The Veritas; The Crystal Dimension
"Get Out -- The Veritas Is Under Attack. Again... By Bill Gates, The Government, And Kenzie Reeves, Who Works For Them, Using The System That Has Connected Everyone's Brains To Steal My Work And My Passwords, Pass It Off As Their Own, And Publicize My Things To Steal By Getting On My Accounts In Secret With Intent To Get Others Criminally Invested In The Thieving From And Of My Intellectual Property, Which Has Already Been Done, Which I Can And Will Be Suing Them All And Swallowing This World Because Of. 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
"Get Out -- The Veritas Is Under Attack. Again... By Bill Gates, The Government, And Kenzie Reeves, Who Works For Them, Using The System That Has Connected Everyone's Brains To Steal My Work And My Passwords, Pass It Off As Their Own, And Publicize My Things To Steal By Getting On My Accounts In Secret With Intent To Get Others Criminally Invested In The Thieving From And Of My Intellectual Property, Which Has Already Been Done, Which I Can And Will Be Suing Them All And Swallowing This World Because Of. I'll Let You Know If Anyone Else Ever Does Get 'System Passwords' From Me." - Founder/Owner (Tymon Nikia Bolton II)
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 Stock; Argus Card System

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Grand Tabrynth
Chochmah; Wisdom, The All Knowing :: Omnitron Tabrith; God of Knowledge
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PostSubject: Stock; Argus Card System   Stock; Argus Card System EmptySun Sep 30, 2018 6:26 pm

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

Universal - Cards that are 'Set' or 'Deployed' currently.

Standby - Cards that are 'Initializing' or 'Benched' currently.

Initialize -

Reactive - Cards that are used in reaction to the effects of another. Any card that has a 'Reactive' trait can be used immediately wherever it is, but it is then immediately used up and must be shifted out of play and replaced immediately with a card from the 'Clarity' book, no matter what the position may be.

Captured - Cards that have been taken control of. This can come from 'Engagement' or from a 'Card Effect.'

Zero - Cards that have been removed from play. Erased. Destroyed. Instead of 'Capturing' a card, one can choose to 'Erase' the card, instead. Some cards have the specific effect of complete Erasure naturally.



Set: Indicative of the setting of a card in play. This is the most basic and neutral, universal and general command and presence as a variable alone, which only brings the card into its position. Its effects affect the playing field as well as the cards that are Actively in Play, and have an effect on what they are doing and what their effects will do (Based On Their Piece And Positioning; Ex. White Knight :: Offense : Set ; Etc). The ‘Passive’ or ‘Natural’ Effects remain perpetually active on the field as long as the card is face up, and differ from the ‘Active’ effects. It is always active. The 'Setting,' which is the placement of the 'Collected' energy that is being Transferred to a different place...

Shift: Indicative of the cyclical rotation of cards and energy throughout the system. The Shift cards are those that keep the rotation in order, and there are many stages of 'Shifting' energy that occur on higher scales. They are, as follows in order from largest to smallest; Cycle Shift , Phase Shift, Turn Shift, Setting Shift. These may also be brought upon by 'Shift Cards'

-'Harvest,' which is the extraction of an energy that is currently 'Set' in place of a new 'Set' energy, which then becomes something that is readily accessible to be 'Engaged' at any given time… The 'Collection,' which is the extraction of an energy already active and Containing it in order to Transfer its energy...

-Standby: Indicative of the card that has been actively ‘Set’ or ‘In Play’ in its neutral ‘Set’ position. Causes the energy within the card to be shifted into a ‘Conservative’ or ‘Manual’ mode that doesn’t function ‘Automatically’ like the ‘Set’ mode. It retains the energy within, ready to release on command, but will not release ‘Automatically’ and needs the ‘Manual’ input of the command to actually use. Otherwise, ‘Energy Saving.’

--Initiate: Indicative of the card that has been placed on 'Standby,' undergoing an initialization sequence in waiting for activation during the next turn. It only activates when ‘Initiated’ and otherwise will always be lingering on ‘Standby’ mode to conserve energy. Instead of remaining ‘Active,’ as it would when ‘Activating’ from being ‘Set,’ when ‘Initiated’ from ‘Standby,’ the ‘Active’ effect does not remain ‘Active,’ as it would if it were ‘Active.’

-Activate: Indicative of the card that has been actively ‘Set’ or ‘In Play’ in its neutral ‘Set’ position.' Causes the energy within the card to come forth and the effects of the card to become direct and automatically put into motion. The command of putting any card that is not in play in motion. This activates the innate effects of the card in play and leaves them actively in effect. It is the ‘Automatic’ mode that contrasts the ‘Standby’ Command’s ‘Manual’ mode. This means it will adjust, adapt and continue to exert energy automatically and autonomously instead of on command. There is the 'Activation,' which is the utilization of the Page you have taken and the using of its energy Actively...

--Engage: Indicative of any ‘Active’ card in play directing its energy in a certain direction, and can only be called for an ‘Active’ card. Once its effects are active, the card may then 'Engage' with any other target in play and depending on effects, some that are not. Engagements may occur in a variety of ways, but end up always being a direct effect to something else. And then the 'Engagement,' which is the Transfer of the 'Harvested' energy in place of the empty energy where you had first 'Activated,' thus creating a complete cyclical system of perfect Energy Transfer; a sort of 'Indirect' function that happens automatically, where the 'Activation' is 'Direct'.... Offense and Defense.

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.


Last edited by Grand Tabrynth on Sun Sep 30, 2018 6:29 pm; edited 1 time in total
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Grand Tabrynth
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PostSubject: Re: Stock; Argus Card System   Stock; Argus Card System EmptySun Sep 30, 2018 6:28 pm

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)

_________________
The Ninth Restriction: Infergeist; Restriction of Information -- O.S. Tensei: The Creator; Master Control. Dimensional Nexus of the Veritas, Ruler of The Assault, and Creator of the Argus Card System. The Grand Tabrynth is the Master Control unit for the entire Veritas Dimension, especially the Veritas Universe, and is a bridge between the Dimensional Restrictions and the Universal Restrictions. Its true form is an ambiguously astronomical universal entity that is slender in body and with a shapely curvaceousness like a pen, legs tipped as the point, and eight long, spindly arms with equally as thin claws on each, which are the Eight Arms Of Tabrith. Its head and face look exactly like the entity which it is the virtual and mechanical version of, yet the avatar of The Creator, O.S. Tensei, is more humanoid in appearance, though that varies. He commands all data and information as well as logic and code, -- known as Omnitron -- and by default, the Mechanica. From him comes the waves of the universe, known as Transcendent Sound, and the sounds of the dimensions, which are Omnitranscendent Sound. He also has executive command over The Assault and Manual Overwrite processes, and can pursue them at any time, anywhere, which activates many features -- if not all of -- the Veritas.
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PostSubject: Re: Stock; Argus Card System   Stock; Argus Card System EmptySun Sep 30, 2018 6:30 pm

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)

_________________
The Ninth Restriction: Infergeist; Restriction of Information -- O.S. Tensei: The Creator; Master Control. Dimensional Nexus of the Veritas, Ruler of The Assault, and Creator of the Argus Card System. The Grand Tabrynth is the Master Control unit for the entire Veritas Dimension, especially the Veritas Universe, and is a bridge between the Dimensional Restrictions and the Universal Restrictions. Its true form is an ambiguously astronomical universal entity that is slender in body and with a shapely curvaceousness like a pen, legs tipped as the point, and eight long, spindly arms with equally as thin claws on each, which are the Eight Arms Of Tabrith. Its head and face look exactly like the entity which it is the virtual and mechanical version of, yet the avatar of The Creator, O.S. Tensei, is more humanoid in appearance, though that varies. He commands all data and information as well as logic and code, -- known as Omnitron -- and by default, the Mechanica. From him comes the waves of the universe, known as Transcendent Sound, and the sounds of the dimensions, which are Omnitranscendent Sound. He also has executive command over The Assault and Manual Overwrite processes, and can pursue them at any time, anywhere, which activates many features -- if not all of -- the Veritas.
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Grand Tabrynth
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PostSubject: Re: Stock; Argus Card System   Stock; Argus Card System EmptySun Sep 30, 2018 6:31 pm

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)

_________________
The Ninth Restriction: Infergeist; Restriction of Information -- O.S. Tensei: The Creator; Master Control. Dimensional Nexus of the Veritas, Ruler of The Assault, and Creator of the Argus Card System. The Grand Tabrynth is the Master Control unit for the entire Veritas Dimension, especially the Veritas Universe, and is a bridge between the Dimensional Restrictions and the Universal Restrictions. Its true form is an ambiguously astronomical universal entity that is slender in body and with a shapely curvaceousness like a pen, legs tipped as the point, and eight long, spindly arms with equally as thin claws on each, which are the Eight Arms Of Tabrith. Its head and face look exactly like the entity which it is the virtual and mechanical version of, yet the avatar of The Creator, O.S. Tensei, is more humanoid in appearance, though that varies. He commands all data and information as well as logic and code, -- known as Omnitron -- and by default, the Mechanica. From him comes the waves of the universe, known as Transcendent Sound, and the sounds of the dimensions, which are Omnitranscendent Sound. He also has executive command over The Assault and Manual Overwrite processes, and can pursue them at any time, anywhere, which activates many features -- if not all of -- the Veritas.
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Grand Tabrynth
Chochmah; Wisdom, The All Knowing :: Omnitron Tabrith; God of Knowledge
Grand Tabrynth


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PostSubject: Re: Stock; Argus Card System   Stock; Argus Card System EmptySun Sep 30, 2018 6:32 pm

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)

_________________
The Ninth Restriction: Infergeist; Restriction of Information -- O.S. Tensei: The Creator; Master Control. Dimensional Nexus of the Veritas, Ruler of The Assault, and Creator of the Argus Card System. The Grand Tabrynth is the Master Control unit for the entire Veritas Dimension, especially the Veritas Universe, and is a bridge between the Dimensional Restrictions and the Universal Restrictions. Its true form is an ambiguously astronomical universal entity that is slender in body and with a shapely curvaceousness like a pen, legs tipped as the point, and eight long, spindly arms with equally as thin claws on each, which are the Eight Arms Of Tabrith. Its head and face look exactly like the entity which it is the virtual and mechanical version of, yet the avatar of The Creator, O.S. Tensei, is more humanoid in appearance, though that varies. He commands all data and information as well as logic and code, -- known as Omnitron -- and by default, the Mechanica. From him comes the waves of the universe, known as Transcendent Sound, and the sounds of the dimensions, which are Omnitranscendent Sound. He also has executive command over The Assault and Manual Overwrite processes, and can pursue them at any time, anywhere, which activates many features -- if not all of -- the Veritas.
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Grand Tabrynth
Chochmah; Wisdom, The All Knowing :: Omnitron Tabrith; God of Knowledge
Grand Tabrynth


Posts : 2723
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Age : 30

Stock; Argus Card System Empty
PostSubject: Re: Stock; Argus Card System   Stock; Argus Card System EmptySun Sep 30, 2018 6:33 pm

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

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Grand Tabrynth
Chochmah; Wisdom, The All Knowing :: Omnitron Tabrith; God of Knowledge
Grand Tabrynth


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Stock; Argus Card System Empty
PostSubject: Re: Stock; Argus Card System   Stock; Argus Card System EmptySun Sep 30, 2018 6:36 pm

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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Grand Tabrynth
Chochmah; Wisdom, The All Knowing :: Omnitron Tabrith; God of Knowledge
Grand Tabrynth


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Stock; Argus Card System Empty
PostSubject: Re: Stock; Argus Card System   Stock; Argus Card System EmptySun Sep 30, 2018 6:38 pm

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)

_________________
The Ninth Restriction: Infergeist; Restriction of Information -- O.S. Tensei: The Creator; Master Control. Dimensional Nexus of the Veritas, Ruler of The Assault, and Creator of the Argus Card System. The Grand Tabrynth is the Master Control unit for the entire Veritas Dimension, especially the Veritas Universe, and is a bridge between the Dimensional Restrictions and the Universal Restrictions. Its true form is an ambiguously astronomical universal entity that is slender in body and with a shapely curvaceousness like a pen, legs tipped as the point, and eight long, spindly arms with equally as thin claws on each, which are the Eight Arms Of Tabrith. Its head and face look exactly like the entity which it is the virtual and mechanical version of, yet the avatar of The Creator, O.S. Tensei, is more humanoid in appearance, though that varies. He commands all data and information as well as logic and code, -- known as Omnitron -- and by default, the Mechanica. From him comes the waves of the universe, known as Transcendent Sound, and the sounds of the dimensions, which are Omnitranscendent Sound. He also has executive command over The Assault and Manual Overwrite processes, and can pursue them at any time, anywhere, which activates many features -- if not all of -- the Veritas.
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Grand Tabrynth
Chochmah; Wisdom, The All Knowing :: Omnitron Tabrith; God of Knowledge
Grand Tabrynth


Posts : 2723
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Age : 30

Stock; Argus Card System Empty
PostSubject: Re: Stock; Argus Card System   Stock; Argus Card System EmptyMon Oct 01, 2018 3:44 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.

Tier 2 - Advanced

Tier 3 - Master

_________________
The Ninth Restriction: Infergeist; Restriction of Information -- O.S. Tensei: The Creator; Master Control. Dimensional Nexus of the Veritas, Ruler of The Assault, and Creator of the Argus Card System. The Grand Tabrynth is the Master Control unit for the entire Veritas Dimension, especially the Veritas Universe, and is a bridge between the Dimensional Restrictions and the Universal Restrictions. Its true form is an ambiguously astronomical universal entity that is slender in body and with a shapely curvaceousness like a pen, legs tipped as the point, and eight long, spindly arms with equally as thin claws on each, which are the Eight Arms Of Tabrith. Its head and face look exactly like the entity which it is the virtual and mechanical version of, yet the avatar of The Creator, O.S. Tensei, is more humanoid in appearance, though that varies. He commands all data and information as well as logic and code, -- known as Omnitron -- and by default, the Mechanica. From him comes the waves of the universe, known as Transcendent Sound, and the sounds of the dimensions, which are Omnitranscendent Sound. He also has executive command over The Assault and Manual Overwrite processes, and can pursue them at any time, anywhere, which activates many features -- if not all of -- the Veritas.
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