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Chapter 2 - Auxiliary Chapter 2: System

The Systems were originally created by the Demon Kings as a way to control lesser demons through Temptations.

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✡ Temptation System

The Black System draws strength from sins and negative emotions to empower its users, though it suffers limitations according to the will of the Kings—the administrators of that System.

Each Daemon bears a Sin Rune that symbolizes which King they truly serve.

This system is limited to the King's domain, losing strength as the distance between the Daemon and their King increases.

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✡ Qlipoth System

The Daemons most closely tied to the Kings—and the strongest among them—bear a Qlipoth Rune instead of a Sin Rune.

— Except for the Ten Grand Dukes, the other Twenty-Two Paths of Temptation are actually species of demons granted greater freedom.

Unlike the Temptation System, this one is not limited by domain; instead, its bearers possess free will and are capable of corrupting human territory through a Qlipoth Seed.

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𖣂︎ Virtue System

The Red System, however, does not serve as a limiter or a means of gaining strength; it merely calculates an individual's potential and makes it visible.

It has no area restriction—unless the Archangels or Demon Kings decide to deactivate it, which does not result in loss of power.

> "If you think you'll become stronger just by getting a system, you're mistaken. I've seen countless Non-Bearers defeat Sefiras out of sheer will. A system doesn't make you stronger—it only helps you grow."

—Takashi Katayo to Squad Zeta.

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𖣂︎ System Assimilation

When a Sefira and a Daemon meet in battle, their Systems recognize each other and display the necessary combat information (such as name, suit, and level).

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— The Demon Kings of Lust and Greed were the main developers of the System. Initially, they adopted a poker theme to represent how they perceived the war between angels and demons.

Therefore, all Systems divide their users into four distinct classes.

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𖣂︎ Suits (Classes)

Hearts: Cards specialized in healing.

Spades: Cards specialized in agile combat.

Diamonds: Cards specialized in arcane magic.

Clubs: Cards specialized in physical combat.

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𖣂︎ Cards

Cards are the System's way of representing its Emanators/Tempters in a literal form.

A Sefira or Daemon possesses 14 assimilation slots, six of which are considered special.

If a Sefira acquires a card from a Suit that is not their own, that card becomes useless to them.

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𖣂︎ Card Assimilation

When a Sefira defeats a Daemon, the Temptation System converts itself into a card, automatically linking it to the victor.

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— Angel Card

A card that symbolizes the guardian angel and aspect carried by the Sefira.

— Ace Card

After completing the Revelation process in Atziluth, the bearer obtains their first card—the one that perfectly defines their path; their heritage.

Occupies a special slot.

— Numbered Cards (2–10)

These cards are Temptation Systems converted into artifacts, abilities, curses left behind by the former bearer, or fragments of memory.

— Jack Card (J)

Earned through great effort, it can represent the breaking of a current limit—a gift from the System—or be obtained by defeating a Sefira/Daemon of Rank C or higher.

Occupies a special slot.

— Queen Card (Q)

Earned through great effort, it can represent the breaking of a current limit—a gift from the System—or be obtained by defeating a Sefira/Daemon of Rank B or higher.

Occupies a special slot.

— King Card (K)

Earned through great effort, it can represent the breaking of a current limit—a gift from the System—or be obtained by defeating a Sefira/Daemon of Rank A or higher.

Occupies a special slot.

— Joker Card

Earned through great effort, it can represent the breaking of a current limit—a gift from the System—or be obtained by defeating a Sefira/Daemon of Rank S.

Occupies a special slot.

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— Hereditary Cards

Sefiras can monopolize a card and pass it down through generations, creating offshoots of a single ability.

The card is strictly tied to the bloodline—thus, the rarer the card, the more prestige and importance that family holds.

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— Card Ranks

Rank F: Common Cards

Rank E: Uncommon Cards

Rank D: Rare Cards

Rank C: Epic Cards

Rank B: Legendary Cards

Rank A: Mythic Cards

Rank S: Secret Cards

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𖣂︎ Benches

Designated areas where Sefiras of a specific Suit can exchange cards from other Suits for those predetermined by the System.

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