|
Post by Admin Roc on May 30, 2011 8:01:29 GMT -5
PRICE LIST
***PURCHASED ABILITIES AND EQUIPMENT MAY NOT BE USED IN A THREAD THAT WAS CREATED PRIOR TO MAKING THE PURCHASE.***
ABILITIES:
INDIVIDUAL-USE ABILITIES:
Main Ability Ranks
Support Ability Ranks
ABILITIES RANKS FOR ALL OTHER CHARACTERS BESIDES MEISTERS AND WEAPONS
[/i] :: 100 Points AVERAGE :: 250 Points STRONG :: 500 Points RESONANCE :: 1000 Points EPIC RESONANCE :: 3000 Points - Note that for single-use abilities, Resonance and Epic Resonance are just measures of strength. A single-use ability that is at these two levels CAN'T be used by a partner in a team. For that, you must purchase a TEAM Resonance.
[/ul]
TEAM-DEPENDENT ABILITIES: Team Resonance :: 500 points - Resonances may be used as main abilities by Demon Weapons, in which case the you WILL NOT be charged for it as per the fee for a Main Ability at Inept strength.
- If you wish to purchase a Team Resonance as part of a Support Ability, you will then be charged the 500 points. The only upgrade after this in a Support Ability slot is a Team Epic Resonance.
- For any meister to be able to utilize a demon weapon’s Resonance ability at any rank, they must first provide a training thread.
Team Epic Resonance :: 1000 Points [max 2 characters] - If it is a team of 3 characters, the resonance effects of one weapon and one meister is restricted to that pair, and does not extend to the 3rd partner in the team.
- The demon weapon must purchase the upgrade for the Team Resonance.
CHAIN RESONANCE :: 700 Points Per Character [Unlimited] CHAIN EPIC RESONANCE :: 1400 Points Per Character [Unlimited] - Chain resonances are when entire teams resonate together. These do not take up any support or main ability slots. Everyone who is part of the Ability has to use it together for it to work. When purchasing a Team or Chain Resonance for other players please also provide links to the other players' character profiles.
EQUIPMENT[/i] :: 50 Points AVERAGE :: 100 Points STRONG :: 250 Points EPIC:: 500 Points[/ul] VEHICLES[/i] :: 150 Points AVERAGE :: 300 Points STRONG :: 700 Points EPIC :: 2000 POINTS[/ul] MINIONS[/i] :: 50 Points D-RANK :: 150 Points C-RANK :: 450 Points B-RANK :: 1200 Points A-RANK :: 2400 Points S-RANK / HORDE :: 5000 Points F-RANK GROUP :: 150 Points D-RANK GROUP :: 200 Points C-RANK GROUP :: 400 Points B-RANK GROUP :: 1000 Points A-RANK GROUP :: 1400 Points[/ul] UPGRADES[/i] :: 500 Points [Upgrades a Demon Weapon with an extra weapon transformation.]ANIMAL FORM :: 1000 Points [Upgrades a witch with an additional animal form and a secondary Witch Anima. The new form and Anima must be in some way logically connected to the previous one(s). Cannot use 'legendary' animals for this form.]LEGENDARY ANIMAL FORM :: 10,000 Points [Upgrades a witch with an additional animal form and a secondary Witch Anima. The new form and Anima must be in some way logically connected to the previous one(s). Animal form can be huge and/or extremely fast, awesomely powerful and durable, and comes with a single free Epic Resonance Ability for use in Legendary Animal Form ONLY.]OVERSEER UPGRADE :: 800 Points [Upgrades a character with the Overseer Specialist Class if they didn't opt for it during character creation. Comes with a free C-Rank Minion or D-Rank Minion Group to get you started.]RESONANCE EXPERT UPGRADE :: 1200 Points [Upgrades a character with the Resonance Expert Specialist Class if they didn't opt for it during character creation. Includes an additional 20% off your first Team or Chain Resonance / Epic Resonance purchase.]EXORCIST AGENT UPGRADE :: 800 Points [Upgrades a character with the Exorcist Agent Specialist class if they didn't opt for it during character creation. Comes with a free Strong Equipment and an Average Vehicle. Please remember that since this Specialist Class is linked to a Faction your character will have to join them / get recruited in story before this Upgrade can be finalized.]BASE / HANGOUT / LAIR :: 10,000 Points / 1000 Points / 6000 Points[Creates a permanent addition to the Important Locations section, a location tailored to the purchaser's designs. These come in three flavors: base, hangout, and lair.]
[A base -- 10,000 Points -- is typically a military stronghold, tough to destroy and armed to the teeth. It comes with a free S-Rank Minion or Horde to help defend and secure it against attackers. It's a very good purchase for members looking to start their own Faction and wanting a formidable headquarters to go with it. The major downside is that the location is fairly public and a potential target for enemies... but with all that armor, firepower, and hardware surely you can take 'em!]
[A hangout -- 1000 Points -- is the layman's gathering place. A common structure or location, a hangout is more like a clubhouse or rallying point than a stronghold or hideout. Far less expensive than its counterparts, the hangout option is ideal for non-aggressive Factions or as a chill spot for Spartoi Squads and their peers. It offers no tactical advantages but sends a message about you or the group you belong to: "this is our turf, and we're cool enough to have it."]
[A lair -- 6000 Points -- is ideal for villains who want to be discrete while they plan and plot. Lairs are distinctive in that they are secretive via a password lock; only those with the password (and staff, of course) can glimpse what you're scheming up within. Think of a lair as an invite-only RP zone or a private "war room" for your clever, shadowy Faction or group of close-knit allies.]
[If you wish to purchase one of these please contact an Admin to work out all the details.][/ul] [/blockquote]
|
|
|
Post by Admin Roc on May 30, 2011 13:32:57 GMT -5
PURCHASING GUIDEABILITIES ABILITY NAME:
TYPE: (Choose 'Active' or 'Passive'. Active abilities, like Soul Purge and weak Soul Perception, are "activated" by the character. Passive abilities are always "on"; Shibusen-style physical conditioning and strong Soul Perception being examples.) (If you need help determining whether your Ability is Active or Passive a staff member will gladly help you.)
STRENGTH: (Abilities range from 'Weak' to 'Average', 'Strong' up to 'Resonance' and 'Epic Resonance'. Please see the rules regarding member rank when creating a new character's Abilities.)
KEYWORDS: (Between two and ten key words that describe the Ability. This allows people to instantly get a sense of what the Ability is before digging into the details.) (Some good keywords to remember include 'melee' for close combat Abilities, 'ranged' for Abilities that involve distance, 'soul', 'magic', 'madness', etc.) (For example, Witch Hunter's keywords might be 'melee, weapon, soul, anti-magic, blade'. Vector Arrow's keywords could be 'magic, ranged, guided, piercing'.)
DESCRIPTION: (A full description of the Ability, how its used, how often it can be used, its range and effects. Be sure to include its STRENGTHS and WEAKNESSES as well.)
ABILITY NAME:
TYPE:
STRENGTH:
KEYWORDS:
DESCRIPTION:
EQUIPMENT
EQUIPMENT NAME:
TYPE: (Choose from 'Item', 'Weapon', or 'Clothing'. Items are equipment with a particular purpose all their own, typically independent of the character who uses them. These can be destructive (grenades), restorative (a first aid kit), or supportive (a magic / madness sensor). Weapons are non-Demon Weapon combat tools -- unliving and impersonal, the kind you find in the real world. Everything from a combat knife to a BFG falls into this category, as well as anything a character typically uses as a weapon. For example, steel toed shoes are typically just for walking around on... but they put a lot of OMPH! into a character's kicks, too. Clothing, in this case, doesn't simply refer to a character's wardrobe -- your characters can wear whatever they like without having to buy it with Points unless said article of clothing gives them a combat advantage or has a special attribute. A kevlar jacket, gloves that enhance Soul Purge, and a necklace talisman that serves as a ward against Madness all fall into this category.)
STRENGTH: (Just like Abilities, Equipment falls into categories based on how effective it is. These are 'Weak', 'Average', 'Strong', and 'Epic')
DESCRIPTION: (A full description of the Equipment, how its used, how often it can be used {if applicable}, its range and effects. Be sure to include its STRENGTHS and WEAKNESSES as well.)
EQUIPMENT NAME:
TYPE:
STRENGTH:
DESCRIPTION:
VEHICLES
Please note that (for all classes except Exorcist Agents) if a vehicle is destroyed during a Mission you lose that vehicle permanently. It can, however, be repurchased and "rebuilt" with Points.
VEHICLE NAME:
TYPE: (For vehicles, choose between 'Air', 'Ground', and 'Water'. If a vehicle is amphibious combine the two as 'Ground/Water'; if a ground vehicle also has flight capabilities, like Death the Kid's skateboard, go with 'Ground/Air'.)
CLASS: (Vehicles are classified are as follows: 'Civilian', 'Military', 'Magic', and 'Other'. This is not a measure of "strength", per say, just a flag to let the staff and other members know what this vehicle's general characteristics are.)
PROTECTION: (THIS describes a vehicle's "Strength". Much like Abilities and Equipment, a vehicle's Protection runs a gamut between 'Weak', 'Average', 'Strong', and 'Epic'. A vehicle with Weak Protection is one that exposes the riders, either through lack of direct guard or lack of evasive mobility, whereas a vehicle with Epic Protection is armored like a freakin' Gundam and/or has mobility and speed to burn. For example, a witch's flying broom would have Weak Protection because the rider is fully exposed despite being reasonably fast. Same thing with Soul Eater Evan's motorcycle. A tank would clock in at Strong because while it certainly has tough armor it isn't very fast. If a reviewing staff member believes your vehicle's Protection is too high or low they will adjust it to fit forum norms.)
VEHICLE EQUIPMENT: (Use the above-listed Equipment form to add anything special you may want for your vehicle. Military vehicles may want to add a gun emplacement; witch vehicles may have certain enchantments or protection spells on them.)
DESCRIPTION: (A full description of the Vehicle, how its used, how fast it is, and any other relevant details. Be sure to include its STRENGTHS and WEAKNESSES as well.)
VEHICLE NAME:
TYPE:
CLASS:
PROTECTION:
VEHICLE EQUIPMENT:
DESCRIPTION:
Minions
Minions are distinct from Abilities, Equipment, and Vehicles in that only certain characters (Overseer Specialist Class) have access to them below the Advanced Member rank. Additionally, there are special rules that apply to them, so read carefully.
Minions are NPCs that are the exclusive property of the player (and character) who created/purchased them, and thusly are under that player's control in all RPs. The sole exception to this comes in terms of their death/destruction and, to a lesser extent, being damaged. For that, each Rank of Minion has its own particular rules. Generally speaking, though, Minions can die (A) during Missions and (B) if a QM or higher rank staff member has reason to believe that godmodding is being used to keep it/them alive unfairly.
Also, Minions are divided up into two types: Individuals and Groups. In accordance with the Conservation of Ninjutsu principle, an Individual Minion on his/her/its own ALWAYS has a higher per capita survival rate than any single Minion in a Group does -- put simply, they're easier to kill when there's more of them. This is what's meant by 'Free Kill' in the Minions mini-profile -- under circumstances that make sense, opposition player characters that meet certain criteria have the option to just outright annihilate one or more Minions of a Group based on the brief table below:
[/u][/b] B-RANK MINION GROUP: C-RANK MINION GROUP: D-RANK MINION GROUP: F-RANK MINION GROUP: ---------------------------------- D-RANK MINION (INDIVIDUAL): F-RANK MINION (INDIVIDUAL): (Advanced Character = character with an Advanced Class) (Standard Character = character without an Advanced Class)[/ul] To make up for this serious setback, Group Minions get to add a free Group Ability that can be used so long as at least ONE THIRD of the Group is still alive.
Additionally, it should be noted that players interested in an S-Rank (highest possible) level Minion also have the Horde option -- instead of a single super-strong Minion you get F-Rank Minions... in UNLIMITED SUPPLY. True, just about anything can kill the lil' buggers at will, but if one of them falls, ten more will take its place. A Horde has no Group Ability, but neither can it be utterly destroyed by anything other than a true sweep-everything-away disaster -- like the ocean liner you're all fighting on sinking or someone setting off a well-placed suitcase nuke -- and even then the trusty meat shields will bounce back by the next Mission. For those evil overlords who simply HAVE to stride into battle with an army at their backs or the tactician who favors the Death of a Thousand Cuts strategy, this is DEFINITELY something worth saving up for. The layout for Minions, finally, is below. Note that you cannot have an S-Rank Minion Group -- S-Ranks, being so uber powerful, only come single-serve, not family size. [/center] MINION NAME(S): (The name(s) of your Minion(s). If you're just getting a squad of faceless goons then give the group a suitably faceless title or simply call them by whatever they are.)GROUP?: (Yes or No.)RANK: (Choose between F {weakest}, D, C, B, A, and S {strongest}.) (With each Rank the Minions get stronger and the Groups get smaller.) (F-Rank Minions have no Abilities, D-Rank get one Weak Ability, C-Rank can have three Weak Abilities or one Average Ability, B-Rank get three Average Abilities, A-Rank one Strong and four Average, and S-Rank is permitted five Average Abilities and a single Resonance-grade Ability. Note that these represent max Ability strengths; you can negotiate with the reviewing C-Mod to trade down or up on a 2-to-1 ratio, meaning you can swap out an Average for two Weaks or four Average for a Resonance if you prefer.) (F-Rank Groups can have up to twenty (20) Minions and one Strong Group Ability, limited to ONE use per Mission / fight. D-Rank Groups come in a dozen strong (12), still with the one use Strong Group Ability. C-Rank Groups max out at eight (8) with the Group Ability now being reduced to a two-use Strong Ability. B-Rank is reduced even further to four (4) with an unlimited use Weak Group Ability to bolster them. A-Rank come in pairs (2) and have no Group Ability. S-Rank cannot be bought as a Group.) (Even in Groups, Minions are limited to the Ability max of their rank -- whether all members of the group have the same Abilities or not, the group as a whole cannot exceed the Abilities cap given.)DESCRIPTION: (Describe the Minion(s) in some detail, giving at least an idea of what they look like. You can also include Personality and History in this section if you want, but that's entirely up to you.)ABILITIES & EQUIPMENT: (Place the Minion Abilities here following the guidelines for Abilities and what's appropriate for their Rank. Just as an FYI, Abilities can be bought for Minions the same as for characters; this way you can tailor them exactly to your wishes. You can also purchase equipment for them -- or bargain with a C-Mod to swap Abilities for Equipment -- if you want your Minions to be, say, Heavily Armored Mooks. Just sayin'.)MINION NAME(S):
GROUP?:
RANK:
DESCRIPTION:
ABILITIES & EQUIPMENT: [/blockquote]
|
|
|
Post by Admin Roc on Jun 14, 2011 1:20:32 GMT -5
A quick list of what are likely to be the most common purchases, as well as some other examples that members may find useful. You can feel free to copy these wholesale for purchases / new character profiles.ABILITIES
ABILITY NAME: Novice Soul Perception
TYPE: Active
STRENGTH: Weak
KEYWORDS: sense souls, wavelength
DESCRIPTION: Those with the talent for Soul Perception who receive proper training -- or simply have excellent natural ability -- will at some point discover themselves able to "sense" things that other people are oblivious to. This most basic form of the skill enables a character to detect souls within relatively close proximity to themself, actively "scanning" up to an approximate distance of 50 feet (15 meters) by invisibly projecting their own soul wavelength out in much the same fashion as radar or sonar. Doing this requires an effort of will; the character must remain still and close their eyes to get any definite readings. At this level Soul Perception can discern between weak and strong souls but cannot yet identify Kishin Egg, witch, or otherwise distinct soul types, nor "read" a person's nature.
[i]ABILITY NAME[/i]: Novice Soul Perception
[i]TYPE[/i]: Active
[i]STRENGTH[/i]: Weak
[i]KEYWORDS[/i]: sense souls, wavelength
[i]DESCRIPTION[/i]: [size=0]Those with the talent for Soul Perception who receive proper training -- or simply have excellent natural ability -- will at some point discover themselves able to "sense" things that other people are oblivious to. This most basic form of the skill enables a character to detect souls within relatively close proximity to themself, actively "scanning" up to an approximate distance of 50 feet (15 meters) by invisibly projecting their own soul wavelength out in much the same fashion as radar or sonar. Doing this requires an effort of will; the character must remain still and close their eyes to get any definite readings. At this level Soul Perception can discern between weak and strong souls but cannot yet identify Kishin Egg, witch, or otherwise distinct soul types, nor "read" a person's nature.[/size]
ABILITY NAME: Standard Soul Perception
TYPE: Active
STRENGTH: Average
KEYWORDS: sense souls, wavelength
DESCRIPTION: Mastering the basics of Soul Perception unlocks its full capabilities. In addition to being able to sense souls in a greater radius the character can now identify the characteristics of a soul, telling normal humans apart from those afflicted with madness as well as identifying Kishin Eggs, witches, and other irregular souls. The level of discernment isn't perfect, however; for example, telling the difference between a witch and a cat with unusually strong magical powers may be nigh-on impossible unless you know what to look for. Soul perception can now be used "on the go" and, with concentrated effort, it becomes possible to read certain surface-level aspects of a character's personality via their soul's wavelength.
[i]ABILITY NAME[/i]: Standard Soul Perception
[i]TYPE[/i]: Active
[i]STRENGTH[/i]: Average
[i]KEYWORDS[/i]: sense souls, wavelength
[i]DESCRIPTION[/i]: [size=0]Mastering the basics of Soul Perception unlocks its full capabilities. In addition to being able to sense souls in a greater radius the character can now identify the [i]characteristics[/i] of a soul, telling normal humans apart from those afflicted with madness as well as identifying Kishin Eggs, witches, and other irregular souls. The level of discernment isn't perfect, however; for example, telling the difference between a witch and a cat with unusually strong magical powers may be nigh-on impossible unless you know what to look for. Soul perception can now be used "on the go" and, with concentrated effort, it becomes possible to read certain surface-level aspects of a character's personality via their soul's wavelength.[/size]
ABILITY NAME: Skilled Soul Perception
TYPE: Passive / Active
STRENGTH: Strong
KEYWORDS: sense souls, wavelength
DESCRIPTION: With a further increased radius and heightened sensitivity, Soul Perception at this level is an invaluable tool for Meisters and other characters looking to track down or keep tabs on certain kinds of individuals. At this level Soul Perception requires virtually no effort and will, in fact, often trigger the moment that a strong soul or a threatening wavelength enters the perceptive area. It can also be focused on a single soul through an effort of will; at close proximity, focused Soul Perception can yield a fair deal of information about the personality of an unguarded soul. Soul Perception at this level cannot yet penetrate the Soul Protect spell or similar "soul camouflage" Abilities.
[i]ABILITY NAME[/i]: Skilled Soul Perception
[i]TYPE[/i]: Passive / Active
[i]STRENGTH[/i]: Strong
[i]KEYWORDS[/i]: sense souls, wavelength
[i]DESCRIPTION[/i]: [size=0]With a further increased radius and heightened sensitivity, Soul Perception at this level is an invaluable tool for Meisters and other characters looking to track down or keep tabs on certain kinds of individuals. At this level Soul Perception requires virtually no effort and will, in fact, often trigger the moment that a strong soul or a threatening wavelength enters the perceptive area. It can also be focused on a single soul through an effort of will; at close proximity, focused Soul Perception can yield a fair deal of information about the personality of an unguarded soul. Soul Perception at this level cannot yet penetrate the Soul Protect spell or similar "soul camouflage" Abilities.[/size]
ABILITY NAME: Evolved Soul Perception
TYPE: Passive / Active
STRENGTH: Resonance
KEYWORDS: sense souls, wavelength, defeats Soul Protect
DESCRIPTION: The emergence of the Soul Perception skill amongst humanity is believed by many to have been a defensive response against the growing threat posed by witches. Witches, in turn, countered by developing the Soul Protect spell to mask their distinctive soul wavelengths, enabling them to blend with human society at the cost of using their magic. But Soul Perception is slowly beginning to push back, resulting in humans with an uncanny ability not only to detect witches straight through their spell but also detect the slightest change in a soul's wavelength even at great distances.
[i]ABILITY NAME[/i]: Evolved Soul Perception
[i]TYPE[/i]: Passive / Active
[i]STRENGTH[/i]: Resonance
[i]KEYWORDS[/i]: sense souls, wavelength, defeats Soul Protect
[i]DESCRIPTION[/i]: [size=0]The emergence of the Soul Perception skill amongst humanity is believed by many to have been a defensive response against the growing threat posed by witches. Witches, in turn, countered by developing the Soul Protect spell to mask their distinctive soul wavelengths, enabling them to blend with human society at the cost of using their magic. But Soul Perception is slowly beginning to push back, resulting in humans with an uncanny ability not only to detect witches straight through their spell but also detect the slightest change in a soul's wavelength even at great distances. [/size]
ABILITY NAME: Wavelength Adaptation
TYPE: Passive
STRENGTH: Resonance
KEYWORDS: nullify wavelength attacks, requires Soul Perception
DESCRIPTION: Considered an extremely high-level skill taught to Meisters by Shibusen, Wavelength Adaptation is unique in that its primary usefulness is to counter the wavelength-based attacks of other Meisters. Combining remarkable wavelength control with the Soul Perception skill, this character is able to rapidly match their own wavelength to that of an attacker and thereby nullify its effects on them. It is even possible to combine Wavelength Adaptation with a Strong Ability Soul Purge, creating a feedback wave that can cancel out Soul Resonance attacks (not Epic Resonance, however). Wavelength Adaptation's only weaknesses are that it cannot nullify two different wavelengths at once and does nothing verses most magical or madness-based attacks. Other than that, it is widely considered the perfect defense in a battle between Meisters.
[i]ABILITY NAME[/i]: Wavelength Adaptation
[i]TYPE[/i]: Passive
[i]STRENGTH[/i]: Resonance
[i]KEYWORDS[/i]: nullify wavelength attacks, requires Soul Perception
[i]DESCRIPTION[/i]: [size=0]Considered an extremely high-level skill taught to Meisters by Shibusen, Wavelength Adaptation is unique in that its primary usefulness is to counter the wavelength-based attacks of other Meisters. Combining remarkable wavelength control with the Soul Perception skill, this character is able to rapidly match their own wavelength to that of an attacker and thereby nullify its effects on them. It is even possible to combine Wavelength Adaptation with a Strong Ability Soul Purge, creating a feedback wave that can cancel out Soul Resonance attacks (not Epic Resonance, however). Wavelength Adaptation's only weaknesses are that it cannot nullify two different wavelengths at once and does nothing verses most magical or madness-based attacks. Other than that, it is widely considered the perfect defense in a battle between Meisters.[/size]
ABILITY NAME: Novice Soul Purge
TYPE: Active
STRENGTH: Weak
KEYWORDS: wavelength, melee
DESCRIPTION: The standard Soul Purge, as taught to Meisters by Shibusen, relies on a Meister's ability to "weaponize" their own soul wavelength as a momentary surge of energy. At this level Soul Purge is not especially potent, though it can lend an extra jolt to the character's punches -- or kicks, if you prefer -- to make them more damaging in combat. Whether fists, feet, or otherwise, Soul Purge requires physical contact in order to do damage.
[i]ABILITY NAME[/i]: Novice Soul Purge
[i]TYPE[/i]: Active
[i]STRENGTH[/i]: Weak
[i]KEYWORDS[/i]: wavelength, melee
[i]DESCRIPTION[/i]: [size=0]The standard Soul Purge, as taught to Meisters by Shibusen, relies on a Meister's ability to "weaponize" their own soul wavelength as a momentary surge of energy. At this level Soul Purge is not especially potent, though it can lend an extra jolt to the character's punches -- or kicks, if you prefer -- to make them more damaging in combat. Whether fists, feet, or otherwise, Soul Purge requires physical contact in order to do damage.[/size]
ABILITY NAME: Standard Soul Purge
TYPE: Active
STRENGTH: Average
KEYWORDS: wavelength, melee
DESCRIPTION: The standard Soul Purge, as taught to Meisters by Shibusen, relies on a Meister's ability to "weaponize" their own soul wavelength as a momentary surge of energy. At this level Soul Purge becomes a capable attack in-and-of itself, able to drive home the pain verses foes with hardened physical defenses. Soul Purge requires physical contact in order to do damage.
[i]ABILITY NAME[/i]: Standard Soul Purge
[i]TYPE[/i]: Active
[i]STRENGTH[/i]: Average
[i]KEYWORDS[/i]: wavelength, melee
[i]DESCRIPTION[/i]: [size=0]The standard Soul Purge, as taught to Meisters by Shibusen, relies on a Meister's ability to "weaponize" their own soul wavelength as a momentary surge of energy. At this level Soul Purge becomes a capable attack in-and-of itself, able to drive home the pain verses foes with hardened physical defenses. Soul Purge requires physical contact in order to do damage.[/size]
ABILITY NAME: Skilled Soul Purge
TYPE: Active
STRENGTH: Strong
KEYWORDS: wavelength, melee
DESCRIPTION: The standard Soul Purge, as taught to Meisters by Shibusen, relies on a Meister's ability to "weaponize" their own soul wavelength as a momentary surge of energy. At this level Soul Purge is a crippling jolt of energies that leaves foes feeling like they've just been blasted by lightning -- even momentary contact has a powerful kickback, and sustained exposure can scramble a foe's soul wavelength while doing internal damage. Soul Purge requires physical contact in order to do damage.
[i]ABILITY NAME[/i]: Skilled Soul Purge
[i]TYPE[/i]: Active
[i]STRENGTH[/i]: Strong
[i]KEYWORDS[/i]: wavelength, melee
[i]DESCRIPTION[/i]: [size=0]The standard Soul Purge, as taught to Meisters by Shibusen, relies on a Meister's ability to "weaponize" their own soul wavelength as a momentary surge of energy. At this level Soul Purge is a crippling jolt of energies that leaves foes feeling like they've just been blasted by lightning -- even momentary contact has a powerful kickback, and sustained exposure can scramble a foe's soul wavelength while doing internal damage. Soul Purge requires physical contact in order to do damage.[/size]
ABILITY NAME: Chain Resonance
TYPE: Active
STRENGTH: Chain Resonance
KEYWORDS: wavelength, resonance, combat amplification
DESCRIPTION: Chain Resonance is arguably the most potent force multiplier in Shibusen's arsenal, a high-level technique whereby two or more Meister-Weapon teams resonate their souls with one another to achieve feats of strength, speed, and power that would otherwise be impossible for them independently. Chain Resonance is at its most effective when the overall power gain is focused on a single person/team at a time, the resonant power of the other(s) flowing into them as a result. With sufficient coordination and synchronization a Chain Resonance group can effectively trade off attack and support roles and control the entire flow of battle. This Ability becomes more powerful with each character that is added to the group; every character in the group MUST have this Ability to benefit from it.
[i]ABILITY NAME[/i]: Chain Resonance
[i]TYPE[/i]: Active
[i]STRENGTH[/i]: Chain Resonance
[i]KEYWORDS[/i]: wavelength, resonance, combat amplification
[i]DESCRIPTION[/i]: [size=0]Chain Resonance is arguably the most potent force multiplier in Shibusen's arsenal, a high-level technique whereby two or more Meister-Weapon teams resonate their souls with one another to achieve feats of strength, speed, and power that would otherwise be impossible for them independently. Chain Resonance is at its most effective when the overall power gain is focused on a single person/team at a time, the resonant power of the other(s) flowing into them as a result. With sufficient coordination and synchronization a Chain Resonance group can effectively trade off attack and support roles and control the entire flow of battle. This Ability becomes more powerful with each character that is added to the group; every character in the group [i]MUST[/i] have this Ability to benefit from it.[/size]
ABILITY NAME: Soul Protect
TYPE: Passive*
STRENGTH: Weak
KEYWORDS: soul camouflage, magic, spell, restricts magic use
DESCRIPTION: The Soul Protect spell was developed by witch-kind to conceal themselves from human aggression, allowing them to work their wiles undetected. The spell itself restricts all other magic usage while it is active; aside from secondary means, a witch must first drop Soul Protect before she can defend herself or launch an attack, revealing themselves to anyone with Soul Perception nearby. It is a bit of an inconvenience, but such is the price of subtlety...
[i]ABILITY NAME[/i]: Soul Protect
[i]TYPE[/i]: Passive*
[i]STRENGTH[/i]: Weak
[i]KEYWORDS[/i]: soul camouflage, magic, spell, restricts magic use
[i]DESCRIPTION[/i]: [size=0]The Soul Protect spell was developed by witch-kind to conceal themselves from human aggression, allowing them to work their wiles undetected. The spell itself restricts all other magic usage while it is active; aside from secondary means, a witch must first drop Soul Protect before she can defend herself or launch an attack, revealing themselves to anyone with Soul Perception nearby. It is a bit of an inconvenience, but such is the price of subtlety...[/size]
ABILITY NAME: Magic Calculation
TYPE: Active
STRENGTH: Average
KEYWORDS: magic, spell, spell booster
DESCRIPTION: The Magic Calculation spell is fairly well known by any witch of even moderate experience. Its usefulness cannot be understated -- divining analytical patterns via an arcane impetus, the spell generates masses of formulae which can be used to precisely guide and amplify other magic. The Magic Calculation spell is also the underpinning of most arcane rituals and magic circles, making it a must-have spell for any witch of serious ambition. It is noteworthy that the spellcaster cannot use Magic Calculation to amplify their own spells, only those of other witches. This makes it the magic equivalent of Chain Resonance in its primary use; each witch using Magic Calculation adds to the power and precision of the spell(s) they are guiding.
[i]ABILITY NAME[/i]: Magic Calculation
[i]TYPE[/i]: Active
[i]STRENGTH[/i]: Average
[i]KEYWORDS[/i]: magic, spell, spell booster
[i]DESCRIPTION[/i]: [size=0]The Magic Calculation spell is fairly well known by any witch of even moderate experience. Its usefulness cannot be understated -- divining analytical patterns via an arcane impetus, the spell generates masses of formulae which can be used to precisely guide and amplify other magic. The Magic Calculation spell is also the underpinning of most arcane rituals and magic circles, making it a must-have spell for any witch of serious ambition. It is noteworthy that the spellcaster cannot use Magic Calculation to amplify their own spells, only those of other witches. This makes it the magic equivalent of Chain Resonance in its primary use; each witch using Magic Calculation adds to the power and precision of the spell(s) they are guiding.[/size]
ABILITY NAME: Physical Conditioning
TYPE: Passive
STRENGTH: Weak
KEYWORDS: improved strength, improved speed
DESCRIPTION: This character has undergone special training and conditioning to improve themselves physically, approaching the limits for "normal" human speed, strength, and agility.
[i]ABILITY NAME[/i]: Physical Conditioning
[i]TYPE[/i]: Passive
[i]STRENGTH[/i]: Weak
[i]KEYWORDS[/i]: improved strength, improved speed
[i]DESCRIPTION[/i]: [size=0]This character has undergone special training and conditioning to improve themselves physically, approaching the limits for "normal" human speed, strength, and agility.[/size]
ABILITY NAME: Advanced Physical Conditioning
TYPE: Passive
STRENGTH: Average
KEYWORDS: improved strength, improved speed
DESCRIPTION: This character has undergone special training and conditioning to improve themselves physically, surpassing what are generally considered the limits of the human body in terms of strength, speed, agility, reflexes, and reaction time. However, this is really just the tip of the iceberg; on the scale of super-human attributes this character's abilities rank at 2, maybe 3, out of 10. Examples from Soul Eater include Maka Albarn, Soul Eater Evans, and the Thompson Sisters.
[i]ABILITY NAME[/i]: Advanced Physical Conditioning
[i]TYPE[/i]: Passive
[i]STRENGTH[/i]: Average
[i]KEYWORDS[/i]: improved strength, improved speed
[i]DESCRIPTION[/i]: [size=0]This character has undergone special training and conditioning to improve themselves physically, surpassing what are generally considered the limits of the human body in terms of strength, speed, agility, reflexes, and reaction time. However, this is really just the tip of the iceberg; on the scale of super-human attributes this character's abilities rank at 2, maybe 3, out of 10. Examples from Soul Eater include Maka Albarn, Soul Eater Evans, and the Thompson Sisters.[/size]
ABILITY NAME: Superior Physical Conditioning
TYPE: Passive
STRENGTH: Strong
KEYWORDS: improved strength, improved speed
DESCRIPTION: This character has undergone special training and conditioning to improve themselves physically, significantly surpassing what are generally considered the limits of the human body in terms of strength, speed, agility, reflexes, and reaction time. On the scale of super-human attributes this character's abilities rank at 4 or 5 out of 10. Examples from Soul Eater include Death the Kid, BlackStar, Mifune, Tsubaki, Prof. Stein, and Medusa Gorgon.
[i]ABILITY NAME[/i]: Superior Physical Conditioning
[i]TYPE[/i]: Passive
[i]STRENGTH[/i]: Strong
[i]KEYWORDS[/i]: improved strength, improved speed
[i]DESCRIPTION[/i]: [size=0]This character has undergone special training and conditioning to improve themselves physically, [b]significantly[/b] surpassing what are generally considered the limits of the human body in terms of strength, speed, agility, reflexes, and reaction time. On the scale of super-human attributes this character's abilities rank at 4 or 5 out of 10. Examples from Soul Eater include Death the Kid, BlackStar, Mifune, Tsubaki, Prof. Stein, and Medusa Gorgon.[/size]
VEHICLES
VEHICLE NAME: Flying Broom
TYPE: Air
CLASS: Magic
PROTECTION: Weak
VEHICLE EQUIPMENT: n/a
DESCRIPTION: A standard mode of transportation for most witches, the magic flying broom is not only an effective artifice but also indistinguishable in most cases from its mundane counterpart -- only witches can tell that there's magic sleeping within the wood and bristles. It flies decently fast, roughly the same speeds as a small car can drive, but in leaving the rider(s) exposed it can be a tactical liability to use in battle. Only a witch can make one of these actually fly.
[i]VEHICLE NAME[/i]: Flying Broom
[i]TYPE[/i]: Air
[i]CLASS[/i]: Magic
[i]PROTECTION[/i]: Weak
[i]VEHICLE EQUIPMENT[/i]: n/a
[i]DESCRIPTION[/i]: [size=0]A standard mode of transportation for most witches, the magic flying broom is not only an effective artifice but also indistinguishable in most cases from its mundane counterpart -- only witches can tell that there's magic sleeping within the wood and bristles. It flies decently fast, roughly the same speeds as a small car can drive, but in leaving the rider(s) exposed it can be a tactical liability to use in battle. Only a witch can make one of these actually [i]fly[/i].[/size]
EQUIPMENT
EQUIPMENT NAME: Exodus Rifle
TYPE: Weapon
STRENGTH: Average
DESCRIPTION: The distinctive Exodus Rifle is standard issue equipment for those who make it into the ranks of the Exorcists. Based closely on the frame design of the FN F2000 assault rifle, the Exodus variant is made from a high-durability steel alloy and bears the emblem of the Exorcists embossed into both sides. Made to be highly adaptable, the Exodus can be fitted with a wide array of scopes, an under-slung seven-shot grenade launcher, muzzle silencer, flashlight / infrared spotlight, laser sight, and computerized targeting / range finder display. It fires 5.56x45mm NATO rounds (some of the most common ammunition in the world, allowing its user to accept and scavange ammo from a variety of sources) and can be adapted on the fly for an array of less-than-lethal firing options such as tranquilizer darts, tazer rounds, and rubber bullets. There are certain specialty rounds, such as incendiary, explosive, tracer, and armor piercing that are available for this weapon; Exorcist R&D is also pursuing the development of anti-madness and anti-witch ammo, though supplies of such experimental bullets are only released on an as-needed basis. It can toggle between semi-automatic and full auto firing modes via a quick-flip switch on the side. This weapon is only manufactured at Exorcist Headquarters; it is currently illegal to buy or sell them due to exclusivity rights signed into law by the UN.
[i]EQUIPMENT NAME[/i]: Exodus Rifle
[i]TYPE[/i]: Weapon
[i]STRENGTH[/i]: Average
[i]DESCRIPTION[/i]: [size=0]The distinctive Exodus Rifle is standard issue equipment for those who make it into the ranks of the Exorcists. Based closely on the frame design of the [url=http://en.wikipedia.org/wiki/FN_F2000]FN F2000 assault rifle[/url], the Exodus variant is made from a high-durability steel alloy and bears the emblem of the Exorcists embossed into both sides. Made to be highly adaptable, the Exodus can be fitted with a wide array of scopes, an under-slung seven-shot grenade launcher, muzzle silencer, flashlight / infrared spotlight, laser sight, and computerized targeting / range finder display. It fires 5.56x45mm NATO rounds (some of the most common ammunition in the world, allowing its user to accept and scavange ammo from a variety of sources) and can be adapted on the fly for an array of less-than-lethal firing options such as tranquilizer darts, tazer rounds, and rubber bullets. There are certain specialty rounds, such as incendiary, explosive, tracer, and armor piercing that are available for this weapon; Exorcist R&D is also pursuing the development of anti-madness and anti-witch ammo, though supplies of such experimental bullets are only released on an as-needed basis. It can toggle between semi-automatic and full auto firing modes via a quick-flip switch on the side. This weapon is only manufactured at Exorcist Headquarters; it is currently illegal to buy or sell them due to exclusivity rights signed into law by the UN.[/size]
EQUIPMENT NAME: Desert Eagle, Exorcist Issue
TYPE: Weapon
STRENGTH: Average
DESCRIPTION: The standard sidearm issued to Exorcist field agents, the Desert Eagle semiautomatic pistol has a long standing military reputation and is one of the most spotlighted guns in media and fiction. A strong and versatile weapon, it can be modified to fire .357, .44, and .50 caliber rounds; the Exorcist issue variant has also been modified to fire tazer rounds as well as regular ammunition.
[i]EQUIPMENT NAME[/i]: Desert Eagle, Exorcist Issue
[i]TYPE[/i]: Weapon
[i]STRENGTH[/i]: Average
[i]DESCRIPTION[/i]: [size=0]The standard sidearm issued to Exorcist field agents, the Desert Eagle semiautomatic pistol has a long standing military reputation and is one of the most spotlighted guns in media and fiction. A strong and versatile weapon, it can be modified to fire .357, .44, and .50 caliber rounds; the Exorcist issue variant has also been modified to fire tazer rounds as well as regular ammunition.[/size]
MINIONS
MINION NAME: Golem
GROUP?: ---
RANK: C
DESCRIPTION: A golem is a fearsome construct. Typically fashioned from stone and / or metal, they are large lumbering humanoid machines animated by artificially induced magic and in possession of rock-breaking strength. Though often slow and ponderous golems make excellent construction site assistants... or, depending on who uses them, blunt war machines. They are typically only possessed of rudimentary intelligence and are often guided by the enchanter who fashioned them or some suitable replacement.
ABILITIES & EQUIPMENT:
[/i]: Golem Toughness TYPE: Passive STRENGTH: Average KEYWORDS: tough skin, brute strength DESCRIPTION: A golem as a war machine has both advantages and disadvantages. Once they get in range to attack they can pound enemies into the dirt with their massive, powerful fists and withstand a decent amount of punishment before breaking. The problem is in their size and speed, for these behemoths are by no means fleet-footed or difficult targets to hit. Bringing a golem down typically requires explosive or deep-penetrating attacks that get past the outer shell and disrupt the magical cohesion of the golem's inner body; blades and bullets are typically reduced to merely chipping away at the surface.[/size][/ul] [i]MINION NAME[/i]: Golem
[i]GROUP?[/i]: ---
[i]RANK[/i]: C
[i]DESCRIPTION[/i]: A golem is a fearsome construct. Typically fashioned from stone and / or metal, they are large lumbering humanoid machines animated by artificially induced magic and in possession of rock-breaking strength. Though often slow and ponderous golems make excellent construction site assistants... or, depending on who uses them, blunt war machines. They are typically only possessed of rudimentary intelligence and are often guided by the enchanter who fashioned them or some suitable replacement.
[i]ABILITIES & EQUIPMENT[/i]:
[ul][size=0][i]ABILITY NAME[/i]: Golem Toughness
[i]TYPE[/i]: Passive
[i]STRENGTH[/i]: Average
[i]KEYWORDS[/i]: tough skin, brute strength
[i]DESCRIPTION[/i]: A golem as a war machine has both advantages and disadvantages. Once they get in range to attack they can pound enemies into the dirt with their massive, powerful fists and withstand a decent amount of punishment before breaking. The problem is in their size and speed, for these behemoths are by no means fleet-footed or difficult targets to hit. Bringing a golem down typically requires explosive or deep-penetrating attacks that get past the outer shell and disrupt the magical cohesion of the golem's inner body; blades and bullets are typically reduced to merely chipping away at the surface.[/size][/ul] [/blockquote]
|
|