Aquarian Age

Aquarian Age (アクエリアンエイジ, Akuerian Eiji) is an out-of-print Japanese collectible trading card game.

Across centuries, three secret but powerful organizations have fought for control, even as mere mortal forces struggled with their own petty wars and attempts at grandeur.

These three forces have worked to shape mankind's destiny with their powers of magery, savagery, and mysticism all the while keeping away from the eyes of those they control.

Using both their abilities, and their influence over those they controlled, these forces caused many of the great battles humanity knows as part of its bloodstained history.

From this generation emerged a new breed of human, one with the ability to influence objects and other people with the mere power of their minds.

Calling themselves E.G.O., this group of psionics claimed to represent the new evolution in humankind, a new faction that challenged the existing triumvirate for the power to shape destiny.

This mysterious force with no clear goals or purpose, was dubbed Eraser by the other factions due to their terrifying power.

During the chaotic period known in Western astrology as the Aquarian Age, the alien ERASER fleet attacks Earth, ravaging cities.

The Arayashiki represent the eastern mages, primarily the onmyouji, who practice magic in theory with the Tao (Yin and Yang).

Most of the members of this group seem to primarily represent Japanese mystics, but Chinese (and maybe even Indian) mages are included as well.

Typical Arayashiki skills include the ability to commune with spirits and nature, all inclined towards the Eastern forms of magic (such as onmyoujitsu).

Many martial arts practitioners of the esoteric bent, especially the infamous Ninja, are also surprisingly common among them as bodyguards and spies.

The members of WIZ-DOM represent western magery, which includes (but is not limited to) pagan, druidic, and even kabbalistic magic.

These will be quite familiar to people in the west, as they go by many terms such as witches, warlocks, wizards, and all other European-influenced symbols of magery.

Common WIZ-DOM archetypes include sorceresses, alchemists, priestesses, knights, spirits and ghosts, and artificial beings (such as elementals and golems) created via magic.

members appear to be the youngest among those involved in this fight, most of them barely in their late teens yet possessing extensive psionic abilities, among other skills.

members with occupations tend to be "the best in their fields" (for instance, scientists on the cutting edge of technology—or ahead of it).

They harass the Erasers frequently, and generally take a dim view of the three "old" factions, on account of them being outdated.

As of the second series (Aquarian Age Saga II), the group will include both male and female members, and henceforth will be referred to as the "Evolutionary Generation Organization".

Despite all this power, and their open hostility towards the other four factions, Eraser's true origins are unknown, their actions intermittent, and their motives unclear, save for a claim that it plans to eradicate humanity.

Physical descriptions of Eraser vary, but the most notable are the 'Angels', that appear very much like the human interpretation of angels, and their immediate subordinates, a reptiloid race that have been called the 'Dragoons'.

They have technology advanced enough that androids, cyborgs, and clones have been manufactured, presumably to act as infiltrators studying the human race and are occasionally involved in the battles.

Powers and skills among Angel Erasers vary, but they usually rely heavily on advanced science and technology, particularly weapons development.

The Dragoon Erasers are much simpler (one may say brutish)--they are an out and out warrior race; when they do use high technology, it's almost always in the form of weapons given to them by the Angels.

It is possible that Eraser is studying the other four factions and the Mindbreakers (especially the latter, due to their unique abilities), but as to what reason, one can only hazard a guess.

There's no single rule to explain this ability yet, but the presence of a mindbreaker favoring a member of the previously mentioned factions is often enough to tip the balance in a battle.

In the Saga II game, the player assumes the role of Mindbreaker, controlling the characters through use of cards.