Card Fantasy

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In the middle of the winter break, Taylor glances at the window, having seen a shooting star. Without really thinking about it that much, she wishes for a power.

Her wish has come true, in a way that she hadn't thought possible. An instant that can't be understood.

She acquires the power to summon autonomous puppets that is very indistinguishable to humans, with powers that comes outright from a fantasy setting.

What will she do with this power? Will it even change her life?

This is her story, the one who can summon beings.
Deck
You will draw one card each turn, the cards are the default three which is the Warrior, Archer, and the Mage. You can decide whether to hold it or summon them immediately.

Choices on the card's gender and added description will decide their evolutionary tree. If you summon them, they can't evolve anymore, but holding them will give them the chance to become stronger.

Added description can be anything else. Race, height, weight, appearance, anything.

If nothing is specified on the description, they will be defaulted to the human race, 150 ~ 160cm height, 60 ~ 80kg weight, and varied western features (European to American).

CP : 2
She is of the royal blood and a kin of the night. Holding dominion over every wolves and their relatives. Due to being originally a bow-wielding hunter, she is extremely good at tracking preys on any environment.

(Abilities)
Bow Proficiency
Crossbow Proficiency
Spear Proficiency
Knife Proficiency

Throwing Proficiency
Presence Concealment
Presence Detection
Hostility Detection
Sense Danger
Environmental Awareness

Animal Instinct (Wolf)
Animal Senses (Wolf)
Tracking (Senses)
Primal Savagery
Metamorphosis (Wolf)
Empowerment (Moon)
Domination Aura (Princess)
Demoralization Aura (Predator)
Intimidation Aura (Intent/Presence)
Royal Charisma (Animal)
Pain Immunity
Physical Resistance
Elemental Resistance
Spiritual Resistance
Blunt Immunity
Illusion Immunity
Confusion Immunity
Domination Immunity
Super Regeneration
Indomitable Will
An elven princess that is qualified to become a divine being, who uses her own body and power to protect her allies. Her will is very strong that even the most agonizing pain won't deter her. Along with the use of her magic, she is very good at doing her own job.

(Abilities)
Spear Mastery
Shield Mastery
Armor Mastery
Heavy Armor Proficiency
Basic Magic
Knowledge of Nature
Barrier Magic
Divine Battle Spirit
Sacred Protective Aura
Physical Strengthening
Magic Coating
Enchant (Armor/Shield)
Empowerment (Willpower/Encouragement)
Hero's Fortune
Unlimited Potential

Sacred Body
Indomitable Will
Saintess' Charisma
Danger Guidance (Self)
Barrier (1)
Buffet Table (1)
Day/Night Skip (1)
Double Draw (1)
Fireball (2)
Freeze (1)
Invisibility (1)
Portal (0)
Potion (1)
Reveal Info (1)
Sleep (1)
Swap Position (1)
Thunder Strike (1)
Treasure Chest (3)
Weaken (1)
 
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Jobs
This section summarizes the jobs your units can acquire.

Basic unit proficient in range weapons. Typically agile and nimble.

(Abilities)
Bow Proficiency
Crossbow Proficiency
Sling Proficiency
Throwing Proficiency
Basic unit proficient in magic. Usually smart and patient.

(Abilities)
Staff Proficiency
Rod Proficiency
Fire Magic
Water Magic
Earth Magic
Wind Magic
Basic unit proficient in melee weapons. Physically strong and tenacious.

(Abilities)
Sword Proficiency
Knife Proficiency
Spear Proficiency
Axe Proficiency
Mace Proficiency
Shield Proficiency
A variant of the rare type, knife-wielding and concealment specialized classes. They are capable of getting closer to their target without being noticed, and are specialized at subterfuge and infiltration. They are also extremely good at killing living beings.

(Abilities)
Knife Proficiency
Hidden Weapon Proficiency
Throwing Proficiency
Gun Proficiency
Presence Concealment
Presence Detection
Hostility Detection
Sense Danger
Environmental Awareness
Intimidation
Evidence Destruction
Variant of the curse-related Rare Jobs. This is specialized on curses only.

(Abilities)
Curse Bestowal (Object)
Curse (Organic)
Dark Magic
Curse Resistance
Derivative of the Warrior Job. They are specialized in using their shield and can move normally even in full plate armor. Great at protecting their allies.

(Abilities)
Shield Proficiency
Armor Proficiency
Strong Will
Variant of any heavily armored classes. They use their own body to endure any damages while taking their enemy with brute force alone.

(Abilities)
Heavy Weapon Proficiency
Heavy Armor Proficiency
Pain Resistance
Blunt Resistance
Slash Resistance
Projectile Resistance
Poison Resistance
Paralysis Resistance
Confusion Resistance
Strong Will
Strong Body
Derivative of the Warrior Job. They are specialized at both shield and spear. Good in being with a group, and putting enemies at length with their reach.

(Abilities)
Spear Proficiency
Shield Proficiency
Group Awareness
Strong Will
Derivative of Archers and axe or spear wielding Warriors. Hunters are capable of tracking their targets and being aware of their surroundings.

(Abilities)
Bow Proficiency
Crossbow Proficiency
Axe Proficiency
Spear Proficiency
Knife Proficiency
Throwing Proficiency
Presence Concealment
Presence Detection
Hostility Detection
Sense Danger
Environmental Awareness
Derivative of the Warrior Job. They are special at both lance and spears. Very good at mid range to close range combat.

(Abilities)
Spear Proficiency
Throwing Proficiency
Acrobatics
Advance derivative of the Mage Job. Magus are specialized mages that uses mediums to achieve supernatural phenomenons.

(Abilities)
Staff Proficiency
Rod Proficiency
Book Proficiency
Transmutation
Alchemy
Derivative of the Archer Job. Rangers are specialized on Bows, Crossbows, Slings, or Darts. They are also good scouts.

(Abilities)
Bow Proficiency
Crossbow Proficiency
Sling Proficiency
Dart Proficiency
Presence Concealment
Presence Detection
Hostility Detection
Sense Danger
Environmental Awareness
Advance derivative of the Mage Job. A lot more proficient on advance magic. This job is limited to females.

(Abilities)
Staff Proficiency
Rod Proficiency
Fire Magic
Water Magic
Earth Magic
Wind Magic
Lightning Magic
Ice Magic
Nature Magic
Derivative of any scouting or hiding class that have concealing and subterfuge abilities. Spies are good at hiding at everyone, and getting any information they want.

(Abilities)
Knife Proficiency
Bow Proficiency
Crossbow Proficiency
Hidden Weapon Proficiency
Throwing Proficiency
Unarmed Proficiency
Gun Proficiency
Presence Concealment
Presence Detection
Hostility Detection
Sense Danger
Environmental Awareness
Free Running
Cold Reading
Disguise Mastery
Escape Mastery
Derivative of the Warrior Job. They used rough yet efficient manner of swordsmanship, and mostly doesn't fight fair.

(Abilities)
Sword Proficiency
Knife Proficiency
Hidden Weapon Proficiency
Throwing Proficiency
Unarmed Proficiency
Sleight of Hand
Derivative of the Warrior Job. They are only specialized with the use of the sword. Competent at close combat.

(Abilities)
Blade Proficiency
Katana Proficiency
Dual Blade Proficiency
Swift Movement
Derivative of Archers and knife wielding Warriors. They can sneak around people and are aware of their surroundings. They are also very nimble and can go around their environment.

(Abilities)
Knife Proficiency
Bow Proficiency
Crossbow Proficiency
Hidden Weapon Proficiency
Throwing Proficiency
Presence Concealment
Presence Detection
Hostility Detection
Sense Danger
Environmental Awareness
Free Running
Advance derivative of the Mage Job. These are specialized on alchemy and curses. This job is limited to females.

(Abilities)
Staff Proficiency
Knowledge of Herbs
Knowledge of Curses
Hex
Witchcraft
Dark Magic
Advance variant of the Hunter class, and only limited to those who have animal instincts or senses. These people are very competent hunters, though they are more in tune with their own beastly side. It is pretty hard to kill them as they are more durable and unstable than a normal hunter.

(Abilities)
Bow Proficiency
Crossbow Proficiency
Axe Proficiency
Spear Proficiency
Knife Proficiency
Throwing Proficiency
Presence Concealment
Presence Detection
Hostility Detection
Sense Danger
Environmental Awareness
Animal Instinct (Dependent)
Animal Senses (Dependent)
Pain Tolerance
Primal Madness
Transformation (Dependent)
Advance derivative of Witch. They are capable of causing untold amount of misfortunes and can use greater curses that is difficult to dispel. They are also capable of creating miracle concoctions, like elixirs or potion of immortality. This job is limited to females.

(Abilities)
Staff Proficiency
Broom Proficiency
Greater Curses
Hex
Greater Witchcraft
Demon Summoning
Black Magic
Advance variant of the Guardian Class who can use magic. They mixed their strong body with their magical expertise to further protect their allies.

(Abilities)
Shield Proficiency
Armor Proficiency
Physical Strengthening
Magic Coating
Enchant (Armor/Shield)
Physical Resistance
Magic Resistance
Strong Will
Strong Body
Superior derivative of Mage. Magical Girls are capable of achieving feats through the power of love and friendship, acquiring powerups through hardships and have a tendency to cause good things to happen. This job is only limited to children up to early teenage girls, and Mage variants or it's derivatives.

(Abilities)
Wand Proficiency
Staff Proficiency
Melee Proficiency (Dependent)
Range Proficiency (Dependent)
Magic
Transformation (Magical Girl)
Empowerment (Positive Feelings/Negative Feelings)
Fortune Bearer
Final derivative of the Hunter class. They are inhumanely capable of tracking their preys, moving around nature-oriented areas, and are very sensitive to their surroundings. It is extremely difficult to sneak at them, unless that someone is supernaturally capable of hiding themselves.

(Abilities)
Bow Mastery
Crossbow Mastery
Axe Mastery
Spear Mastery
Knife Mastery
Throwing Mastery
Presence Concealment
Presence Detection
Hostility Detection
Sense Danger
Environmental Awareness
Knowledge of Nature
Feral Understanding
Taming (Animal)
Final derivative of the Ranger class. Capable of superhuman feats of accuracy and blending on their surroundings. They are also capable of understanding animals.

(Abilities)
Bow Mastery
Crossbow Mastery
Sling Mastery
Dart Mastery
Presence Concealment
Presence Detection
Hostility Detection
Sense Danger
Environmental Awareness
Knowledge of Nature
Feral Understanding
Taming (Animal)
Advance derivative of the Warrior Job, and is only limited to those who are fully armored and are heavily focused on shields. Rook Knights are also known as castle protectors, and are very good at repelling sieges. They always protect their allies, and sees sacrificing their life for those they swore to protect as an honor.

(Abilities)
Shield Proficiency
Heavy Armor Proficiency
Pain Resistance
Physical Resistance
Explosion Resistance
Magic Resistance
Siege Resistance
Strong Body
Unrelenting Will
Superior derivate of Mage and a variant of the Magical Girl. This is specialized on dark magic capable of causing disasters and other metaphysical bad omen that can affect a person or a whole environment. Negative feelings makes them stronger. This job is only limited to children up to early teenage girls, and Mage variants or it's derivatives.

(Abilities)
Staff Proficiency
Book Proficiency
Melee Proficiency (Dependent)
Range Proficiency (Dependent)
Dark Magic
Curses
Transformation (Witch Girl)
Empowerment (Negative Feelings)
Bad Omen
Advance derivative of the Feral Hunter class. They are more stable than a Feral Hunter, mixing their primal savagery with their own sharp wit, which makes them a terrifying foe to fight. Only limited to pack oriented species, or related species.

(Abilities)
All Weapon Mastery
Presence Concealment
Presence Detection
Hostility Detection
Sense Danger
Environmental Awareness
Animal Instinct (Dependent)
Animal Senses (Dependent)
Ignore Pain
Primal Instinct (Combat/Intent)
Transformation (Dependent)
Empowerment (Dependent)
Charisma (Alpha)
Combat Enhancement (Group/Pack)
Planning (Combat)
Blunt Resistance
Confusion Resistance
High Speed Regeneration
Advance derivative of the Magical Girl. They are capable of denying fate and always have powers that defies reality. Most of their abilities are just an upgrade of the Magical Girl job. This job is only limited to Magical Girls.

(Abilities)
Wand Proficiency
Staff Proficiency
Melee Proficiency (Dependent)
Range Proficiency (Dependent)
Magic
Transformation (Magical Girl)
Empowerment (Positive Feelings/Negative Feelings)
Fortune Bearer
Corruption Resistance
Mental Resistance
Direct evolution of the Guardian Mage. Limited to those who have a focus on protective skills, with a side of magic. These are the ones who have further honed their craft, along with their mind and will that has been sharpened and hardened to the fullest. They will make sure they can protect anyone behind them, no matter what happens using the combined might of their own body and their magic.

(Abilities)
Shield Mastery
Armor Mastery
Heavy Armor Master
Super Physical Strengthening
Super Magical Strengthening
Enchant (Armor/Shield)
Magic Coating
Pain Immunity
All Physical Resistance
Esoteric Resistance
Abnormal Condition Resistance
Magic Negation
Herculean Strength
Unrelenting Will
Danger Guidance (Self)
Final derivative of the heroic-related Rare or Super Rare Jobs. They are capable of causing miracles or outright denying impossible odds. Things just happens on their favor. This is only limited to girls.

(Abilities)
Empowerment (Positive Feelings)
Hero's Fortune
Power Escalation (Combat Experience/Life Experience)
Fortune Bearer
Unlimited Potential
Corruption Resistance
Mental Resistance
Advance derivate of the Guardian Class, and is only limited to the female gender. Princess Guardian are the guardian version of Princess Knight. Instead of guiding their allies to battle and boosting morale with their presence, a Princess Guardian can also bolster morale and are more reliable when protecting something or someone. They have a natural charisma to them that makes it easy to follow them with loyalty.

(Abilities)
Shield Proficiency
Heavy Armor Proficiency
Pain Resistance
Physical Resistance
Explosion Resistance
Magic Resistance
Siege Resistance
Graceful Body
Unrelenting Will
Princess Charisma
Danger Guidance (Self)
Female heroes who achieved full mastery over the shield. They use this to protect their allies from the forces of evil. This job is only limited to the female gender, uses shield, have a focus on protective related skills, and are stated to be competent warriors of their own.

(Abilities)
Shield Mastery
Armor Mastery
Barrier Magic
Battle Spirit
Protective Aura
Physical Strengthening
Hero's Fortune
Unlimited Potential
Physical Resistance
Magical Resistance
Elemental Resistance
Spiritual Resistance
Corruption Resistance
Domination Resistance
Natural Resistance
Graceful Body
Indomitable Will
Maiden's Charisma
Superior class for any female wolf-related species. They are the one who embraced their ancestry fully, becoming a part of the beast of the night. They have a wild aura that will cause anyone weaker than them to bow in deference, and as for preys, let themselves be eaten without any resistance. Every canine, or canine-related species will obey her regardless of any third party influence.

(Abilities)
Presence Concealment
Presence Detection
Hostility Detection
Sense Danger
Environmental Awareness
Animal Instinct (Wolf)
Animal Senses (Wolf)
Primal Ferocity
Metamorphosis (Wolf)
Empowerment (Moon)
Domination Aura (Princess)
Demoralization Aura (Predator)
Intimidation Aura (Intent/Presence)
Royal Charisma (Canine)
Ignore Pain
Blunt Resistance
Illusion Resistance
Confusion Resistance
Domination Immunity
High Speed Regeneration
Indomitable Will
Superior derivative of every competent warriors or hero-related jobs and is limited to the Human, Elf, Dwarf, Hobbit, Giant, Fairy, and Halfling races. They are known as the chosen by the Valkyries, greatest female warriors by the ascendants. Einherjars are heroic spirits who can achieve feats impossible for the humans of this age, their capabilities dependent on their origins.

(Abilities)
Melee Proficiency (Dependent)
Range Proficiency (Dependent)
Hero's Fortune
Heroic Figure
Magic (Dependent)
Unlimited Potential
Physical Resistance
Magical Resistance
Spiritual Resistance
Astral Form
Indomitable Will
Charisma (Dependent)
Variant of every ultra rare class, moon-related species, and are limited to the female gender. They hold dominion over the night, and are feared all over the world as the tyrannical rulers of those lower than them. The moon blesses them with the power to be more better than those who inhabits the land. Anyone who got this class will have all their capabilities upgraded.

(Abilities)
Empowerment (Moon/Darkness)
Authority (Night)
Darkness Manipulation
Darkness Immunity
Eternal Youth
Immaculate Beauty
Overwhelming Pressure
A direct upgrade of the Shield Maiden. Considered by the world as the greatest defenders, they are bestowed more blessings to continue their duty of protecting what is right. Their bodies can be considered sacred due to the blessing of the world, and they are technically demigods due to this.

(Abilities)
Shield Mastery
Armor Mastery
Barrier Magic
Divine Battle Spirit
Sacred Protective Aura
Empowerment (Willpower/Encouragement)
Hero's Fortune
Unlimited Potential
Sacred Body
Indomitable Will
Saintess' Charisma
Final derivative of the Magical Girl. They are the strongest of their fellow magical girls, capable of doing the impossible and breaking entropy as it is. They have unlimited potential, and a seemingly infinite well of power that they can throw at their enemies. They are closer to True Gods in strength, and can casually warp concepts as it is. This Job is limited to Magical Girls only.

(Abilities)
Magic Creation
Wish
Infinite Magic Power
Unlimited Potential
Will Manifestation
Spiritual Manifestation
Ascension
All Elemental Immunity
All Physical Immunity
All Spiritual Immunity
Metaphysical Resistance
Conceptual Resistance (Dependent)
Supreme class of any female wolf-related species. Everyone weaker than them, whether on strength or psyche, will see themselves bowing on her mere presence. The night has blessed her with incredible beauty and power. Only those of equal power or psyche can resist her domineering aura. Lower intelligent beings will immediately obey her without question.

(Abilities)
Presence Concealment
Presence Detection
Hostility Detection
Sense Danger
Environmental Awareness
Animal Instinct (Wolf)
Animal Senses (Wolf)
Primal Savagery
Metamorphosis (Wolf)
Empowerment (Moon)
Domination Aura (Princess)
Demoralization Aura (Predator)
Intimidation Aura (Intent/Presence)
Royal Charisma (Animal)
Pain Immunity
Physical Resistance
Elemental Resistance
Spiritual Resistance
Blunt Immunity
Illusion Immunity
Confusion Immunity
Domination Immunity
Super Regeneration
Indomitable Will
Superior evolution of the Shield Maiden. They are the one who have transcended their mortality, turning into a mortal with a divinity. Their protection encompasses a wide region, turning it impenetrable to anyone who tries to harm those they wanted to protect. They can be considered demigods due to their capability, and is capable of blessing others with what they symbolize, which is anything related to protection.

(Abilities)
Shield Mastery
Armor Mastery
Holy Mother's Barrier
Divine Battle Spirit
Holy Mother's Protective Aura
Empowerment (Positive Feelings/Protective Feelings/Willpower)
Unlimited Potential
Holy Mother's Body
Indomitable Will
Divine Charisma
Divine Blessing (Protection)
Lesser Divinity (Protection)
Beings who have shed their mortal coil to ascend from their mortality. Turning into a conceptual beast based on what they represent from the night. Only limited to ultra-rare class, non-human, moon-related species.

(Abilities)
Empowerment (Moon)
Immortality (Night/Darkness/Shadow)
Eldritch Form (Dependent)
Primeval Force (Dependent)
Incomprehensible Visage
Authority (Night)
Lesser Divinity (Moon)
 
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Consumable Cards
Consumables Cards are cards that will vanish after a single use. There will be five random Consumable Cards appearing every turn, and you can buy them through CP.

Card Points (CP) can be obtained by summoning units. CP Gain is dependent on the rarity of the unit.

Below are the CP Gain and the descriptions of every Consumable Cards that you discovered.

(CP Gain)

Normal (N) = 1
Rare (R) = 5
Super Rare (SR) = 10
Super Super Rare (SSR) = 25
Ultra Rare (UR) = 50

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Creates a forcefield covering your body that can negate any harmful attacks for once. This forcefield's duration is 24 hours.
Creates a car-sized singularity that will suck anything near it. It will act like a real black hole, and will just disappear depending on it's size.
Creates a large buffet table full of different kinds of meals that has been thought of by the user. The meal will refill itself infinitely until 24 hours passes. After the duration, it won't refill the meals anymore.
Permanently breaks a single link or connection.
Skip daytime into nighttime and vice versa.
Enables you to draw two Summoning Cards on a single turn.
Strengthens all the capabilities of the targeted object for 24 hours.
Causes a devastating explosion on the designated area.
Shoots a ball of fire to the designated direction. This will explode when it got in contact to a sufficiently solid object.
Enclosed a target in a cube of ice, regardless of their size.
Turns the targeted person invisible to the naked eye for 24 hours. This will be quickly disabled if the user is harmed or they did an action that is enough to harm others.
Creates a perfect clone of the targeted person. The clone can't speak, and they are fully committed to protecting the user. They lasts 24 hours before vanishing.
Makes the targeted person to become perfectly accurate to every thrown or shot projectile they used, hitting anything that can possibly reached by their range. The effect lasts 24 hours.
Creates a ten meter wide, twenty five feet tall hole on the targeted area. Only the ground and floor can be targeted.
Creates a portal near you that leads to the designated area.
Creates a flask containing a red liquid that can heal physical wounds, both internal and external.
Creates a book containing the info of the person or object that the user designated as the target.
Induce sleep to the targeted person for 1 hour.
Swaps the position of the user and the designated person.
Summons a lightning from the skies to the designated area.
Summons a large wall of water several meters away from you, which will go towards the direction of the target location.
Creates a chest that contained to the brim with valuable gems and gold coins.
Discard your chosen Job Card that is currently on your deck. Turn yourself into that Job Card for 24 hours.
Enables you to draw three Summoning Cards on a single turn.
Reduces fifty percent of all the capability of the targeted person for 24 hours.
 
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Summoned Units
This is where you can see your summoned units.

(Magical Girl Form)

(Untransformed Form)

(Other Notable Possession)


Name : Natalie (Dawn Flower)
Gender : Female
Species : Human/Goddess
Age : 0 (Physically 13)

(Abilities)

Magic Creation (Dark)
Wish
Infinite Magic Power
Unlimited Potential
Dark Will Manifestation
Dark Spiritual Manifestation
Dark Ascension
Minion Summoning (Darkness)
Curses (All)
Perfect Witchcraft
All Elemental Immunity
All Physical Immunity
All Spiritual Immunity
Time & Space Resistance
Dimensional Resistance
Conceptual Immunity (Darkness)
 
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