Essence of theCard Fantasy
byMystikoa
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AI summary
Puts three Cards in your mind representing fantasy archetypes — Warrior, Archer and Mage — and every 24 hours lets you hold, summon or evolve one, which becomes an active instance in your Deck. Held Cards can be evolved along increasingly specific and powerful identities (Mage → Witch → Magical Girl → Elite → Ultimate) up to a capstone evolution beyond which they cannot advance, with earlier evolutions influencing later ones, so a Witch-derived Ultimate Magical Girl carries Dark Magic affinity through every subsequent stage. Summoned Cards produce real people of that archetype under your control, near-blank slates with a slight disposition and just enough knowledge to function, whose appearance you set (or which generates automatically) and whose broad starting abilities sharpen and grow with use — they instinctively know you as their creator and cannot harm you or disobey, though sustained abuse erodes that compulsion and turns them hostile; killed summons leave your Deck, but a favourite can be resurrected mind and soul intact by summoning a Card at the same evolution with that intent.
Generated précis — the sections below are the author's original text.
Description
Upon drinking this orange, you taste a strangely metallic but also Card-like taste, and gain several effects:
Effects
29Three Cards will appear within your mind, each representing a fantasy archetype: Warrior, Archer, and Mage.
Every 24 hours you may choose to hold a Card, summon a Card, or evolve a Card in your Deck. Either way, that Card will become ‘active’, becoming a separate instance from the initial three and entering your Deck if it isn’t there already.
Held Cards will remain in your Deck and can be evolved, taking on a more advanced and specific identity with access to greater levels of power. (i.e: Mage -> Witch -> Magical Girl -> Elite Magical Girl -> Ultimate Magical Girl). Most of the time, this will cause its rank to rise.
Cards cannot be evolved infinitely, there is always a capstone evolution (Usually an UR).
Summoned Cards will summon a generic instance of the Card’s archetype under your control. This instance will be a real person but will start off as a mostly blank slate with only a slight disposition and enough information to be able to function, use their abilities (Notably, they don’t have information on what those abilities are) and communicate along with basic emotional responses.
Your Cards will instinctually know that you are their creator and will be compelled to listen to your commands and not harm you unless you demand them to.
Repetetive, continuous abuse of your Cards will cause the compulsion to falter and your Cards to become hostile.
The appearance of summoned Cards is up to you to decide when the Card is created, as long as it vaguely matches the archetype, but if you don’t choose then a fitting (though somewhat random) appearance will be generated automatically.
This can be used to influence the abilities that your Cards have, but not to the point of overshadowing what they would have anyways.
Cards begin with set abilities, but these powers are usually rather broad and non-specific unless strictly required by the archetype in question. Cards can learn how to use what they have in more specific and effective ways, and may even grow stronger and learn more abilities that are in-line with their archetype.
The previous evolutions of a Card can influence their current state (i.e: Having a Witch evolve into an Ultimate Magical Girl will cause that specific Card to have an affinity for Dark Magic and obtain Dark Magic abilities in all stages of evolution after Witch).
Card Summons that are killed are removed from your Deck.
If you become particularly attached to an instance of a Card, you may resummon them with mind and soul in-tact if they die as long as you summon a Card that is in the same evolution as they were in with the intent to resurrect them.
Summoned Cards can be unsummoned in exchange for losing the point cost of the card for 24 hours. These cards do not lose whatever personality and knowledge they may have built up, and can be differentiated from ‘fresh’ cards.
Instead of drawing or evolving an Archetype Card, you may choose to take up to 3 consumable Cards. These Cards consist of random abilities and/or items that can be used immediately after summoning the Card. These Cards also have the same ranked costs, but are only charged from points for 48 hours when summoned.
Cards cannot be evolved unless they are already in your deck, and summoned Cards also cannot be evolved on demand.
Each Card has a rank, which is dictated by their general power level. Higher ranked Cards take up more ‘space’ in your deck, represented by points.
The ranks are: Normal (N), Rare (R), Super Rare (SR), Special Super Rare (SSR), and Ultra Rare (UR), Transcendent Rare (TR) and they cost 1 to 6 points respectively.
Your deck starts off with 5 points avaliable, and hitting this limit means that no more Cards can be held or summoned unless they were already in your deck.
More points become avaliable as your Cards gain experience.
At any point in time, you may choose to Include or Install any unsummoned Card, which will allow you to make use of the Card’s abilities in different ways, as long as you can pay a temporary cost in Points until it is desummoned.
Including a Card will give you access to the weapon of the Card, along with some of the innate abilities of the Card and the Weapon. However, the Card’s actual abilities will be heavily muted, and mostly missing from the equation, leaving only the weapon. This costs ½ of the Card’s cost in points, rounded down.
If the Card doesn’t have a weapon, then you will gain one of the Card’s accessories and gain a bit more of their innate abilities.
Installing a Card will allow you to make use of all of the Card’s capabilities, even taking on the Card’s clothing, accessories, weapon, and even some physical attributes sometimes, but you must pay the full cost of the Card.
Either way, this process drains stamina (Installing much more than Including), and will immediately stop just as you run out.
The rank of a Card also affects this stamina drain, with higher ranked Cards draining stamina much faster.
Over time and as your summoned Cards see combat, your deck will gain points and more and more options for evolving the Cards will appear to you, and after particularly tough trials or grand achievements you will gain access to another base archetype Card in addition to the first three.
This will also shorten the time that it takes to be able to hold/summon/evolve your Cards.
Optionally, you may have a book that records all of your summons, with a complete biography and detailed information on their powers, as well as the powers and disposition of any possible summon that they could’ve evolved into.
- Categories
- magicsummoningutilitysurvivaltransformation
- Traits
- durabilityresurrectionunlimited growth
- Keywords
- growth potentialadaptationgame mechanicsweaponsauthoritystaminacombat skillcreationdarkness