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Posted: Sat Jul 02, 2011 12:02 pm
.: Meister Abilities :. ██████████████████████████████║Grigori:Description: The Japanese kanji for Grigori is 'angel-shaped' and this is incorporated with the soul's appearance. A Grigori Soul is a soul which has a pair of wings attached to it, and when it reaches full power, its Soul Wavelength takes on the form of feathers. There also seems to be a possibility of Grigori Souls having halos as well, befitting the name of an 'angel-shaped' soul.
Flight Ability:Typically, bearers of Grigori Souls can conjure up wings in order to fly. However, normally, they cannot do this by conjuring wings onto their person. A Meister with the Grigori is able to create wings on object and their weapons (only while in weapon form) in order to fly. That's not to say they can not create wings on objects such as shoes or clothing. It is shown that the size, shape and appearance of the wings can be altered, as well as speed and efficiency in the air. With powerful wings, one can fly at incredibly speeds and have good manoeuvrability in the air.
Advantages:
[x] Grigori allows the Meister to gain the Ability of Flight. [x] Grigori allows the Meister to gain an additional 5 Stat Points towards Endurance. [x] Grigori allows the Meister to gains an additional 5 Stat Points towards Agility.
Disadvantages:
[x] Grigori causes the Meister to lose 2 Reaction Stat Points. [x] Grigori causes the Meister to lose 2 Accuracy Stat Points. [x] Grigori causes the Meister to gain + 3 Madness Points. ██████████████████████████████║Soul Perception:Description: This ability allows the Meister to see the souls of the deceased, this unique ability allows a person to perceive the souls of living people. By focusing on an individual soul, a skilled Soul Perception practitioner can actually 'read' a soul and make accurate judgments about the person's characteristics, personality and Soul Wavelength. Knowing the Wavelength of a soul can allow a skilled meister to match or disrupt the opponent's Wavelength in or outside of combat, making it a valuable skill in analysing the opponent. One of the more important functions of Soul Perception is detection, allowing a human to differentiate between the soul of a normal human and the soul of a Witch, since there is little physical difference between the two. Over centuries of war the ability of Soul Perception originally evolved in normal humans to expose witches who were hiding among their population. Eventually Witches developed the magic ability called Soul Protect to hide their souls from those who possess Soul Perception, rendering this function of Soul Perception useless. However, Soul Perception is useful in finding opponents who are hiding, or are planning a sneak attack, making a Soul Perception practitioner a hard opponent to launch a stealth attack on. If someone is Resonating with a partner who has Soul Perception, they will be able to see souls as well. However, there are different ways of sensing souls. This depends on the particular person's most heightened of the five senses.
Advantages:
[x] Soul Perception allows the Meister to gain an additional 5 Stat Points towards Intelligence. [x] Soul Perception allows the Meister to gain an additional 3 Stat Points towards Accuracy. [x] Soul Perception allows the Meister to gain an additional 5 Stat Points towards Reaction.
Disadvantages:
[x] Soul Perception causes the Meister to gain +2 Madness Points. [x] Soul Perception causes the Meister to lose 2 Stat Points towards Physical Fitness. [x] Soul Perception causes the Meister to lose 2 Stat Points towards Agility. ██████████████████████████████║Lie Detection:Description: Users who possess the unique ability to detect lies by simply placing their closed fist upon another person's chest. By establishing physical contact with the intended target, it is probable that this allows the detection of even the slightest waver in the person's Soul Wavelength, which can be indicative that the person is lying. This technique also allows the person to find any other implanted objects inside of a person such a black blood or hidden weapons.
Advantages:
[x] Lie Detection allows the Meister to gain an additional 4 Stat Points towards Intelligence. [x] Lie Detection allows the Meister to gain an additional 4 Stat Points towards Soul Wavelength. [x] Lie Detection allows the Meister to gain an additional 4 Stat Points towards Accuracy.
Disadvantages:
[x] Lie Detection causes the Meister to lose 4 Stat Points towards Agility. [x] Lie Detection causes the Meister to lose 2 Stat Points towards Reaction. [x] Lie Detection causes the Meister to lose 2 Stat Points towards Physical Fitness. ██████████████████████████████║Soul Threads Sutures:Description: It works by attacking an individual with your own soul wavelength and having both the weapon and meister concentrate on the soul wavelength residue that is still inside of an enemy, causing the residue soul wavelength to attach it's self through the skin to a surface, locking their movements and leaving them open for attacks.
It is also possible to use these stitches to thread the users own soul wavelength onto a surface, to hold themselves in place so as not to be pushed back or pulled forward by enemy attacks. It is necessary to have a weapon to be able to concentrate in order to maintain the stitching and to strengthen and control the soul wavelengths. This is so the meister is still able to attack and defend as needed while using it on an enemy. It is also necessary for a meister to learn to be able to channel their soul wavelength through their body into an enemy for an attack.
Requirements:In order for a Meister to use the Soul Thread Sutures the Meister and Weapon must have a minimum of 30 Stat Points under their Soul Wavelength Stat along with 20 Stat Points under their Accuracy Stat.
Advantages:
[x] Soul Thread Sutures allows the Meister to gain an additional 5 Stat Points towards Physical Fitness. [x] WordsHere.
Disadvantages:
[x] Soul Thread Sutures causes the Meister to lose 2 Endurance Stat Points. [x] Soul Thread Sutures causes the Meister to lose 2 Endurance Stat Points. [x] Soul Thread Sutures causes the Meister to gain + 2 Madness Points. ██████████████████████████████║The Lines of Sanzu:Description: The Lines of Sanzu seems to be directly linked to the Shinigami's own natural special abilities, as he was able to access some of his father's abilities after connecting one line. There also appears to be some direct connection to Shinigami himself, as he displays visible signs of pain after the first connection occurred. When the Sanzu lines are actived they increase all of the Meister's Stat Points by 10 Points. The Sanzu Lines can only be used for 5 Post before the Meister loses all source of their power. Another thing to note is that the Lines of Sanzu can only be used once in a single battle because of the large amount of power they take to activate them.
Requirements:Must be a member of the Shinigami in order to have this ability. In order to use the ability boost of the Sanzu Lines a Shinigami must be a 2 Star Meister, the meister must also have 20 Stat Points in each of the following fields: Physical Fitness, Soul Wavelength, Intelligence, and Accuracy.
Advantages:
[x] The Lines of Sanzu grants the Meister a boost of power for the duration of the time they are activated.
Disadvantages:
[x] The Lines of Sanzu can only be used during a great time of need normally in a time of death of the Meister but the The Lines of Sanzu allows the Meister to survive any injury they gain when they are killed during the activation process. [x] After using The Lines of Sanzu the user will become helpless and usually will passout from lack of energy. ██████████████████████████████║Experimental Ectoplasm:Description: This is a resonance ability that allows the user to expand their wavelength to create large spirit like bodies which expands to around five times the size of the user which is used as a temporarly defense against incoming attacks. These large spirit like bodies take on the appearance of the user's innerself. So in just the image slightly appears to look like the user but with a imaginative twisted appearance. The user can only create one of these Experimantal Ectoplasmic beings at a time and while they are in some sort of resonance with a weapon. User of this ability can only protect themselves against attacks that are weaker than their own Soul Wavelength. Attacks that are stronger than the user's wavelength will easily destroy these beings. If the user wavelength is stronger the opponent then the opponents attack can either be stopped inside of the being or reflected back towards the opponent depending on if the attack is a long range or a short distance physical technique.
Requirements:N/A.
Advantages:
[x] Experimental Ectoplasm allows the Meister to gain an additional 10 Stat Points towards Soul Wavelength. [x] Experimental Ectoplasm allows the Meister to gain an additional 4 Stat Points towards Intelligence.
Disadvantages:
[x] Experimental Ectoplasm causes the Meister to lose 2 Endurance Stat Points. [x] Experimental Ectoplasm causes the Meister to lose activity of their body, meaning they can not leave their location and they can not attack while inside of the Ectoplasm.
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Posted: Sat Jul 02, 2011 12:49 pm
.: Weapon Abilities :. ██████████████████████████████║Mode Transformation:Description: This is a Weapon trait that sets certain weapons apart from normal ones. This ability allows the weapon to transform into multiple weapon forms of the same theme (Example: Ninja Weapons or Army Weapons). The weapon can do this freely and quickly, something which is advantageous towards Meister when they switch fightings styles. This also allows the weapon to change the weight of their forms and allow their Meister to hold them properly if they don't have the actual strength to carry or use the weapon. Weapons with this ability are also able to create the weapons they turn into during their weapons form and use them while in their Human like appearance to either protect or fight against an opponent without their Meister.
Requirements:N/A.
Advantages:
[x] Mode Transformation allows the Weapon to gain an additional 4 Stat Points towards Intelligence. [x] Mode Transformation allows the Weapon to gain an additional 4 Stat Points towards Reaction.
Disadvantages:
[x] Mode Transformation causes the Weapon to lose 4 Endurance Stat Points. [x] Mode Transformation causes the Weapon to gain + 4 Madness Points. ██████████████████████████████║Partial Transformation:Description: This ability allows the weapon to change party of their body in most cases a bladed weapon can change an entire arm into the form of their weapon blade form, or partially transform it from the elbow downwards to make it easier for fighting. That is not to say other parts of the body can not be transformed as well or multiple body parts can't be transformed at the same time. Any part of the weapon's body can be transformed into their weapon as long as the body part being transformed has the same structure as the weapon.
Requirements:N/A.
Advantages:
[x] Mode Transformation allows the Weapon to gain an additional 4 Stat Points towards Intelligence. [x] Mode Transformation allows the Weapon to gain an additional 4 Stat Points towards Reaction.
Disadvantages:
[x] Mode Transformation causes the Weapon to lose 4 Endurance Stat Points. [x] Mode Transformation causes the Weapon to gain + 4 Madness Points. ██████████████████████████████║Combined Form:Description: This ability allows the user to create a resonance with other weapons of the same type. Weapons who are able to resonante with other weapons normally have character risks of a Meister but in just they are weapons. This ability doesn't allow them to really have much freedom because they are still dangerous weapons. They can not use their own bodies as actual weapons but they possess a strong wavelength in order to use other weapons of the same nature. Usually these weapons with this ability are from the same family or have a strong connection with each other; such as sibblings or twins.
Requirements:N/A.
Advantages:
[x] Able to use a weapon while in your human form. [x] Combinded Form allows the Weapon to gain an additional 5 Stat Points towards Soul Wavelength. [x] Combinded Form allows the Weapon to gain an additional 3 Stat Points towards Reaction.
Disadvantages:
[x] ou can only resonate with blood relative weapons or weapons that similar to your type (ex. Guns with Guns or Swords with Swords). [x] Combinded Form causes the Weapon to lose 3 Physical Fitness Stat Points. [x] Combinded Form causes the Weapon to lose 3 Endurance Stat Points. ██████████████████████████████║Senrigan:Description: An ability used to quickly map out an area, linking together the vision of multiple individuals. This technique works by allowing its user to see far ahead of whomever they are synchronized with. This can be used at long distances, but the greater the distance there is between the weapon and the individual she is synchronized with, the less they are able to see at their location. The user is able to both calculate precise distances and detect the presence of surrounding Souls. The ability is so precise that the user can determine the age of the Soul's owner and assess how powerful they are. Senrigan's uses are extremely versatile; the user is capable of synchronizing with a great amount of people, meaning that by using this technique they can direct not only their actions but coordinate them with any other allies present within the perceived area. When used in conjunction with the users drawing and writting skills, Senrigan allows them to rapidly construct detailed maps and notes upon anything observed by whomever they are currently synchronized with. While the technique is in use, the appearance of the user's eyes drastically changes, featuring white diamond-shaped pupils and glowing blue irises.
Requirements:N/A.
Advantages:
[x] Senrigan allows the Weapon to gain an additional 5 Stat Points towards Soul Wavelength. [x] Senrigan allows the Weapon to gain an additional 3 Stat Points towards Intelligence. [x] Senrigan can be used while in weapon form allowing the Weapon to speak to their Meister with exact detailed directions.
Disadvantages:
[x] Senrigan causes the Weapon to lose 5 Physical Fitness Stat Points. [x] Senrigan causes the Weapon to be stationary to use this while in their Human Form. [x] Senrigan causes the Weapon to lose 5 Agility Stat Points. ██████████████████████████████║Grigori:Description: This is a resonance ability for weapon users who's Meister are under the influence of the Madness. This ability allows the weapon to stay in a conscious state while the Madness slowly takes over the Meister's Soul. This ability allows the Weapon to find their Meister's soul and release them from the Madness grip. This ability can only be used once in a battle or once out of a battle. The ability itself is triggered once the Madness starts to sink into the Weapon's soul. This slightly works as a vaccine towards the Black Blood in order to rid the Meister of it and eventually remove it from the weapon as well.
Requirements:N/A.
Advantages:
[x] Internal Madness allows the Weapon to gain an additional 3 Stat Points towards Intelligence. [x] Internal Madness allows the Weapon to subtract 5 Madness Points from both their Stat Points and their Meister's.
Disadvantages:
[x] The Weapon can only use this ability once in the entire RP and then it's useless. [x] Internal Madness causes the Weapon to lose 2 Physical Fitness Stat Points. ██████████████████████████████║Internal Generation:Description: This is a special ability that only certain weapons can perform. The weapon can generate a significant amount of electricity within their own body. This electricity comes from their soul. During this process, the static electricity active in her body causes a small amount of electrical bolts to emanate from the center of the user's chest, resulting in a quiet zapping sound while the technique is in effect. This skill is used to remove any pathogens from the user's body. It can also be used to remove pathogens inside of other people's bodies, such as poisons, witchcraft curses, diseases, and bacteria. It also has the power to fight off Black Blood and stop it from spreading throughout a person's body and eventually can kill off the Black Blood.
Requirements:N/A.
Advantages:
[x] Internal Generation allows the Weapon to gain an additional 4 Stat Points towards Intelligence. [x] Internal Generation allows the Weapon to gain an additional 4 Stat Points towards Soul Wavelength.
Disadvantages:
[x] This ability can only be used while the user is stationary along with the target it is using this ability on. That includes themselves. [x] Internal Generation causes the Weapon to lose 5 Physical Fitness Stat Points. ██████████████████████████████║Elemental Generation:Description: Elemental Generation is just as it sounds. It gives the weapon the ability to generate a single elemental as their main strength of attack. The ability to generate an elemental is very powerful and isn't completely unheard of. Weapons can use their personalized element inside their weapon form as well as in their human forms. The difference is when in their human form they can not produce the full strength of this element or use it at the extent of that if they were resonating with a Meister to use it.
Requirements:N/A.
Advantages:
[x] Elemental Generation allows the Weapon to gain an additional 5 Stat Points towards Soul Wavelength. [x] Elemental Generation allows the Weapon to gain an additional 5 Stat Points towards Endurance.
Disadvantages:
[x] Elemental Generation causes the Weapon to gain + 2 Madness Points. ██████████████████████████████║Earth Shaman:Description: Weapons who are concidered to be Earth Shamans claim they can hear the voice of the Earth itself. This allows them to directly sense any disturbances in the surrounding ground, regardless of how the damage has been inflicted, whether it has a magical or physical basis as its origin. This ability pays dividence when searching for concealed underground locations, that would be normally impossible to detect by other means. They have been shown to find hidden passages in the environment, and are the first to notice any changes in the environment.
Requirements:N/A.
Advantages:
[x] Earth Shaman allows the Weapon to subtract 3 Madness Points from both their Stat Points and their Meister's. [x] Earth Shaman allows the Weapon to gain an additional 4 Stat Points towards Soul Wavelength.
Disadvantages:
[x] The weapon is really sympathetic towards the Earth and what is going on with it. ██████████████████████████████║Black Blood:Description: The Black Blood, when infecting a person, fills the infected's soul with madness and imbues him/her with great power. It can solidify, heal wounds, and can be used as weapons. The Black Blood, as its name suggests, takes on the shape of normal blood cells, only pitch black in colour. Since its primary function is to make whoever it infects into a Kishin, the Black Blood induces insanity in the person who is infected by it. The madness of the Black Blood has different effects, depending on the user. The main purpose of the madness is to erase all fear in the users, which prevents hesitation or weakness of will during battle. It is possible for a person to have his/her blood completely replaced by Black Blood. Likewise, Demon Weapons can be melted into the Black Blood, which in turn, turns them into a Dark Weapon. The madness of the Black Blood can be potent, but with enough strength of will, it can be controlled. However, using too much of the Black Blood's power beyond one's capabilities risks the person being devoured by the Black Blood and the insanity it produces. The Black Blood also grants the user almost complete invulnerability. The Black Blood can harden the entire body, making it impervious to slashing or crushing attacks. The Black Blood also has a speculated infectious property. Black Blood can very easily be infected from one person to another.
Infecting Others:To infect another person with Black Blood a Weapon must physically injure the person by either injecting the person with their own blood or in the case of using a weapon injuring them with a weapon. If a character takes on a wound from a weapon who has the Black Blood ability the character will be infected and will gain + 4 Madness Points. Also for those who are infected when they resonante with others the people who they resonante with will also be infected with the Black Blood forcing them to gain + 2 Madness Points. To cure ones self of the black blood one must go through surgery from a team of experts that can actually find the source that is creating the change in blood cells and remove it.
Advantages:
[x] The Weapon can become a liquidized form and enter the Meister's body and turn the Meister into a living weapon. Meaning the weapon can turn the Meister's own blood into different weapons. [x] Character can Heal instantly from injuries. [x] Character is allowed to Merge or be in the same body with your Meister. Once you merge you can not unmerge with your Meister. The process can not be reversed. [x] Body is as hard as Steel.
Disadvantages:
[x] The stronger the opponents wavelength the easier it is to injure and slice through the black blood. If the Opponent has a higher wavelength than the user of the blood then the Opponent will be able to injure the character. [x] Black Blood causes the Meister to gain + 4 Madness Points as well as the weapon (Only if you are not merged with your Meister). [x] Black Blood causes the Meister to gain + 8 Madness Points as well as the weapon (Only if you are merged with your Meister).
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Posted: Sat Jul 02, 2011 1:01 pm
.: Witch Abilities :. ██████████████████████████████║Animal Magic:Description: As the name states it's the ability to give a witch authority over Animals either dead, alive, or created from Arithmetic Magic (Medusa snakes is an example of Arithmetic Magic) by doing this these animals will do what the witch ask no mater the task. Animals range anywhere from birds to humans either alive or dead. Animal magic also grants the Witch the ability to control targets minds by having their animals latch on to a target either internally or externally. Targets can be freed by this mind countrol though by simply destroying the animal or getting it to remove itself from the target.
Requirements:N/A.
Advantages:
[x] Animal Magic allows the Witch to have Mind Countrol Abilities. [x] Animal Magic can be used to either control living or dead animals or animals made from advance mathmatical formulas and images. [x] Animal Magic allows the Witch to gain + 6 Madness Points. [x] Animal Magic allows the Witch to gain 5 Physical Fitness Stat Points.
Disadvantages:
[x] Animal Magic causes the Witch to lose 5 Intelligence Stat Points. [x] Animal Magic causes the Witch to lose 2 Accuracy Stat Points. ██████████████████████████████║Elemental Magic:Description: As the title suggest, it give a witch the ability to cast magic that deals with Elements. A Witch who has Elemental Magic is able to use any element they wish from the chain of elements: Fire, Water, Wind, Earth, Ice, Lava, and Lightning.
Requirements:N/A.
Advantages:
[x] Elemental Magic allows the Witch to gain + 4 Madness Points. [x] Elemental Magic allows the Witch to gain 5 Magic Counter Stat Points.
Disadvantages:
[x] Elemental Magic causes the Witch to lose 2 Soul Protect Stat Points. [x] Elemental Magic causes the Witch to lose 2 Physical Fitness Stat Points. ██████████████████████████████║Soul Protect:Description: Now every Witch is able to use the Soul Protect ability but not all can use it at the same degree or for the same amount of time. The Soul Protect ability allows the Witch to willingly keep Soul Protect Activated as long as they desire until dispelling it. This meaning canceling out the usage for their Soul Protect Stat. But the Soul Protect Stat is still needed in order to keep the Witches' growing madness from spreading. Soul Protect is an advanced form of magic developed by Witches to neutralize their soul's wavelength, effectively camouflaging it and making it appear as if it were a normal human soul. This particular magic was invented by witches to counter Soul Perception, an ability present in humans that can allow them to differentiate between the soul of a human and the soul of a witch. While a witch using Soul Protect is generally safe from being detected, the downside is that so long as the magic is in effect they will be unable to perform any magic, leavin them effectively helpless. Only by dispelling Soul Protect will a Witch be again be able to use their powers.
Requirements:N/A.
Advantages:
[x] Able to use Soul Protect as long as the Witch wishes; Soul Protect Stat Rules does not apply to the Witch with this ability. [x] Soul Protect allows the Witch to gain + 20 Soul Protect Stat Points. [x] Soul Protect allows the Witch to gain + 5 Madness Points. [x] Soul Protect allows the Witch to gain 4 Magic Counter Stat Points. [x] Soul Protect allows the Witch to gain 4 Intelligence Stat Points.
Disadvantages:
[x] Unlike witches who do not use the Soul Protect ability witch who do use it are unable to perform magic while Soul Protect is activated. Witches who do not use this ability are able to use magic during the time their Soul Protect is activated. [x] Soul Protect causes the Witch to lose 3 Physical Fitness Stat Points. [x] Soul Protect causes the Witch to lose 3 Agility Stat Points. [x] Soul Protect causes the Witch to lose 3 Reaction Stat Points. ██████████████████████████████║Regeneration Magic:Description: Regeneration Magic, unlike the destructive magic generally seen in Witches, focuses on healing and restoration. After reciting their magic mantra, a glowing light emanates from the witches' hand. In this state if they touch something it is healed or restored. With this, a witch can heal even fatal wounds, and even mend broken objects. Since that the title of the ability is 'regeneration,' the magic is probably centred around 'returning things to its original state' rather than simply 'healing'. Regeneration Magic can also get rid of poison with this magic, and it even works lightly like an Anti-Demon Wavelength, as it can cure people who are under a fit of madness. When using magic on themselves, a witch doesn't need to touch the wound in order for the spell to work. There are still some downsides, as there are some scars that Regeneration Magic, those of which are caused from a curse or are too old. Although Regeneration Magic can dispel insanity, it is not strong enough like the Anti-Demon Wavelength to fight against powerful madness. Regenerative Magic is a taboo in the Witch world. This is chiefly due to the fact that Regenerative Magic does not destroy or, to be precise, follows the 'Sway of Magic,' a destructive instinct Witches are guided by when their magical powers develop to their peak. In fact, Regenerative Magic has shown to curtail the destructive nature of a Witch and quite possibly stop it.
Requirements:N/A.
Advantages:
[x] Able to work like an Anti-Demon Wavelength lowering the Madness of those whome the witch touches by 4 Madness Points. [x] Able to heal any injury almost instantly. [x] Regeneration Magic allows the Witch to gain 5 Stat Points towards the Magic Counter Stat. [x] Regeneration Magic allows the Witch to gain 3 Stat Points towards the Intelligence Stat.
Disadvantages:
[x] Regeneration Magic is looked at as a forbidden art in the Witch world and often leads to trouble towards any witch who partakes in any arts dealing with Regeneration Magic. [x] Witches who have ability to use Regeneration Magic are unable to feed off of the power of the madness and in just are unable to use Destruction Magic. [x] Any Witch who has this ability can not have Destruction Magic as an ability as well. ██████████████████████████████║Destruction Magic:Description: Opposing to the healing powers of Regeneration Magic, Destruction Magic is normally seen in Witches, focusing on powerful explosions, curses, and death. After reciting their magic mantra a Witch is able to use powerful magic that has the capability to destroy things in the form of a large explosion or decay through living forces. Spells casted by a witch with Destructive Magic gains these attributes and depending on the witches' will the attribute can change. Destruction Magic spreads the Madness of Witches and allows the Witch to feed off their own Madness and the Madness of others being drawn into their power. By having the ability of Destruction Magic a Witch is able to use the madness around them to boost their power.
Madness Boosting:When a witch has Destruction Magic they can feed off of the madness being generated around them. Taking the total number of Madness points everyone around the witch has and adding that number towards the number of points they have in their Magic Counter, Reaction, Endurance, Physical Fitness and Accuracy.
Advantages:
[x] Destruction Magic allows the Witch to gain the ability of Madness Boosting. [x] Destruction Magic allows the Witch to turn their spells into highly destructive spells creating explosions or decaying the world around the spell.
Disadvantages:
[x] Any Witch who has this ability is unable to use Regeneration Magic as an ability as well. ██████████████████████████████║Magic Resonance:Description: Magic Resonance is a special ability that allows a Witch to transfer their magic into a Demon Weapon and boost their power beyond normal capabilities. This ability causes the Magical Powers of the witch to flow into the weapon or number of weapons they are placing their magic into and divide it evenly into the number of weapons. The higher the Witches' Magic Counter and Physical Fitness the stronger the Magic Resonance becomes. When a Witch infuses their magic with a Weapon all of the weapons stats increase by the total of the Witches' Magic Counter Stat and Physical Fitness Stat. Even though the witch infuses their magic into a weapon it doesn't hinder the witches' own skills or powers. They are still able to move around and protect themselves while after they infuse their magic into the weapon(s).
Requirements:N/A.
Advantages:
[x] Able to increase the power of multiple weapons with magic by using (Magic Counter Stat + Physical Fitness Stat) in order to increase every stat on a weapon for the duration of the Witches' ability to focus and move around. Meaning once a Witches' Endurance reaches zero the magic fades from the Weapon and their stats return to normal. [x] Magic Resonance does not harbor any form of Madness.
Disadvantages:
[x] When infusing more than one weapon with a single witches' magic the number of points is divided by the number of weapons the witch has to transfer their magic into.
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Posted: Sat Jul 02, 2011 1:07 pm
.: Human Abilities :. ██████████████████████████████║Multiplication:Description: The Human ability to use mathmatic formulas when fighting, turning strikes that the are attached to the opponent to strike the opponent once again in the same location twice in a row in a rapid succession. This results in doubling the attack damage that was originally done as it injures the opponent all over again. This Ability is usually used with a weapon of some sort which will increase the chance of kill the opponent. The severe damage this move causes could very well end a battle. A single punch can feel like the punch of an opponent twice the size of the actually opponent, the more times the user strikes using the more the number of strikes multiply and the damage does as well.
Requirements:N/A.
Advantages:
[x] Multiplication allows the Human to gain 5 Physical Fitness Stat Points. [x] Multiplication allows the Human to gain 5 Agility Stat Points.
Disadvantages:
[x] Multiplication causes the Human to lose 5 Soul Wavelength Points. ██████████████████████████████║Addition:Description: This ability utilizes the numerous weapons involved or the strikes involvbed in the use of the fighting style and both user skill and speed. The ability requires the user to attack the opponent a total of eleven times in rapid succession, each at different angles and positions. With each strike either leaving a weapon behind or the appearance of strike wound behind attached to the opponent indicating where the user struck. As long as the opponent doesn't dodge the attacks and at least blocks them then the Addition ability will take effect. The ability itself relies upon the high speed of the individual attacks and the momentary stun inflicted by the previous blows allowing the user to surround the opponent in either weapons or strikes to countinue with the technique.
Requirements:N/A.
Advantages:
[x] Addition allows the Human to gain 5 Agility Stat Points. [x] Addition allows the Human to gain 5 Physical Fitness Stat Points.
Disadvantages:
[x] Addition cause the Human to lose 5 Soul Wavelength Points. ██████████████████████████████║Magic Practice:Description: The ability in which a human is draws power from their soul and is able to create powerful attacks that appear to be from directly from their soul wavelength. These attacks can take many forms from large shockwaves to spiritual based dragons. Due to the fact the user draws this power from their soul wavelength they don't have to be within in real range to release one of these techniques. Like magic this allows the human who is able to focus on a target and strike from long ranges.
Requirements:N/A.
Advantages:
[x] Magic Practice allows the Human to gain 5 Soul Wavelength Stat Points. [x] Magic Practice allows the Human to gain 4 Intelligence Stat Points.
Disadvantages:
[x] Magic Practice cause the Human to gain + 3 Madness Points. ██████████████████████████████║Target Practice:Description: The ability Target Practice is a difficult to state it's true nature it appears to give a human knowledge over their opponent allowing them to have an upperhand on knowing where the opponent weak locations are either on their body or their weapon. This ability also works on objects such as pillars and walls. In just it's a human's own personal insight on the world that works like clairvoiance. The range of this ability is limited to the view of sight of a human. As long as a target is within the sight of the user they will be able to use this ability.
Requirements:N/A.
Advantages:
[x] Target Practice allows the Human to gain 5 Accuracy Stat Points. [x] Target Practice allows the Human to gain 5 Reaction Stat Points.
Disadvantages:
[x] Target Practice cause the Human to gain + 2 Madness Points. ██████████████████████████████║Serial Killer:Description: Unlike most Humans the ability for one to become a Serial Killer increase the Madness inside of the user almost like giving them a second personality. The Serial Killer ability allows the human to take on two personas and keep them seperated without the other interfering with the other's thoughts. The ability also allows the human's body to change completely in appearance when switching between personalities. This means the human's personal characteristics can change along with their body structure and fighting styles. Although the Serial Killer ability doesn't allow the human two different forms of stats but it does allow them to gain more abilities like Witches do when they are around more Madness. The higher the opponent's madness is around them the stronger these humans become.
Requirements:N/A.
Advantages:
[x] Able to use the Madness System to increase their Stats for the duration of a battle. [x] Serial Killer allows the Human to gain + 5 Madness Points.
Disadvantages:
[x] Serial Killer does not allow the Human to have two different Stat charts. [x] Serial Killer causes the Human Soul to be concidered as a Kishin Egg.
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Posted: Sun Jul 03, 2011 4:08 am
.: Soul Resonance System :. For the Soul Resonance System you will need to pay close attention to your Post Action button. When using Soul Resonance or any kind of Resonance you will have to post the action comand of starting your Resonance with your partner then in your next post you will roll the given number of Dice with a certain number of sides depending on your ranking. Once you've received your roll number you will be able to use all your soul resonance abilities your weapon has to offer you. The number that falls on the roll is the number you will be allowed to stay within that Resonance form. Due note there are ways and abilities that can remove, hault, or disable you from using your soul resonance.
For a Meister OR Weapon to use a Soul Resonance of any kind both Meister and Weapon who are Resonating together must both have a minimum of 15 stat pts under both Reaction and Soul Wavelength Stats.
Resonating the souls of weapon and meister are not just given to you from the start, you will have to train hard to gain this ability or you will have to make a sacrifice within your other stats in order to meet the requirement to have the skills to resonate your soul from the start of your journey in the guild.
Another thing to note if you have not already noticed, each Soul Type, Classification, Wavelength, and even some Soul Abilities have advantages to them which in some cases may increase your character's stats. This is just something for you to keep in mind while you are reading through the systems and all of the rules to the guild. ██████████████████████████████║Resonating Souls:Description: Resonating Souls is the foundation of using the Soul Resonance technique and how most partners are matched up. The souls of both Meister and Weapon should compliment one another for the best result. Resonating souls with partner's souls that are too similar can result in feedback effect, hurting both parties and resulting in failure in technique or form of combat.Resonating requires both Meister and Weapon to be calm and of one mind. Should one of the souls not be in sync, techniques can not be performed. If a technique is being used and one soul loses focus, the technique will lose power or direction. Common reasons for souls not to sync are fear, arguing, stress, etc. It is possible to resonate with more that one soul at a time, but it is noted to be a hard technique to control and use effectively.
When using any form of Resonance in the Guild; the Meister and Weapon(s) resonating together follow the following instructions:
1st, Add the Meister and Weapon(s) Stats together. Meaning you will go across the stats of both the Meister and Weapon adding each similar stat together (Example: Physical Fitness + Physical Fitness = Resonance Physical Fitness)
2nd, Do not add both Meister and Weapon Madness Point's together
3rd, Once you get your final numbers from that those are the total number of points the Meister has to use during the Resonance.
4th, If you haven't already checked over all your Wavelengths, Abilities, and Soul effects and check to make sure they don't give your character any boost during battle or lower their stats do so and figure that into the stats at this time.
5th, At this point you are ready to fight using the rest of the Resonance System. ██████████████████████████████║How to use Soul Resonance in the Guild:Requirements: Weapon and Meister must be at least a 1 Star and both must have 15 Stat Points under Soul Wavelength as well as 15 Stat Points under their Reaction Stat.
1 Star - The Meister will roll two 6 sided dice to get a number between 2 and 12. The number that falls will be the number of post the Meister and Weapon can remain completely linked by their resonated souls. This allows the Meister to uses the special attack or powers of the weapon for the designated amount of post.
2 Star - The Meister will roll two 10 sided dice to get a number between 2 and 20.
3 Star - The Meister will roll two 20 sided dice to get a number between 2 and 40. ██████████████████████████████║Chain Resonance:Description: Chain Resonance (or Team Resonance), just as it would indicate, is a kind of Resonance that involves a team of Meisters matching their wavelengths with one another in order to empower each other. It is extremely difficult to maintain, unless all the team can easily keep their souls on a balanced level. There is no set number to the amount of meisters required to perform the Chain Resonance, but it is more powerful yet more difficult in a larger team.
Requirements: Weapon and Meister must be at least a 2 Star and both must have 45 Stat Points under Soul Wavelength as well as 30 Stat Points under their Reaction Stat.
How to Use: For Chain Resonance, you must have a minimum of 2 other meister with their weapons not including yourself and your weapon in order to use the chain resonance. Each Meister depending on their ranking will be asked to roll a certain number of dice with a certain number of sides, the number rolled will be the number of times that Meister and Weapon pair are able to use their Chain Resonance attacks and or abilities. Once this number is out the Meister and Weapon will lose their link. The number of dice used is the number of people linking up that includes the weapons.
1 Star - 4 Sided Dice 2 Star - 6 Sided Dice 3 Star - 10 Sided Dice ██████████████████████████████║Madness Resonance:Description: Characterized by the selective integration and application of a finite and limited quantity of the dangerous condition of madness into a person's respective soul, altering the quality of their Soul Wavelengths ordinarily emitted to contain instead the intended and permitted amount of insanity in addition. Undertaking this perilous process allows the user to manipulate the advantageous power-inducing attribute displayed by madness itself, granting them access to superhuman levels of physical prowess and their typical abilities. The madness in them is strong enough to even change their appearance. Each user of Madness Release has a unique variant of madness inside them, and although they utilize this madness and become, in a sense, 'insane,' they do not completely lose their sanity as they have a firm conviction that prevents them from doing so.
Requirements: Weapon and Meister must be at least a 2 Star and both must have 50 Stat Points under Soul Wavelength as well as 20 Stat Points under their Reaction Stat.
How to Use: To even use the Madness Resonance each character resonanting together must have + 8 under their madness in order to use the Madness Resonance. The Madness Resonance can only start if one member has the Soul Ability of Black Blood. Using the Madness Resonance gives each person linked within this resonance + 2 Madness Points during and after they have finished the resonance. The Madness Points will be added to each of the character that were linked with the Resonance due to the fact that The Madness is like an infection and spread from person to person. If the people linking together all have the Madness or Black Blood already in them they will not gain the extra madness points. The number of Dice you roll will be equivalent to the number of people linking together in this Resonance.
1 Star - 6 Sided Dice 2 Star - 10 Sided Dice 3 Star - 20 Sided Dice
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Posted: Sun Jul 03, 2011 4:19 am
.: Madness System :. Madness, also translated as Insanity, is the force of chaos that is spread by the soul wavelengths of Kishin, Witches, some of the Eight Powerful Warriors, and evil humans. Everyone has some madness within them (some people surpass the normal level). Madness is not only spread, but influences those who submit to it. Madness literally causes people to lose their minds, becoming both senseless and unpredictable, much like the Kishin itself — the epitome of madness. Senseless in this sense does not mean dumb, but strange and erratic. Any person exposed to the wavelength up close starts to hallucinate and become disoriented. A common trait among those who harbor madness is that they each reveal some sort of lunatic-like facial expression be it a disturbing grin or smile to even unusal body shape, the clown is a perfect example of this as it shows a grossly misshapen body.
Because everyone harbors Madness everyone will notice that with every choice you make within your character creation will give you a certain number of points to either add or subtract from your madness. The Madness works on a scale of 20, 1 being the lowest level of Madness a person can have and 20 being completely insane. For those of you who recall Soul Eater. Stien would be on our scale of 15. The higher your madness score the faster you drift off into being lost by the madness as well as being controlled by the Kishin. That's not to say the Madness can't be reversed or lowered. Certain wavelengths and abilities can either help a person comeback from Madness or drift further into the Madness.
As you know witches all possess a certain degree of Madness and most witch wavelengths and souls have the ability to pull people deeper and faster into the madness than being around a normal evil soul. Below is the scale of Madness. Be sure to either memories or keep a copy of this somewhere. Be sure to always refer to this scale. Witches should be sure to note the scale as well, once ones madness reaches a certain point a Witches' power can increase. ██████████████████████████████║Madness Scale:+01 Madness: Barely by large amounts of Madness, character can function normally without any actual inturuptions with any abilities or mobility. +02 Madness: ^___Same as above___^ +03 Madness: ^___Same as above___^ +04 Madness: ^___Same as above___^ +05 Madness: The average Human's level of Madness is about at this level. No actual effects but they have desires and rarely control their emotions. If their emotion are being controlled they normally have a deep darker outlook on life and can be geared towards a higher madness rating later. +06 Madness: ^___Same as above___^ +07 Madness: ^___Same as above___^ +08 Madness: Character starts to become drawn into their inner desires but they can control themselves still. Character is able to use Madness Resonance at this level. +09 Madness: ^___Same as above___^ +10 Madness: Once Madness has reached this level in a person any Witch around will gain 5 Points towards each of their stats as long as they are near the person with this level of Madness. +11 Madness: Once Madness has reached this level in a person any Witch around will gain 6 Points towards each of their stats as long as they are near the person with this level of Madness. +12 Madness: Once Madness has reached this level in a person any Witch around will gain 7 Points towards each of their stats as long as they are near the person with this level of Madness. +13 Madness: Once Madness has reached this level in a person any Witch around will gain 8 Points towards each of their stats as long as they are near the person with this level of Madness. +14 Madness: Once Madness has reached this level in a person any Witch around will gain 9 Points towards each of their stats as long as they are near the person with this level of Madness. +15 Madness: At this rate of Madness the character starts to break down and become insane. It is rare for them to control themselves and are usually lost in the Madness while it slowly eats away at their soul. Once Madness has reached this level in a person any Witch around will gain 10 Points towards each of their stats as long as they are near the person with this level of Madness. +16 Madness: Once Madness has reached this level in a person any Witch around will gain 11 Points towards each of their stats as long as they are near the person with this level of Madness. +17 Madness: Once Madness has reached this level in a person any Witch around will gain 12 Points towards each of their stats as long as they are near the person with this level of Madness. +18 Madness: Once Madness has reached this level in a person any Witch around will gain 13 Points towards each of their stats as long as they are near the person with this level of Madness. +19 Madness: Once Madness has reached this level in a person any Witch around will gain 14 Points towards each of their stats as long as they are near the person with this level of Madness. +20 Madness: Characters who have reached the level of complete Madness are concidered to be Kishin Eggs. Their soul will change and they will be concidered a Target and as evil to the DWMA. Anyone at +20 Madness is able to spread their madness to any character within their location. Spreading their madness at this level will bring +2 Madness points to each character in the area for the remainder of the time either the character or the one who possesses the Madness is in that location. Once Madness has reached this level in a person any Witch around will gain 15 Points towards each of their stats as long as they are near the person with this level of Madness.
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Posted: Sun Jul 03, 2011 12:02 pm
.: The Stat System :. Your stats determine how fast, strong, durable, and even how high you can jump. To raise your stats, you must obtain skill points to add onto your character. Skill points can be obtained by posting. For every 200 words you post, you get one skill point for ranks. Once Reaching the second level of Rank it requires 600 words per stat point, and finally the final Rank requires 800 words per stat point. When you want to add stats or other information to your profile, you fill out the update form in the Profile Update Thread in the Profile Forum, and await a moderator's word for the update. Also note to move on from ranks depending on the type of character you have there are requirements that must be fufilled such as a weapon must become a Death Scythe in order reach the status of two star.
Everyone gets to start off with 30 Skill Points for their characters given to them by the guild. You will then have points given and subtracted from your character depending on type of character you create. You will notice that as you go through the creation process. ██████████████████████████████║Meisters, Humans, & Weapons Stat System:Physical Fitness: this is the stat that determines all the basic skills needed for anyone to fight (Speed, Fighting Skills, Physical Strength, Skill w/ Weapon). Agility: this would be the ability to dodge opponents attacks accordingly to the strength, size, and speed of the opponent. The number here can either help your character dodge an attack completely or help an opponent remove a body part from the your character. Reaction: this is simply your character's ability to perceive and "react". This stat is the combination of your Physical Fitness Stat and your Agility then divided by 2. Endurance: s how long your character can keep going during battle. Meaning the number of times you're allowed to post an action during a battle. Speaking with zero movements from a location does not count towards this number. To regain your endurance it's your Physical Fitness Stat subtracted by your original number of Stats under your Endurance Stat. The number given is the number of post you will need to wait without any actions to regain a single Endurance point back to your character which can be used to get your character back into the battle. Soul Wavelength: this is how strong your character's techniques are when they deal with their soul. This deals with merging your soul with a weapon, or using your soul itself as a weapon. When a Meister and a Weapon fight with a Soul Resonance to attack an opponent the opponenet the strength of the attack is figured by taking the number of stats the meister and weapon have together for their Soul Wavelength then divide it by two. When a Chain Resonance is used the Meister will take the total number of souls resonating together and divide by that number to get their increased strength of power. The number given by the Soul Wavelength is multipled to each of the following stats: Physical Fitness, Agility, Endurance, Accuracy, and Madness. Intelligence: this is obvious, but also includes how well you can handle situation, deal with problems, work out plans, create strategies, and find opponent weak points in their fightning patterns. Accuracy: how accurate you are with your weapon, long range or melee this determines how well you can strike. This also allows one to figure out who wins in a clash of strength when two clash with attacks. The one with a higher Accuracy will overall win the clash. Madness: this is simply your character's ability to perceive and receieve access to the madness wavelength before it completely takes over their body. More information about the Madness and to calculate the number of points your character has for the madness along with how they react with the Madness please view the Madness System. ██████████████████████████████║Witch Stat System:Physical Fitness: this is the stat that determines all the basic skills needed for anyone to fight (Speed, Fighting Skills, Physical Strength, Skill w/ Weapon). Agility: this would be the ability to dodge opponents attacks accordingly to the strength, size, and speed of the opponent. The number here can either help your character dodge an attack completely or help an opponent remove a body part from the your character. Reaction: this is simply your character's ability to perceive and "react". This stat is the combination of your Physical Fitness Stat and your Agility then divided by 2. Endurance: s how long your character can keep going during battle. Meaning the number of times you're allowed to post an action during a battle. Speaking with zero movements from a location does not count towards this number. To regain your endurance it's your Physical Fitness Stat subtracted by your original number of Stats under your Endurance Stat. The number given is the number of post you will need to wait without any actions to regain a single Endurance point back to your character which can be used to get your character back into the battle. Soul Protect: is a Witches' best ability which allows them to create an armor of magic around them to change their soul to that of a normal human to keep Meisters and Weapons from identifying that they are a witch. The number under this stat will allow a witch to remain invisible to those who can see souls for the allowed amount of time the witch can control their soul protect. Meaning if this number is only 5 then the witch can only post 5 times in an open area before their soul protect fades away and their Magic is released through out the area. Magic Counter: this is how strong your character's techniques are when they deal with Magic. Intelligence: this is obvious, but also includes how well you can handle situation, deal with problems, work out plans, create strategies, and find opponent weak points in their fightning patterns. Accuracy: how accurate you are with your weapon, long range or melee this determines how well you can strike. This also allows one to figure out who wins in a clash of strength when two clash with attacks. The one with a higher Accuracy will overall win the clash. Madness: this is simply your character's ability to perceive and receieve access to the madness wavelength before it completely takes over their body. More information about the Madness and to calculate the number of points your character has for the madness along with how they react with the Madness please view the Madness System. ██████████████████████████████║Meister and Weapon Character Ranking System:1 Star Minimum: 000 1 Star Maximum: 099 1 Star Requirements For Promotion: - Meister and Weapon Partners must capture 99 Evil Souls. - Meister and Weapon Partners must capture 01 Witch Soul. - Weapons must become a Death Scythe. 2 Star Minimum: 099 2 Star Maximum: 199 2 Star Requirements for Promotion: - Meister and Weapon Partners must complete a minimum of 10 Missions issued by the DWMA - Meister and Weapon Partners must capture or defeat 01 Kishin Souls 3 Star Minimum: 200 3 Star Maximum: ??? ██████████████████████████████║Witch Character Ranking System:1 Sphere Minimum: 000 1 Sphere Maximum: 099 1 Sphere Requirements for Promotion: - A Witch must capture 10 Human Souls. - A Witch must capture 10 Weapon Souls. - A Witch must defeat a 2 Star Meister or Weapon. 2 Sphere Minimum: 099 2 Sphere Maximum: 199 2 Sphere Requirements for Promotion: A Witch must complete a minimum of 05 Missions issued by the Witches Mass. - A Witch must capture, defeat, or kill 01 member of the Shinigami Family. 3 Sphere Minimum: 200 3 Sphere Maximum: ??? ██████████████████████████████║Human Character Ranking System:1 Sword Minimum: 000 1 Sword Maximum: 099 1 Sword Requirements for Promotion: - A Human must defeat 099 Evil Souls. - A Human must defeat 01 Member from the DWMA. 2 Sword Minimum: 099 2 Sword Maximum: 199 2 Sword Requirements for Promotion: - A Human must defeat 05 Witches. - A Human must defeat 05 Weapons. - A Human must defeat 05 Meisters. - A Human must defeat 02 Members of the Star Clan. 3 Sword Minimum: 200 3 Sword Maximum: ???
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Posted: Tue Jul 05, 2011 11:58 am
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