Draft Idea 5: How Do ‘Cards’ Work?

Arch9CivilReactor

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The important context is above and the ‘specifics’ I’m referring to are below. I will simply be explaining the base concept rather than the knitty-gritty of the system. What inspiration I took and how I’m trying to imagine the applications.

Though this may have OP bugs or inconsistencies so please point them out for me if you see any. Will be much obliged.

I initially was going to make ‘Class Affiliation’ awakenings something done early on, but now I’m wondering if I should make that a privilege of Second Years in the Academy. A reason for the students to stay rather than dropout early on.

Then by the Third Year they gain a ‘Summon’.

Of course, it’s not like there won’t be methods to obtain these cards early. Only very valuable and specific type will be allowed to be chosen by Third Years, and that will be their biggest reward.

‘Imaginary Cards’ has also been changed to the level of national treasures that mere students wouldn’t be allowed to buy or seek out. They will be the most game-changing cards in-story.

Now to take a step back from this…

The essence of this ‘Card System’ is possession of wealth and resources. Those who have great ability and background able to easily gain access to the best types. Those below have to make use of what they have to climb to the top.

This may seem clunky, but there are ‘rules’ that are unspoken and unbreakable when regarding magic. This being that there has to be a source for any spell used, proficiency of the caster, and willpower that affects the intended result.

Not having one completely negates a power.

Only natural phenomena break these silent rules.

I’ve decided to do the whole ‘Spirit Weapon’ trope early on, but without great abilities. These weapons simply allows users to stick them into the intended affinity (like ground, air, or fire) and only then can kinetic manipulation take place.

The shape of the weapon will also be random.

Only those with ‘Sage Blood’ (which even the rich rarely have since its nobility by blood) can send their Mana outside their body and control it independently. Those who don’t need mediums or tools to activate magic circles in reality.

This means fights are normally based on what you can throw out as beams, blasts, and other temporary things using a medium. Everyone who isn’t a Sage has the exact same Magic Talent.

These restrictions are just make fights more close combat, but spiced up with ‘Stars’ that act like ultimate moves. Anyone can add restrictions to ‘Spirit Weapons’ like they are programmers.

It’s a sci-fi magic system of sorts.

I’m trying to make it so students see themselves like programmers/agents. Not only do they need to learn espionage and infiltration, but how to craft Skill Cards they’d need in a pinch. They have to also know where their talents grow.

I think this makes for an interesting school life.

What do you guys think?

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Card Types thorough examination:


  • Innate Cards (5)

  • Innate Cards have different properties like Gifts do: Essence, Enhancement, Breathing, Origin, and Star.
  • ‘Spirit Weapon’ is done at 1st Year.
  • ‘Class Affiliation’ is done as 2nd Year.
  • ‘Spectre Ritual’ is at 3rd Year.




  1. ‘Essence’ are considered spiritual weapons of the soul. They can be awakened through Limiter Inverters and are used as wands. It gives natural control over an Attribute awakened to.
    1. Affinity Crests are remade into Essence types.
    2. First Innate Card has Affinities.




  1. ‘Enhancement’ are considered to be any ability that adds traits to the body such as reinforcement, transformation, material, or cellular alteration. They are the most basic and varied of abilities.
    1. Hardest to get without outside influence, biotech, or mutation.
    2. Are the most valuable cards.
    3. Can be attained by Spectre Card as Summon Card. Summons are either independent or enhance the user. Even if it’s just control.




  1. ‘Breathing’ are considered to be trained magic forms that are only attained via training. Overlapping these can either lead to deviation or refining an existing style depending on choice.
    1. Cannot be attained other ways.
    2. Can mimic ‘Enhancement’ but not to the fullest extent. Is seen as a poor man’s version due to not being able to be altered.




  1. ‘Origins’ are considered sub forms of energy other than ‘Magic Talent’, which either derive or complement it. Used to access abilities that can otherwise not fall into ‘Attributes’ and other categories.
    1. Unknown variables due to not many having them in school.
    2. Can be added into the body artificially, but it isn’t ethical.
    3. Used by long-standing clans.
    4. ‘Breathing’ users can attain this.




  1. ‘Star’ are considered stored forms of power that unlock upon certain conditions met. They can increase the rank of an attack by 1, or even multiply the effect depending on external factors.
    1. Simplest technique to create.
    2. Restrictions apply before use.
    3. More retraints = more power.
    4. Recharges independently via Ether but cool-down is normally 24 hours. Tactical super moves that can leave you defenceless.
    5. ‘Star Essences’ are putting restrictions on an Essence to give it different variables, but doing this sacrifices kinesis.
    6. ‘Combat Gifts’ are very elaborately created and fine-tuned Stars. They can mimic Innate Cards if created perfect.




  • Nether Card (1)

  • Nethersteel is used to create a weapon but direct contact with it will injure life force of the user. Normally it is mixed with ‘Essence’ or ‘Star’ Cards to temporarily. They deal with Dark Muses or Animal Anima from the Artificial Underworld that don’t come out often.




  • Summon Card (1)

  • An individual that exists as a spirit from the Imaginary Realm. They are usually either Anima, Elemental Spirits, Ghosts, Demonic Spirits, Angelic Spirits, Guardian Spirits, or Spectre Syncs.
  • Spectres are guided to the Academy.
  • Spectre Cards grant one ‘Innate Card’.
  • Only attained as ‘Third/3rd Years’.




  • Imaginary Card (1)

  • Unique and are treasure that are not able to be bought. Secret weapons of the the Academy that no one is supposed to know about. They are so useful that bigwigs fight over them.
  • Can apply a ‘legend’ to an item.
  • The existing item gains a new power.
  • Some have egos of their own.




  • Skill Cards (40)

  • A series of ‘Skill Crafts’ that need to be attained by the user. They can be bought, but secondhand goods not created by hand are hard to use. It is advised to buy ‘coding’ skill books to figure out their abilities. Creation and use on the battlefield is up to user.
  • Students can turn their own weapons into ‘Equip Cards’ and sell simple ‘Skills’ they own from before entering. Family techniques will be included as ‘Skills’.




  • Equip Cards (40^)

  • Weapons can enhance or extend abilities which are owned by rich. They are MagiTech ranging but not limited to the categories that can be bought.
    • Limiter- Unremovable equip card that protects against ‘White Death’ apocalypse virus. This also prevents change in death.




  • Inverter- Medium holding Mana but cannot be accessed without an Access Method. Macros can use Mana stored within, but are not useful without it attached.
    • ‘Stars’ can be applied to them, but only as a consumable resource. It cannot recharge Mana.




  • Macro- Can be attached to Inverters to use ‘Skill Craft’. It can create Skill Cards ready for use using one’s own Mana. The magic Supercomputer does it all.
    • Skill Cards using one’s own Mana are easier to use and do not have any limitations on the user.m




  • Limiter Inverter- Originally the most useful equipment since it is a combination of the Life Card and Macro to allow unique specialties. Damage done to them reflects on the user.




  • Material Cards (Unlimited)

  • Can be found anywhere and bought. It can be fused if used correctly by an Artificer, but aren’t useful otherwise unless as supplies. Not restricted.
 

TheEldritchGod

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I'm missing the context.

Can you assume I have no idea what you are talking about and take this back to basics? As in, Define things and explain the setting. I'm basically lost. I see there is something here, but I've no frame of reference.
 

CharlesEBrown

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It sounds a lot like the Powers system in "My Vampire System" - the wealthy, the military and some corporations have Abilities nobody else does, the military shares its abilities with recruits who have none, and actively recruits people with them. Corporations do their own thing. And there are some books and other items out there with powers and abilities that only those who unearth them or can teach them to others will ever experience.
 

Arch9CivilReactor

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I'm missing the context.

Can you assume I have no idea what you are talking about and take this back to basics? As in, Define things and explain the setting. I'm basically lost. I see there is something here, but I've no frame of reference.
You need to understand where you’re lost at for me to know where to fill you in on. There are Draft Idea post with lower numbers if you try looking through my recent posts. Should give a reference. I can’t explain if you don’t know WHAT you want to know.
It sounds a lot like the Powers system in "My Vampire System" - the wealthy, the military and some corporations have Abilities nobody else does, the military shares its abilities with recruits who have none, and actively recruits people with them. Corporations do their own thing. And there are some books and other items out there with powers and abilities that only those who unearth them or can teach them to others will ever experience.
Yeah, that sounds similar enough. Never knew that had similarities.
 
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