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Information gathered on: Cards

  • ' Title Cards : Title Cards are the figurative "job class", since they are relatively powerful and extremely loyal to their users. Title Cards usually transform the wielder's appearence, often turning into sets of armor or weapons for use.

In their familiar form, Title Cards typically look like large or medium animals. They are generally sentient, capable of speaking, and are able to potray typical human emotions, leading them to have personalities all their own. While each of these cards has a double (a male and female version), people usually only get one of these cards total, though luckier folk might get more.

  • ' Style Cards : Weaker than Title Cards, Style Cards are often described as a "supportive class"; they manifest into small accessories, allowing the user to perform actions otherwise impossible, such as flight or extreme speed.

Style cards have a more simplistic familiar form, and are incapable of human speech or expressive emotion. They are generally small and lack less features. Their intelligence is on par with domestic animals. Each Style Card has a double, usually an opposite version of their current power. Many people only own one Style Card, though it's not uncommon to own two in the same set.

  • ' Tempo Cards : Tempo Cards are the strongest form of card, but are almost uncontrollable. For this reason, many Tempo Cards are "arcane class"; while their powers are immense in theory, they are finnicky and tempermental, and in result can be very dangerous. Their powers do not manifest on the bearer, instead drastically changing their surroundings, such as stopping time.

Tempo Cards have no 'living' familiar stage, most taking the form of inanimate objects, such as a mirror or hourglass. There is only one of each Tempo Card in existence, and they are very rare. No person can support more than one.

Information gathered on: In-Game Playing

  • Since creating cards would put the shop's focus on the cards, I think it would be a better idea to create the cards for them. Instead, how about they have to "create" their character?

The players pick an item that fuses with quintessence. The characters are simply "born" as young adults.

  • Players are thrown into the world fully created by the cards, but gradually lose their memories to be replaced with the ones harvested in this new card world as they grow.

Information gathered on: Technical Information

  • Cards transport players to the bar by lifting a hunk of land from earth and the person.

Information gathered on: Problems

  • When first transported, are players having their soul removed and recreated, or is their body going with them on this fantasy ride?

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This page was last modified on 6 September 2007, at 06:25.
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