This chapter will act as an information pool, where an organized list of all the cards (+levels, ranks, class, type, abilities, owner) that have been used or mentioned within the story thus far will be compiled. I will attempt to list each of these cards in the exact order of which they appear.
Templates
(Normal Card temp.)
Card Name -
Function -
Former Owner -
Current Owner -
Class -
Type -
Current Rank -
Level -
Attribute(s) -
(Birthcard Temp.)
Card Name:
Function:
Former Owner:
Current Owner:
Class:
Type:
Current Rank:
Manifesto(s):
Attribute(s):
✦✧✦✧
Card Name: CopyCard (Birth card) *Bestowed*
Function:
Allows the user to replicate the abilities of other cards they have personally witnessed and sufficiently understood, storing them within a limited number of Copy Slots. Each slot accommodates one copied card, whose effective rank is automatically adjusted to match the Copy Card's current rank, regardless of the original card's progression. Consequently, higher-ranked cards are reproduced at reduced strength, while lower-ranked cards are enhanced beyond their original capabilities, gaining access to the corresponding rank-based improvements.
As Copy Card ranks up, all stored abilities automatically evolve alongside it, unlocking additional enhancements and eligible Manifestos without requiring the user to encounter their original owners again.
When replicating Birth Cards, the user inherits any pre-existing Manifestos attached to the original card, provided the copied rank permits their use. However, if the original Birth Card possesses no Manifestos, the user may develop their own once the replicated ability reaches an eligible rank. These self-created Manifestos become permanently associated with the copied card and cannot be changed, even if the ability is discarded and subsequently acquired again.
The number of available Copy Slots corresponds directly to Copy Card's rank, increasing by one with each subsequent rank, up to a maximum of six. Once all slots are occupied, the user must permanently discard an existing copied card to accommodate another. Discarded abilities cannot be restored directly from memory and must be witnessed and understood again before they can be recopied.
Additionally, the card imposes restrictions on the types of cards that can be replicated. At lower ranks, the user can only access a limited selection of card types, with more advanced types becoming available as Copy Card evolves. Certain types also possess individual Copy Slot restrictions, limiting how many cards of that type can be stored simultaneously, regardless of the user's total available slots.
In addition to its primary function, Copy Card possesses several concealed passive properties. Through subconscious observation and imitation, the user can instinctively reproduce physical actions, techniques, and behavioral characteristics demonstrated by others, provided these remain within their natural physical capabilities. This allows them to assimilate unfamiliar movements, mannerisms, and practical skills without conventional training, although it does not grant the physical attributes necessary to perform actions beyond their body's limitations.
Furthermore, the card permanently preserves detailed memories of every card the user has successfully copied, including their abilities, limitations, and Manifestos. These memories persist even after the corresponding cards have been discarded, although recollection alone does not permit their abilities to be restored.
Unlike conventional Birth Cards, Copy Card also possesses an unusual evolutionary property that grants the user an additional Attribute upon reaching a rank at which a Manifesto would ordinarily become available, without requiring them to sacrifice their Manifesto. The card is also believed to harbor further undisclosed capabilities.
Former Owner: Ganes Gouldsworth [Lord of the Cards] [Card Master]
Current Owner: Wolf
Class: Utility
Type: Unconditional Manifest/Longevity
Current Rank: 1-star
Current Manifesto(s): None
Attribute(s): None
...
Card Name: Hyper Needle (Birthcard) *Stolen*
Function: Card shoots a thin needle toward target at high speed.
Former Owner: Vince
Current Owner: Wolf
Class: Combat
Type: Tool
Current Rank: 1-star
Current Manifesto(s): None
Attribute(s): None
...
Card Name: Bolt Storm (Birthcard)
Function: Card releases a flurry of nuts and bolts toward target.
Former Owner: None
Current Owner: Snapper
Class: Combat
Type: Tool
Current Rank: 4-star
Current Manifesto(s): After initial flurry, release a second wave of larger nuts and bolts, but reduce speed of attack.
Attribute(s): Mighty
...
Card Name: Fire Fingers (Birthcard)
Function: User generates flames from finger tips, which can be fired at any desired target.
Former Owner: None
Current Owner: Amber
Class: Combat
Type: Unconditional Manifest
Current Rank: 1-star
Current Manifesto(s): None
Attribute(s): None
...
Card Name: Snake Eyes (Birthcard)
Function: When target meets users eyes from within a certain range, target becomes temporarily disoriented.
Former Owner: None
Current Owner: Basque
Class: Utility
Type: Conditional Manifest
Current Rank: 3-star
Current Manifesto(s): Attribute
Attribute(s): Frailty
...
Card Name: Earth Spike (Birthcard)
Function: User hits the ground with enough force to generate a spike anywhere in front of them.
Former Owner: None
Current Owner: Burg
Class: Combat
Type: Conditional Manifest
Current Rank: 3-star
Current Manifesto(s): Range of spike increases depending on the amount of force applied when striking the ground.
Attribute(s): None
...
Card Name - Earth Clutch (Collected)
Function - When the user's hand rises, a hand made of stone erects from the ground, which the user can restrain targets with when making a grabbing gesture with their own hand.
Former Owner - None
Current Owner - Burg
Class - Combat
Type - Conditional Manifest
Current Rank - 2-star
Level - 3
Attribute(s) - None
...
Card Name - True Potential (Traded/Purchased)
Function - A card that allows the user to trigger the full power potential of any target they point at. (A target's true potential can only be activated once).
Former Owner - Card Merchant
Current Owner - Snapper
Class - Utility
Type - Manifest
Current Rank - 1-star
Level - 5
Attribute(s) - Agility
...
Card Name - Sand Surfer (Car Model)
Function - A mount for traversing sand and storing items.
Former Owner - Card Merchant
Current Owner - Snapper
Class - Utility
Type - Tool
Current Rank - n/a
Level - n/a
Attribute(s) - n/a
...
Card Name: Material Manifestation (Birthcard)
Function: The wielder uses their imagination to create an object of the same material they make contact with
Former Owner: None
Current Owner: Mel
Class: Utility
Type: Manifest
Current Rank: 1-star
Manifesto(s): None
Attribute(s): None
...
Card Name: Rota (Birthcard)
Function: Absorbs and redirects incoming projectiles.
Former Owner: None
Current Owner: May
Class: Defense
Type: Summon (Device)
Current Rank: 2-star
Manifesto(s): None
Attribute(s): None
...
Card Name - Claw Card (Traded/Relinquished)
Function - User awakens their inner beast, transforming themselves into a partial werewolf monster with incredibly sharp claws, and gaining boost in physical strength. Prolonged use can cause the user to lose control.
Former Owner - Quinn Ferrum
Current Owner - Wolf
Class - Combat
Type - Manifest
Current Rank - 1-star
Level - 5
Attribute(s) - None
...
Card Name - Bind Breaker
Function - Releases user/target from any physical form of entrapment.
Former Owner - None
Current Owner - Quinn Ferrum
Class - Utility
Type - Tool
Current Rank - 5-star
Level - 3
Attribute(s) - Mighty
...
Card Name: Spears of Light (Birthcard)
Function: User summons five tall spears made of light, that can be shot toward a target.
Former Owner: ???
Current Owner: Mel
Class: Combat
Type: Manifest (Tainted)
Current Rank: 4-star
Manifesto(s): Light spears can be combined to create larger light spears that explode on impact. The more spears used in the combination, the larger the spear and explosive reaction.
Attribute(s): Egoity
...
Card Name - Gravitational Lure
Function - Allows the user to designate an inanimate object as the centre of a temporary gravitational attraction. Once the object is physically disturbed by another individual, surrounding unsecured objects are violently drawn towards its position, potentially injuring anyone caught in their trajectories. The effect persists for a brief duration before dissipating.
Former Owner - n/a
Current Owner - Jude
Class - Combat
Type - Trap
Current Rank - 2 ✧✧ (Second Rank)
Level - 3
Attribute(s) - Chivalry
...
Card Name: Epiphany Jigsaw (Birthcard) *Stolen*
Function: Allows the user to inscribe cryptic messages onto separate sheets of paper, concealing fragments of a predetermined map on their reverse sides. Once all three sheets are brought together, the written messages disappear, revealing the concealed fragments, which combine to form a complete map. A designated location on the map is highlighted, directing its readers towards a specific destination.
Former Owner: n/a
Current Owner: Jude
Class: Utility
Type: Conditional Manifest
Current Rank: 3 ✧✧✧ (Third Rank)
Manifesto(s): Threefold Revelation — The user must compose three distinct riddles, each inscribed on a separate sheet of paper. The concealed map cannot be revealed until all three sheets are physically brought together. Once this condition is fulfilled, the riddles are erased and the map is unveiled, highlighting a location previously designated by the user.
Attribute(s): Chivalry
...
Card Name - Hats Off
Function - Allows the user to conjure a seemingly ordinary top hat that rapidly expands in size when thrown into the air. Upon reaching its maximum expansion, the hat detonates in a devastating explosion, unleashing a powerful shockwave capable of inflicting widespread destruction upon its surroundings. The magnitude of the explosion is proportional to the hat's size at the moment of detonation.
Former Owner - None
Current Owner - Jude
Class - Combat
Type - Tool
Current Rank - 3 ✧✧✧ (Third Rank)
Level - 4
Attribute(s) - Mighty
...
Card Name: Lurk (Birth card)
Function: Allows the user to become completely transparent while concealed within a shadow, rendering them invisible to the naked eye.
Former Owner:
Current Owner: Viper
Class: Utility
Type: Conditional Manifest
Current Rank: 6 ✧✧✧✧✧✧ (Aura Rank)
Manifesto(s):
Shadow Transit: Allows the user to instantaneously transport between shadows within their effective range. However, the user must now remain completely motionless to maintain their invisibility while concealed within a shadow.
Silent Predator: While invisible, the user can completely suppress the sounds produced by their movements, actions, and attacks. To activate this effect, the user must hold their breath, and the silence dissipates immediately upon exhalation.
Attribute(s): Frailty, Agility
...
Card Name: Gravitational Defiance (Birth Card) *Stolen*
Function: Allows the user to freely manipulate the direction of their personal gravitational pull, effectively redefining which direction constitutes "down" for their body. By redirecting their center of gravity towards a chosen surface, the user can walk, run, or stand upon walls, ceilings, and other unconventional terrain as though they were ordinary ground. The user can also alter their gravitational orientation while airborne, allowing them to fall towards surfaces or directions of their choosing.
Former Owner: ???
Current Owner: Viper
Class: Utility
Type: Unconditional Manifest
Current Rank: 1 ✧ (Base Rank)
Manifesto(s): None
Attribute(s): Agility
...
Card Name - Fear
Function - Allows the user to amplify pre-existing fear within multiple targets simultaneously, progressively restricting their physical movements in proportion to the intensity of their fear. Once affected, targets experience an extended period of heightened anxiety, during which their mobility becomes increasingly impaired as their fear intensifies. Should their fear surpass a certain threshold, they become temporarily paralyzed, rendering them incapable of voluntary movement. However, the effect is directly dependent on the target's emotional state; as their fear subsides, their mobility gradually returns. The ability cannot generate fear in individuals who possess none to begin with.
Former Owner - None
Current Owner - Viper
Class - Combat
Type - Unconditional Manifest
Current Rank - 6 star ✧✧✧✧✧✧
Level - 3
Attribute(s) - Mighty
...
Card Name - Static Body
Function - Allows the user to accelerate their physical movements by electrically stimulating the body's neuromuscular system, significantly increasing the speed at which electrical impulses travel between the brain and muscles. This heightened stimulation enhances the user's movement speed and reflexes, enabling rapid bursts of acceleration and exceptionally swift reactions. Simultaneously, the ability generates an electromagnetic field around the user's body that mitigates aerodynamic resistance, allowing them to move at tremendous speeds without being significantly hindered by air friction.
Former Owner - None
Current Owner - Viper
Class - Utility
Type - Unconditional Manifest
Current Rank - 4 ✧✧✧✧ (Fourth Rank)
Level - 4
Attribute(s) - Agility, Mighty
...
Card Name - Voiceless
Function - Allows the user to suppress the sounds produced by multiple nearby targets, rendering their voices, movements, and other bodily noises completely inaudible. Affected individuals become incapable of communicating through speech or producing audible sounds through their actions, although their physical movements remain otherwise unaffected. The effect extends to the targets' own perception of the sounds they produce, preventing them from hearing their own voices, footsteps, or other self-generated noises. However, external sounds originating from unaffected sources remain audible.
Former Owner - None
Current Owner - Viper
Class - Utility
Type - Unconditional Manifest
Current Rank - 6 ✧✧✧✧✧✧ (Sixth Rank)
Level - 4
Attribute(s) - Mighty
...
Card Name: Venum (Birth Card)
Function: Allows the user to summon a formidable sniper rifle forged entirely from indestructible Void Energy. The weapon discharges specialized projectiles known as Void Bolts, which possess immense penetrative and destructive capabilities, typically disintegrating almost instantaneously upon striking a target. Unlike conventional firearms, Venum does not require physical ammunition, instead consuming the user's Vision Energy and stamina with every discharge.
In addition to its standard Void Bolts, the weapon possesses three specialized ammunition variants corresponding to the Mighty, Agility, and Frailty Attribute Paths. Each variant exhibits unique properties, with its available ammunition determined by the number of corresponding Attribute Cards possessed by the user. Standard Void Bolts, however, possess no ammunition limit, provided the user has sufficient energy and stamina to continue firing.
Former Owner: None
Current Owner: Viper
Class: Combat
Type: X-Tool / Tool Ex
Current Rank: 6 ✧✧✧✧✧✧ (Aura Rank)
Manifesto(s):
Mighty Path — Explosive Bolts:Allows the user to discharge specialized Void Bolts that travel at reduced velocities but possess significantly greater destructive power. Upon impact, these projectiles erupt into devastating explosions, inflicting extensive damage upon the target and its surroundings. The number of Mighty Bolts available is determined by the number of Mighty Attribute Cards possessed by the user.
Agility Path — Ricochet Bolts:Allows the user to discharge specialized Void Bolts capable of repeatedly ricocheting off surfaces without immediately losing their momentum. These projectiles can be fired with or without a predetermined target, bouncing continuously until they either strike their designated target or exhaust their allotted ricochet duration. Although considerably weaker than standard Void Bolts, their unpredictable trajectories make them particularly effective against concealed or evasive opponents. The number of Agility Bolts available is determined by the number of Agility Attribute Cards possessed by the user.
Frailty Path — Venomous Bolts:Allows the user to discharge specialized Void Bolts that release a concentrated cloud of poisonous Void Gas upon impact. Rather than inflicting substantial physical damage, these projectiles contaminate their immediate surroundings with a toxic substance that induces nausea, disorientation, and vivid hallucinations in anyone who inhales it. The number of Frailty Bolts available is determined by the number of Frailty Attribute Cards possessed by the user.
Attribute(s): Mighty
...
Card Name: Cold World
Function: Allows the user to initiate a supernatural freezing game between two opposing teams, provided certain conditions are fulfilled. Before activation, the user must establish a team consisting of at least two and no more than four members, including themselves, through mutual agreement. This agreement may be established at any time before activation and does not require the participants to be informed of the card's existence.
The opposing team is selected automatically based on proximity, consisting of the nearest eligible individuals within a 500-metre radius of the user who are not members of their team. Both teams must contain at least two participants, although their numbers need not be equal. At its current rank, the ability can accommodate a maximum of four participants per team, with this limit increasing as the card ranks up. Once both teams have been established, the user must verbally explain the game's fundamental rules before activating the ability. Unlike the user's team, opposing participants are forcibly enrolled without requiring their consent.
Upon activation, the surrounding temperature plummets, initiating the first round as supernatural snowfall begins and a hat made entirely of ice materializes at a random location within a 500-metre radius of the activation point. The hat may appear anywhere within this range, including inside structures or suspended in midair.
The objective of each round is to locate the ice hat and physically wear it upon one's head. If the user or a member of their team successfully wears the hat, one randomly selected opponent is instantaneously frozen solid, becoming an indestructible ice statue. Conversely, if an opposing participant wears the hat, one frozen member of their team is immediately restored. Should none of their teammates be frozen, one randomly selected member of the user's team is frozen instead. Merely touching or carrying the hat does not activate its freezing effect.
Once the hat is successfully claimed, the snowfall temporarily ceases and the hat disappears, concluding the current round. After a brief interval, a new round automatically begins, marked by the resumption of snowfall and the hat's reappearance at another random location within the original 500-metre radius.
However, the same individual cannot claim the hat in two consecutive rounds. Whoever successfully claims it is also temporarily prohibited from entering a 150-metre radius surrounding the hat's location during the subsequent round. Violating this restriction causes their body to gradually freeze until they become completely immobilized. Both restrictions expire once another participant successfully claims the hat, allowing the previously restricted individual to participate normally in the following round.
The game continues through successive rounds until every member of either team has been completely frozen, at which point the opposing team is declared victorious. All frozen members of the defeated team remain indefinitely incapacitated, even after the ability terminates, unless their condition is subsequently reversed through exceptional means.
While the game remains active, frozen participants are completely invulnerable to physical damage and cannot be unfrozen through external abilities. Their condition can only be reversed through the game's established rules or by prematurely terminating the entire ability.
Despite its extensive effects, Cold World possesses a critical vulnerability: its existence depends upon maintaining its supernatural environmental influence. Should another active card ability successfully override or counteract the altered environment, such as one that generates supernatural sunlight or heat capable of dispelling the snowfall, Cold World is immediately nullified. This prematurely terminates the game and releases all frozen participants. Ordinary weather conditions and conventional sources of heat cannot interfere with the ability. This vulnerability remains applicable even during the brief intervals between rounds when snowfall temporarily ceases.
Former Owner: None
Current Owner: Jude
Class: Combat
Type: Trap
Current Rank: 1 ✧ (Base Rank)
Level: 5
Attribute(s): Chivalry
...
Card Name: Materialize
Function: Allows the user to dematerialize their physical body and instantaneously transport themselves to a previously visited location within a maximum range of one kilometer. Upon activation, the user's body temporarily dissolves from its current position before rematerializing at an approximate destination of their choosing. The ability requires prior familiarity with the destination, preventing transportation to locations the user has never physically visited. Dematerialization occurs in an available space near the intended position, preventing the user from materializing within solid objects.
Tainted Mutation: Upon becoming Tainted, Materialize undergoes a significant transformation, extending its effective transportation range and removing its strict reliance on previously visited locations. The user becomes capable of accessing unfamiliar destinations within the expanded range, intuitively perceiving potential arrival points through the ability itself. Additionally, the processes of dematerialization and rematerialization become considerably faster, allowing the user to perform rapid successive transports with significantly reduced intervals between activations.
Former Owner: Jude
Current Owner: Mel
Class: Utility
Type: Unconditional Manifest / Tainted
Current Rank: 3 ✧✧✧ (Third Rank)
Level: 4
Attribute(s): Egoity
...
Card Name: Soul Strummer
Function: Allows the user to manifest five elongated strings of indestructible Void Energy along their right forearm, transforming the limb into a supernatural musical instrument. Each string corresponds to one of the five Attribute Paths—Egoity, Frailty, Mighty, Chivalry, and Agility—and produces a distinct energy wave with unique properties.
To activate an individual string's ability, the user must pluck it while reciting its corresponding musical sequence, beginning with Do and progressively extending to Do.Re.Mi.Fa.So. Each string can only be activated once per summoning, and its respective ability becomes unavailable after use. Once all five strings have been expended, Soul Strummer automatically deactivates.
The five strings possess the following properties:
Black String — Egoity (Do): Channels a continuous stream of invisible energy into the user's left hand for a limited duration. Upon making physical contact with an opponent, the energy penetrates the affected area, spreading internally to induce severe numbness and muscular weakness. This temporarily renders the struck body part incapable of functioning normally, without necessarily causing visible external injuries.
Blue String — Frailty (Do.Re): Allows the user to discharge a concentrated concussive energy wave from any part of their body towards a predetermined target. Once released, the wave permeates all intervening obstacles, including physical armor, shields, and supernatural defensive enhancements, delivering its full impact directly to the designated target. The force transmitted is equivalent to that generated by the user's original physical attack, allowing them to inflict devastating internal damage without needing to penetrate conventional defenses.
Red String — Mighty (Do.Re.Mi): Generates a powerful, continuously expanding wave of destructive energy originating from the user's position. The wave violently repels all surrounding living organisms while simultaneously tearing apart, crushing, or displacing nearby objects and structures. Its intensity progressively amplifies throughout its duration, producing increasingly devastating effects across a wide radius before eventually dissipating.
Yellow String — Chivalry (Do.Re.Mi.Fa): Projects an invisible, wave-like barrier of indestructible Void Energy in front of the user's body, shielding them from incoming physical attacks. The barrier can be repositioned and redirected freely, allowing the user to maintain protection while moving. However, its duration is limited, and activating any other card ability while the shield remains active causes it to immediately dissipate.
Green String — Agility (Do.Re.Mi.Fa.So): Allows the user to generate up to three instantaneous bursts of high-velocity energy from their palm. These waves produce powerful gust-like forces capable of displacing lightweight objects, clearing obstructions, extinguishing flames, and disrupting nearby opponents. Although considerably weaker than the other strings, their exceptional speed and versatility make them effective for rapid environmental manipulation.
Former Owner: None
Current Owner: Jude
Class: Combat
Type: X-Tool / Tool Ex
Current Rank: 6 ✧✧✧✧✧✧ (Aura Rank)
Level: 5
Attribute(s): Chivalry
...
Card Name: Earth Wall (Birth card) *Stolen*
Function: Allows the user to erect a solid wall of earth directly in front of themselves by stomping their foot against the ground or any solid surface possessing sufficient density to support the ability's activation. The wall rapidly protrudes from the surface, forming a sturdy defensive barrier capable of intercepting incoming attacks and obstructing enemy movements. Its durability and duration depend on the card's current rank, with the structure eventually crumbling once its effective duration expires.
Former Owner: n/a
Current Owner: Viper
Class: Defense
Type: Conditional Manifest
Current Rank: 6 ✧✧✧✧✧ (Aura Rank)
Manifesto(s):
Earthen Reinforcement: Allows the user to significantly enhance the defensive properties of their Earth Wall by stomping their foot a second time against a sufficiently dense surface. This reinforcement compresses and fortifies the wall's structure, greatly increasing its resistance to physical and supernatural attacks. The Manifesto can be activated either by stomping twice consecutively during the wall's initial formation or by stomping again after an ordinary Earth Wall has already been erected. However, the reinforced wall possesses a considerably shorter duration than its unenhanced counterpart, eventually collapsing once its limited lifespan expires.
Attribute(s): Might, Frailty, Agility
...
Card Name: Dash
Function: Allows the user to instantaneously propel themselves in any desired direction at tremendous speed, generating a sudden burst of acceleration while preserving their momentum throughout the movement. This enables rapid repositioning, evasive maneuvers, and high-velocity attacks, with the user retaining the momentum generated by each dash even after the ability's propulsion ceases. Multiple dashes can be executed consecutively, allowing the user to abruptly redirect their movement or accumulate momentum through successive bursts.
The ability operates through a limited number of charges, known as Dash Counts, which determine how many times it can be activated before requiring recovery. These counts do not regenerate individually while any unused charges remain. Instead, regeneration only begins once every available Dash Count has been expended, after which each charge is restored sequentially at equal time intervals. The maximum number of Dash Counts increases as the card ranks up, allowing for increasingly prolonged sequences of high-speed movement.
Former Owner: None
Current Owner: Viper
Class: Utility
Type: Unconditional Manifest
Current Rank: 6 ✧✧✧✧✧✧ (Aura Rank)
Level: 3
Attribute(s): Agility
...
Card Name: Gale Cutter
Function: Allows the user to discharge a sharp, crescent-shaped arc of compressed wind directly from the card, travelling at high velocity towards a designated direction. The concentrated air pressure forms a cutting edge capable of slicing through objects, armor, and living targets, depending on their durability and defensive capabilities. The ability possesses three consecutive attack counts, allowing the user to release up to three wind blades before exhausting its available charges. The cutting power and effective range of each projectile increase as the card ranks up.
Former Owner: None
Current Owner: Jude
Class: Combat
Type: Tool
Current Rank: 3 ✧✧✧ (Third Rank)
Level: 2
Attribute(s): Egoity
...
Card Name: Patrolling Lights (Birth card) *Stolen*
Function: Allows the user to establish a trap that, once triggered, manifests a floating, spherical eyeball at a random location within a limited radius of the activation point. The eyeball emits a warm, visible beam of light towards the ground while patrolling its surroundings in unpredictable directions, without distinguishing between allies and enemies.
Any individual caught within the beam becomes instantly encased in a confined space of solidified light, forming an impenetrable barrier that prevents anything from entering or escaping. Although trapped individuals retain their ability to move, speak, and perform actions within the illuminated space, they cannot cross its boundaries or physically interact with anything outside it. The barrier persists for a predetermined duration, after which the light gradually moves away, releasing its captive before resuming its patrol. Once its active duration expires, the eyeball disappears entirely.
Former Owner: n/a
Current Owner: Jude
Class: Defense
Type: Trap
Current Rank: 5 ✧✧✧✧✧ (Fifth Rank)
Manifesto(s):
- First Manifesto — Triple Vigil: Increases the number of simultaneously active Patrolling Lights from one to three, allowing each eyeball to independently patrol its surroundings and entrap individuals within its respective beam. However, this enhancement significantly reduces the duration of each individual confinement, sacrificing prolonged imprisonment in exchange for greater coverage and the ability to restrain multiple targets simultaneously.
- Second Manifesto — Recurrent Captivity: Allows each Patrolling Light to entrap multiple individuals consecutively rather than disappearing after its initial capture. Once a captive is released, the corresponding light resumes its patrol and may imprison another individual who enters its beam. However, all active Patrolling Lights share a cumulative limit of three successful captures, regardless of which light performs them. Once this collective limit is reached, all three lights automatically deactivate, even if some have not captured anyone.
Attribute(s): None
...
Card Name: Blackening
Function: Absorbs blood spilled by any living individual, including the user, accumulating it within the card until its maximum capacity is reached. The stored blood can be consumed to activate a powerful enhancement that progressively darkens the user's appearance, turning their hair black and their eyes crimson. While active, the enhancement tremendously increases the user's physical strength, speed, durability, and overall physical capabilities, alongside significantly improving their endurance.
The duration of the enhancement depends on the quantity of blood stored within the card. Once activated, the accumulated blood is gradually consumed, with greater quantities providing a longer-lasting enhancement. When the stored blood is completely depleted, the effect ends, and the user's appearance returns to normal.
Tainted Mutation: In its Tainted state, Blackening extends its enhancement beyond the user's body to affect metallic objects in their possession, including weapons and armor. These objects undergo the same blackening transformation, gaining substantial increases in strength and durability. Weapons become considerably more destructive, while armor becomes more resistant to damage, allowing the user to benefit from enhanced equipment alongside their own amplified physical capabilities.
The Tainted enhancement effectively strengthens the user's entire combat arsenal, improving their physical performance, endurance, weapon effectiveness, and defensive capabilities simultaneously. However, the enhancement remains dependent on the blood stored within the card, meaning its duration is limited by the available supply.
Former Owner: Jude
Current Owner: Mel
Class: Utility
Type: Unconditional Manifest / Tainted
Current Rank: 3 ✧✧✧ (Third Rank)
Level: 4
Attribute(s): None
...
Card Name: Gale Push
Function: Allows the user to discharge a concentrated gust of compressed wind through their palm by making physical contact with a target and pushing forward. The resulting burst of wind transfers the force of the user's push into the target, violently propelling them away. The effectiveness of the ability depends on the force and pressure generated by the gust, with stronger applications capable of knocking opponents off their feet or sending them flying.
Tainted Mutation: Upon becoming Tainted, Gale Push evolves beyond its original contact-dependent application, allowing the user to manipulate the direction of its wind pressure remotely. After selecting a target, the user can move their palm in any direction, generating a powerful gust of compressed wind that propels the target in the corresponding direction without requiring physical contact. The direction of the user's palm movement determines the trajectory of the resulting force, allowing them to knock opponents backward, sideways, or in other directions.
Additionally, when the user makes direct physical contact with a target while activating Gale Push, the compressed wind penetrates beyond the body's exterior, generating intense internal pressure. This disrupts the target's breathing, leaving them winded and temporarily unable to breathe properly. The resulting suffocation effect persists for a limited duration, leaving the target vulnerable until their breathing recovers.
Former Owner: Jude
Current Owner: Mel
Class: Combat
Type: Conditional Manifest / Tainted
Current Rank: 5 ✧✧✧✧✧ (Fifth Rank)
Level: 3
Attribute(s): Chivalry
