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 Argus Card System; Simulation

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Pumpkinhead
Magnus Ignis the Archsage Witch Doctor :: Nightstorm Badass; Crystal Oversoul of the Delta
Magnus Ignis the Archsage Witch Doctor :: Nightstorm Badass; Crystal Oversoul of the Delta
Pumpkinhead


Posts : 596
Dog
Pisces Male Points : 764
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Join date : 2014-11-14
Age : 28

Argus Card System; Simulation Empty
PostSubject: Argus Card System; Simulation   Argus Card System; Simulation EmptyThu Aug 16, 2018 4:22 pm

Ruler (Knight)
Commander: Any 'Target' (Player, Opponent, Field, Etc.) - Navigator (Direction)

Synopsis: 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."

Quote :
Commands
Mind- Offense - Front - Knight - Formation - Position
Body - Defense - Back - Rook - Action - Piece
Soul - Support  - Side - Bishop - Creation - Placement
Atmosphere - Variable - Neutral - Pawn - Emanation - Period

Instructions: "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 :: Field : 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.

Quote :
Field
Element
House
Property
Vibration
Level
Intensity
Number
Scale
Measurement
Terrain
Setting

This is a set of examples

Quote :
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

"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."

Quote :
Target
Player
Opponent
Ruler
Field
House
Level

Option: "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.'

I. Atmosphere - Emanation - Pawn - Period.

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.

Quote :
Period
Past
Present
Future
Parallel

II. Mind - Formation - Knight - Position (Commander)

"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. - Commander (Direction)

Quote :
Position
Back
Front
Neutral
Side

III. Soul - Creation - Bishop - Support - Placement

Likewise, the discussion of the reversal of this 'Generation' process,' which is the 'Consumption' of energy in a 'Triangulated' fashion. - Fuel

Quote :
Placement
Variable
Support
Offense
Defense

IV. Body - Action - Rook - Defense - Piece

This 'Target' can also be yourself and not something outside of yourself if intended. - Object

Quote :
Piece
Rook
Bishop
Pawn
Knight

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

_________________
Fourth Restriction -- Archsage Witch Doctor; Nightstorm Badass. A giant, living, walking energy source in the shape of a thirteen foot tall pumpkin-headed scarecrow. Is a Pumpkin Head that gives itself energetic shape by its own Living Shadow, called 'Nightshade', which is an extension of itself. The one who dons the Pumpkin Head becomes Pumpkinhead's Vessel for a time, sharing all of his elemental abilities with them through unified consciousness. Has a 'Family Heirloom' that is dear to him.


Rituals: Friday The Thirteenth, Vow Of Silence, Black Friday (Friday The Thirteenth)

Tymon's Dangerous Sex Drive (WARNING!)


Last edited by Pumpkinhead on Sat Aug 18, 2018 1:53 pm; edited 1 time in total
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Magnus Ignis
Kasaigami, Crystal Horns of the Crystal Flare :: Crystal Ifrit of the Corona Badlands
Kasaigami, Crystal Horns of the Crystal Flare :: Crystal Ifrit of the Corona Badlands
Magnus Ignis


Posts : 399
Male Points : 519
Reputation : 0
Join date : 2014-11-15

Argus Card System; Simulation Empty
PostSubject: Re: Argus Card System; Simulation   Argus Card System; Simulation EmptyThu Aug 16, 2018 4:53 pm

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

_________________
6th Restriction -- Titus, or Thermenace, the Crystal Ifrit; God Of Fire. Known also as the Great Pumpkin, Red Pumpkinhead, and Beast King. As the Great Pumpkin, he is the Blood Orange Sun of the Veritas, which resembles a jack o' lantern. As Red Pumpkinhead, he is the embodiment of the red flame of Pumpkinhead. As Beast King, he is ruler over all beast and beastkin kind in the Veritas, as is sometimes known as just 'The Beast'. He rules over Hatred and Wrath with a quiet fury, but becomes even worse should he actually lose his composure becoming the Black Hell or Nightmare Rouge, a vile creature that absorbs hatred and anger in all its forms, so very angry and hateful that it can generate its own fires of hatred, that which can never be doused. He is the chosen consort of Misery Des Gloomi.
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Magnus Ignis
Kasaigami, Crystal Horns of the Crystal Flare :: Crystal Ifrit of the Corona Badlands
Kasaigami, Crystal Horns of the Crystal Flare :: Crystal Ifrit of the Corona Badlands
Magnus Ignis


Posts : 399
Male Points : 519
Reputation : 0
Join date : 2014-11-15

Argus Card System; Simulation Empty
PostSubject: Re: Argus Card System; Simulation   Argus Card System; Simulation EmptyThu Aug 16, 2018 4:54 pm

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).

_________________
6th Restriction -- Titus, or Thermenace, the Crystal Ifrit; God Of Fire. Known also as the Great Pumpkin, Red Pumpkinhead, and Beast King. As the Great Pumpkin, he is the Blood Orange Sun of the Veritas, which resembles a jack o' lantern. As Red Pumpkinhead, he is the embodiment of the red flame of Pumpkinhead. As Beast King, he is ruler over all beast and beastkin kind in the Veritas, as is sometimes known as just 'The Beast'. He rules over Hatred and Wrath with a quiet fury, but becomes even worse should he actually lose his composure becoming the Black Hell or Nightmare Rouge, a vile creature that absorbs hatred and anger in all its forms, so very angry and hateful that it can generate its own fires of hatred, that which can never be doused. He is the chosen consort of Misery Des Gloomi.
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Magnus Ignis
Kasaigami, Crystal Horns of the Crystal Flare :: Crystal Ifrit of the Corona Badlands
Kasaigami, Crystal Horns of the Crystal Flare :: Crystal Ifrit of the Corona Badlands
Magnus Ignis


Posts : 399
Male Points : 519
Reputation : 0
Join date : 2014-11-15

Argus Card System; Simulation Empty
PostSubject: Re: Argus Card System; Simulation   Argus Card System; Simulation EmptyThu Aug 16, 2018 4:55 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.

_________________
6th Restriction -- Titus, or Thermenace, the Crystal Ifrit; God Of Fire. Known also as the Great Pumpkin, Red Pumpkinhead, and Beast King. As the Great Pumpkin, he is the Blood Orange Sun of the Veritas, which resembles a jack o' lantern. As Red Pumpkinhead, he is the embodiment of the red flame of Pumpkinhead. As Beast King, he is ruler over all beast and beastkin kind in the Veritas, as is sometimes known as just 'The Beast'. He rules over Hatred and Wrath with a quiet fury, but becomes even worse should he actually lose his composure becoming the Black Hell or Nightmare Rouge, a vile creature that absorbs hatred and anger in all its forms, so very angry and hateful that it can generate its own fires of hatred, that which can never be doused. He is the chosen consort of Misery Des Gloomi.
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Magnus Ignis
Kasaigami, Crystal Horns of the Crystal Flare :: Crystal Ifrit of the Corona Badlands
Kasaigami, Crystal Horns of the Crystal Flare :: Crystal Ifrit of the Corona Badlands
Magnus Ignis


Posts : 399
Male Points : 519
Reputation : 0
Join date : 2014-11-15

Argus Card System; Simulation Empty
PostSubject: Re: Argus Card System; Simulation   Argus Card System; Simulation EmptyThu Aug 16, 2018 4:56 pm

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.
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Magnus Ignis
Kasaigami, Crystal Horns of the Crystal Flare :: Crystal Ifrit of the Corona Badlands
Kasaigami, Crystal Horns of the Crystal Flare :: Crystal Ifrit of the Corona Badlands
Magnus Ignis


Posts : 399
Male Points : 519
Reputation : 0
Join date : 2014-11-15

Argus Card System; Simulation Empty
PostSubject: Re: Argus Card System; Simulation   Argus Card System; Simulation EmptyThu Aug 16, 2018 4:57 pm

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 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 =

Orders

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
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Magnus Ignis
Kasaigami, Crystal Horns of the Crystal Flare :: Crystal Ifrit of the Corona Badlands
Kasaigami, Crystal Horns of the Crystal Flare :: Crystal Ifrit of the Corona Badlands
Magnus Ignis


Posts : 399
Male Points : 519
Reputation : 0
Join date : 2014-11-15

Argus Card System; Simulation Empty
PostSubject: Re: Argus Card System; Simulation   Argus Card System; Simulation EmptyThu Aug 16, 2018 5:00 pm

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

_________________
6th Restriction -- Titus, or Thermenace, the Crystal Ifrit; God Of Fire. Known also as the Great Pumpkin, Red Pumpkinhead, and Beast King. As the Great Pumpkin, he is the Blood Orange Sun of the Veritas, which resembles a jack o' lantern. As Red Pumpkinhead, he is the embodiment of the red flame of Pumpkinhead. As Beast King, he is ruler over all beast and beastkin kind in the Veritas, as is sometimes known as just 'The Beast'. He rules over Hatred and Wrath with a quiet fury, but becomes even worse should he actually lose his composure becoming the Black Hell or Nightmare Rouge, a vile creature that absorbs hatred and anger in all its forms, so very angry and hateful that it can generate its own fires of hatred, that which can never be doused. He is the chosen consort of Misery Des Gloomi.
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Magnus Ignis
Kasaigami, Crystal Horns of the Crystal Flare :: Crystal Ifrit of the Corona Badlands
Kasaigami, Crystal Horns of the Crystal Flare :: Crystal Ifrit of the Corona Badlands
Magnus Ignis


Posts : 399
Male Points : 519
Reputation : 0
Join date : 2014-11-15

Argus Card System; Simulation Empty
PostSubject: Re: Argus Card System; Simulation   Argus Card System; Simulation EmptySat Aug 18, 2018 2:01 pm

(WIP)

Battle System
Usage of the 'Command' Book. Whenever making a move for the Ruler/Commander Cards, one uses the Command Book to see what the Command Input for the Commander/Ruler will be, 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.

Battle Formations
There shall be different types of classes independent of each Job. They are as follows:

The Assault/Assailant - Physical Attacker
The Circuitbreaker - Special Attacker
The Savior - Defenders (Tanks), Counterattackers
The Wire - Supporters (Buffers/Status Boosters)
The Life Support - Healers, Protectors
The Hacker - Supporters (Debuffers/Status Ailments)

Most job classes have these as their standard battle formations, and depending on what type you choose to be depicts which techniques you are eligible to learn. Some classes may have more or unique battle formations and others may have less depending on how the class itself is meant to be used. These are simply here to help people understand their role and the class itself.

These Battle Formations help people to work together in groups and as teams, as that may be required to face some Insanities; working together. Some may decide to be the attackers whilst others may be defenders or supporters, or even healers. The Insanities are EXTREMLELY dangerous and unpredictable, so you never quite know just what is going to happen. If everyone matches their roles, they can get things done more efficiently than if they were done alone.

Also, there may be times where teamwork is absolutely essential to take down a certain Insanity or get past a certain area. This makes great use of the Battle Formations.

How many attacks you are capable of maintaining at once is dictated by your level of newness. Unless stated otherwise, everyone is capable of using only one technique at a time from their Job Class with a maximum of 3 times per post. This can be either the same technique or three different techniques, and is considered to be your 'action time' you could say, and as long as you have time to react, you may do so 3 separate times one at a time within a post.

Ex. Strange Man Number 1 wishes to fight Khrona. He jumps high into the air and comes down with a forceful punch.

Khrona sees the man leap into the air and prepares to evade by using (insert speed boost technique here) so that he may be quick enough to dodge the man as he comes down. (First Action Used). After he evades the punch, Khrona uses (insert attacking technique here) to strike the opponent from behind. (Second Action Used.)

Now granted, you do not HAVE to use all three action points within one post if you do not want to, as you can clearly see, you can use either one or two or all three if you so choose. This is limited ONLY to the use of Final Fantasy powers and does not dictate how you use your other RP techniques, so you are not limited to three actions per post in total, just three actions per post when using the Final Fantasy powers. Make sense?

Proficiency increases with time, skill, ran, rating and other factors such as training and practice, so that lateon in life, you can be a badass doing all sorts of cool things much more frequently in a single post.


Command Layer - Layer 2 (Formation)

Player Equip: 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).

Layer 3 - Solar Plexus

Element: Fire/Light/Stellar Energy deck.
Position: Core/Fuel - Fire
Purpose/Focus - Simulator

Commander (Hod/Netzach) Command
Ruler :: House : World ; Piece - 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
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