Restriction of Chakra/Energy

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 he is 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)


Restriction 33; The Eclipse: The restriction bound to this mask is that which forces the chakras into alignment through utter insanity, allowing for all the insanity to flow out explosively and horrendously, yet be utilized in a non-destructive way. With the insanity flowing so freely and harmonizing with everything, it begins to share energy with all of nature itself around him through the use of his mastered "Sennin (Sage) Chakra." With this, he is able to completely control and become one with all of nature around him, and bend the elements to his will. Thus, he is allowed to go just as crazy as he wishes without him actually causing harm to anything around him except for his target, which he normally had such a hard time doing. He can control his energy so potently that he can create large scale attacks that would destroy the planet and convert that energy into energy to help the planet. Very useful as a stress relieving Geist. In short, Khrona's insanity drives him to control of nature itself, a forced, harmonic Sage Mode.f

Tenseigan Level 4; Hyper Reception: An adaptive version of the Hyper Perception fit to the restriction of this particular mask. This leads to Hyper Reception. In Sage Mode, Hyper Reception allows for Khrona to see all forms of chakra and intake their understanding, allowing him to thereby instantly mold his chakra into any shape, form or state of being he so chooses that utilizes natural sage energy. Thus, he uses the elements to perfection by just looking at them and understanding them. He is also able to see all energy at all times flowing 360 degrees around him, and activates his Hyper Reception when it enters his barrier of sight. With the focus of his Insanity and his Hyper Reception, Khrona is able to take the form of all forms of energy, nature, and chakra as he sees fit, becoming animals, elements and forces and such simply through his sight and understanding.

Fully Insane, Sage Mode; Nightshade Badass, the Witch Doctor Sage of the Void

Classified as Khrona's normal Sage Mode, this is when his chakra control is at its best, and his Kinesis (Sage Chakra) is the only thing he uses. He is perfectly in tune with all of his surroundings through utter and pure harmony of mind, body and soul,, calling forth the forces of nature to do his will through his ouwn energy(as, he becomes one with nature), and alters the elements around him to fit his energetic state just he is in. Basically, he controls the natural energy with pinpoint precision and control. He utilizes 'Sage Chakra' known as 'Chi', 'Soul Energy', 'Life Energy' or 'Psynergy,' which one learns from the very elements themselves, somewhat like the Sage of the Black Swamp (Kaerei/Rei/Shinrei). With this understanding, he can go as crazy as he wants with nature and never have to actually harm it, because he is always in control of what he is doing with nature. Completely and utterly in tune. He can take the form of any and all energies natural as he sees fit, and call upon their aid with ease, alter them to his will and use them in any way he wishes.

While Sage Mode is active, Khrona releases Insanity Static from his body, mind and soul all at the same time, generating it internally infinitely. This insanity becomes one with the nature around and shares its natural energy. Because his insanity is shared and powered by both himself and nature itself, his chakra control, chakra output, physical strength and other aspects of his body, mind and soul become incredibly powerful, in a sort of sacred insane balance with energy itself. Basically, he merges his negativity with the positivity of nature to keep himself from destroying everything in such an unstably stable state. It also keeps intruders away and at bay at all times.

By being receptive of all energies, Khrona shares and absorbs energy from other things the closer they are to him. Thus, it is difficult to combat him from close range, since he will drain all of your natural energy more potently the closer you are to him, since he is not trying to share energy with you, but drain you dry. If they aren't sucked out, they are unwillingly crushed and destroyed by his insane will, to avoid others from even the thought of attempting to overwhelm him in this state. They are totally destroyed once they enter his mind if they resist being absorbed. Because of his absorbative properties, everything that comes near Khrona that resists his power becomes unstable, insanely weak and decrepit. With this, he may spread natural ailments such as sickness, plague and insanity into others just by being around them for too long, and deteriorate their souls from just being near.

Insanity Static: With the Insanity Static, Khrona can destroy the rationality of those near him or that he chooses, and spread and infect them with insanity if they stay too close to him. This is because Khrona omits his own insanity from himself as the Insanity Static constantly, which always surrounds his body in an aura-like fashion, though it looks like red and black electricity just crackling around him randomly. When controlled, it takes the shape of energy of any kind around him, brought to be by the Hyper Reception. So, in this form Khrona's natural energy creates an aura of larger proportions the more insane he gets and the more energy he takes in. The range of his destructive Insanity Static is shown by the size of this aura. Because it is constantly growing the more insane he gets, it also gets more powerful, and anyone who comes that close will instantly struggle with the battle of both Khrona's mind fighting them and their own minds fighting on them, as well as all of the insanity of nature fighting against them as well. This causes great susceptibility to be locked within their own minds with such an instantaneous surge, completely locking up all body, mind and soul activity with such power, until they are out of the radius of the Insanity Static. With his eyes, this insanity can be shot straight into someone's body, mind or soul and instantly and paralyze their source of energy, locking up all energy flow of all kinds through pure and utter insanity. Nothing gets through this insanity. Nothing.
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Tear M. Lacrimoso
Shinigami Tsukuyomi :: Moon's Eye Mirror; Keeper of the Crystal Heart
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PostSubject: Re: Argus Card System   Argus Card System EmptyThu Aug 09, 2018 9:12 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
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Tear M. Lacrimoso
Shinigami Tsukuyomi :: Moon's Eye Mirror; Keeper of the Crystal Heart
Shinigami Tsukuyomi :: Moon's Eye Mirror; Keeper of the Crystal Heart
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PostSubject: Re: Argus Card System   Argus Card System EmptyThu Aug 09, 2018 9:15 pm

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
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Tear M. Lacrimoso
Shinigami Tsukuyomi :: Moon's Eye Mirror; Keeper of the Crystal Heart
Shinigami Tsukuyomi :: Moon's Eye Mirror; Keeper of the Crystal Heart
Tear M. Lacrimoso


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PostSubject: Re: Argus Card System   Argus Card System EmptyThu Aug 09, 2018 9:17 pm

Throat

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)
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Tear M. Lacrimoso
Shinigami Tsukuyomi :: Moon's Eye Mirror; Keeper of the Crystal Heart
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PostSubject: Re: Argus Card System   Argus Card System EmptyThu Aug 09, 2018 9:18 pm

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
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Tear M. Lacrimoso
Shinigami Tsukuyomi :: Moon's Eye Mirror; Keeper of the Crystal Heart
Shinigami Tsukuyomi :: Moon's Eye Mirror; Keeper of the Crystal Heart
Tear M. Lacrimoso


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PostSubject: Re: Argus Card System   Argus Card System EmptyThu Aug 09, 2018 9:23 pm

"You Must Use What You Learned From The Last Selection And Apply The Element Of 'Triangulation' To It. Generation, Direction And Consumption."

Offense (X)
Defense (Circle)
Support (Triangle)
Variable (Square)

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 The Simulator's, Of Which I, Tabrith, Will Be For You." As Tabrith explained, he would gently kick himself off into the air and over the red flame, immediately igniting and completely fizzling out into nothingness, not emerging from the other side of the flame. "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.'

Using the Blueprint Design as seen above, apply the concepts learned from 'Duality' and decide where to 'Direct' the energy that you have learned to 'Balance and Flow' in the last selection.

"The concept of this is to understand the 'Generation' of energy from a 'Target' and the 'Direction' of the generated energy from yourself and toward the 'Target' intended. This 'Target' can also be yourself and not something outside of yourself if intended. Likewise, the discussion of the reversal of this 'Generation' process,' which is the 'Consumption' of energy in a 'Triangulated' fashion. Understanding the basics of the 'Simulation System,' or the 'Engine' and how to manage the 'Balance and Flow' learned from 'Duality' and apply greater 'Direction' and 'Accuracy' to the 'Subject or Object,' thus expanding upon the 'Duality' from the System's functions for more 'Advanced' and 'Controlled' techniques for 'Precision."

I. Atmosphere - Emanation - Pawn - Period.

II. Mind - Formation - Knight - Position

III. Soul - Creation - Bishop - Support - Placement

IV. Body - Action - Rook - Defense - Piece

"Choosing from the 4 options available in their select rows, select a combination in sets of 4 and 'Convert' to either 'Generate,' 'Direct' or 'Consume' energy using the 'Triangulation' 'Command Input.' The Command Input should look like this;"

'Command :: House : Target'

This is also known as the 'Standard Command Input,' as well as a 'Translator' which is the 'Normal' command, as opposed to 'Basic' which is the 'Beginner' level.

This is a set of examples

Rook :: Soul : Period
Creation :: Placement : Pawn
Piece :: Placement : Period
Pawn :: Bishop : Atmosphere
Body :: Soul : Mind
Mind :: Body : Soul
Vibration :: Level : Offense
Period :: Cause : Effect
Offense :: Effect : Bishop

Piece
Rook
Bishop
Pawn
Knight

Placement
Variable
Support
Offense
Defense

Position
Back
Front
Neutral
Side

Period
Past
Present
Future
Parallel

Target
Player
Opponent
Ruler
Field
House/Level

House
Vibration
Level
Intensity
Number
Scale
Measurement

Ruler
Any 'Target' (Player, Opponent, Field, Etc.)
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Tear M. Lacrimoso
Shinigami Tsukuyomi :: Moon's Eye Mirror; Keeper of the Crystal Heart
Shinigami Tsukuyomi :: Moon's Eye Mirror; Keeper of the Crystal Heart
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PostSubject: Re: Argus Card System   Argus Card System EmptyThu Aug 09, 2018 9:33 pm

"Once you know the true length and width of your influence, you will have greater knowledge and understanding of the foundation that holds everything together through Retention and its power to control and manage the roots, themselves via Retention of the Root Chakra's design in the Sacral Chakra's memory."

"You Must Use What You Learned From The Last Selection And Apply The Element Of 'Duality' To It. Cause And Effect."

Last Selection
Spoiler:
Select Between Four Different Options As Your Actions, Reactions And Where They Guide You. This Will Reveal To You How To Track Your Steps From Trial And Error." Tabrith's face became blank and completely emotionless, yet with lids lowered slightly as if in a state of eternal contempt. It was not actually so; merely Tabrith gazing into the system's programming and taking control of it for himself as part of the program itself. Before her, a digital simulation of four options appeared, arranged in a manner what one would find upon a video game controller (Playstation, specifically).

"You May Select Between;


Offense (X)
Defense (Circle)
Support (Triangle)
Variable (Square)

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 The Simulator's, Of Which I, Tabrith, Will Be For You." As Tabrith explained, he would gently kick himself off into the air and over the red flame, immediately igniting and completely fizzling out into nothingness, not emerging from the other side of the flame. "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."

From this set up, it would function exactly like a video game controller, which would appear in Tetris' hands, wireless, for it was hooked up to the waves of the atmosphere like a wifi controller at a highly adapted state. Everything she did on the controller would be projected in 5D, showing a portrayed perspective of the entire executed command with a 3D image projected inward from numerous visual perspectives like film projectors all converging into a single spot anywhere within their projection inside of the room. That is, anywhere there was light in the room, a real projection of whatever Tetris selected on her controller would appear to her in a 3D image the same as her own body (instead of merely seen visually on a 2-dimensional plane, like with normal theaters.)

"The concept of this is to understand the 'Subject' from the 'Object.' Understanding the basics of the 'Targeting System' and how to 'Target' from the System's functions."

"Choosing from the 4 options available; Offense, Defense, Support and Variable, choose them as being 'Direct' or 'Indirect' and also targeting a 'Subject' or 'Object.' The Command Input should look like this;"

Cause :: Effect

This is a set of examples

Effect :: Cause
Cause :: Direct
Cause :: Indirect
Effect :: Direct
Effect :: Indirect
Cause :: Offense
Effect :: Offense
Offense :: Cause
Offense :: Effect

"Where before you were dealing with one concept as a whole, now you're dealing with it in two different parts, which gives some Depth and Width to your Degree of Freedom in the 2nd Dimension of the initial object."

"This is about Balance and Flow. Use what has been explained to you to Balance and maintain Balance in a steady Flow."

"A Flow Chart has been included."

Subject :: Object
Yin :: Yang
Good :: Bad
Light :: Dark
Foreground :: Background
Direct :: Indirect
Comparison :: Contrast

Past :: Subject
Past :: Object
Front :: Subject
Front :: Object
Side :: Direct
Side :: Indirect
Present :: Direct
Present :: Indirect
Offense :: Object
Offense :: Subject
Defense :: Object
Defense :: Subject
Support :: Direct
Support :: Indirect
Variable :: Direct
Variable :: Subject

Targeting System

L1 or R1 or L1+R1

L1 + R1 = Object/Subject Switch

L1 :: Direct
R1 :: Indirect
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Tear M. Lacrimoso
Shinigami Tsukuyomi :: Moon's Eye Mirror; Keeper of the Crystal Heart
Shinigami Tsukuyomi :: Moon's Eye Mirror; Keeper of the Crystal Heart
Tear M. Lacrimoso


Posts : 2054
Dog
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PostSubject: Re: Argus Card System   Argus Card System EmptyThu Aug 09, 2018 9:35 pm

"You Must Select Between Four Different Options As Your Actions, Reactions And Where They Guide You. This Will Reveal To You How To Track Your Steps From Trial And Error." Tabrith's face became blank and completely emotionless, yet with lids lowered slightly as if in a state of eternal contempt. It was not actually so; merely Tabrith gazing into the system's programming and taking control of it for himself as part of the program itself. Before her, a digital simulation of four options appeared, arranged in a manner what one would find upon a video game controller (Playstation, specifically).

"You May Select Between;

Offense (X)
Defense (Circle)
Support (Triangle)
Variable (Square)

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 The Simulator's, Of Which I, Tabrith, Will Be For You." As Tabrith explained, he would gently kick himself off into the air and over the red flame, immediately igniting and completely fizzling out into nothingness, not emerging from the other side of the flame. "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."

From this set up, it would function exactly like a video game controller, which would appear in Tetris' hands, wireless, for it was hooked up to the waves of the atmosphere like a wifi controller at a highly adapted state. Everything she did on the controller would be projected in 5D, showing a portrayed perspective of the entire executed command with a 3D image projected inward from numerous visual perspectives like film projectors all converging into a single spot anywhere within their projection inside of the room. That is, anywhere there was light in the room, a real projection of whatever Tetris selected on her controller would appear to her in a 3D image the same as her own body (instead of merely seen visually on a 2-dimensional plane, like with normal theaters.)
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