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Posted: Fri Feb 01, 2008 12:24 am
The tourney is approaching fast. as such, it's time to get serious. For those new to the guild, follow these directions: 1- Introduce yourself in the introduction thread. 2- post a pic if you like in the pic thread 3-POST A GODDAMN SAMPLE RP!! this is imperative for us as captains to gauge your strength for proper fights and what not. 4- Post a character bio. it's no fun if yall just anonymously fight a guy with no gripping back story so make up one. Why does your charcter crave blood? who is it seeking vengence for? why is she a goddamn jerK? all questions that can be answered in the Bio thread! 80
I am Smokey, the headmaster of the fighters grounds and i welcome you to this, the Silver Moon Fight School in regards to the older members, POST THE GODDAMN SAMPLE RP OR HAVE YOUR MEMBERSHIP REVOKED!! i am so sincere when i say this. it is crucial for us to understand your ability in order to provide a much better experience all round so, Make it happ'n, cap'n! Smokey has spoken!! cool cool
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Posted: Fri Feb 01, 2008 12:27 am
This is the basic definition for each class of training students will be entering within the realm of this guild. Further, more detailed examples and the explanation of the tie toward elementals will also be elaborated upon.
Fighting- honing ones body and mana as a means to exert destructive force by using the power of themselves. Use of your mana to enhance your natural ability from within so to speak. higher class abilities of this would be destructive waves, the ability to heal on the fly, i guess levitation but that seems dumb. i mean, seriously how the hell can you fly just because you punch hard? extreme endurance and stamina, you know physical aspects of yourself that can be augmented and honed. think dragonball Z, Kurosaki Ichigo from Bleach, that Chidori and Rasengan thing from Naruto or Limit Breaks from the FF games.
Maging- training ones mind and mana as a means to exert destructive force buy using ones surroundings. higher class abilities of this would be elemental spells, summons, massively destructive spells kinda like flare or Meteo from the FF games, things like that. Maging also allows you to use status enhancing spells like flight or teleportion, things that you PHYSICALLY can't do. decent examples of this would include That chick from slayers, and ninjitsu or whatever from Naruto although i dunno if that's what they really are. Genjutsu maybe? anyway, things where you make hand gestures or chants, those are maging. Holy, Flare, Meteo, any of the -aga or aja (!) spells from the ff games.
An important aspect to both styles would be the elemental modifier. this allows for better match up, saves and costs between warriors and advantages where there would otherwise not be one. I mean, basically, that is a big thing here with all of the magic so it kind goes without saying.
Elemetal Maging- Essentially the definition of maging. it has no real bearing on the mage themselves because of the fact they bend the elements through mana training. Generally speaking the higher the mana cost the more powerful the spell. E.spells- E.Spells is a balloon term i am using for the sake of this post to describe all forms of maging. Some people use glyphs others use hand signs etc. so a single handle will be good for reference. E.spells come in five classes starting with E and working up toward A, A being the highest class art a student can achieve. S class maging is restricted to Captains only as the manna cost would essentially leave a student dead or cause the spell to spiral out of control. the higher magics that alter reality or time are good examples of this and are forbidden to the general population. i reference you to the fight Bats and I had in my tree. his final attack essentially reversed time but the pull left him broken. Summoning- Summoning is the ability to call forth a deity to cast a higher level spell for a minimum of cost to the controlling mage. Generally the summon carried a high A to low S equivalent attack, costing a mere B class control of mana. the only problem with that is Summons fail notoriously and the actual creature summoned, if the controlling mage is too weak to control it, might be damaged by the summon attack as well. Seasoned students can summon the set deities taught in class but the higher class mages have the abilities, with a huge amount of mana and origin element, to create new and far more potent summons exceeding the A class cap and essentially opening the door to S and ES level summons. Fusion- Fusion is not an elemental based attack but is, in my personal opinion, damn important to maging in general. Fusion is just that, the ability to fuse E.spells with other things, even ones self. Summons, A-S class maging, all of these can b fused to create new, more potent attacks. Take for example an A class Stone art and an A class fire art. using fusion forces the opposing spells together and creates a new, A class spell, Meteo, but carries with it the destruction potential of a low S class art. Fusion itself is a simple procedure taught during the first tier of Elemental training but the potential for it is infinite making it possibly the most devastating attack in the entire school. There is a second, more potent form of this procedure would be summon boosting. by fusing a high class E.spell with the Familiar of the same type, that familiar would receive a boost in strength allowing for a more potent summon attack. Fusion by far, is my favorite of the maging arts but the Mana cost is ridiculous. you have to pay for the spell, the second spell as well as the fusion itself. the sheer time ans strain it calls for leaves the more potent Maging to the higher class warriors. Emulation- Emulation is the ability to fuse oneself temporarily with a summoned spell. By dominating the familiar with an obscene amount of mana, you are able to take it in and emulate all of it's past knowledge and attacks, granting you a temporary albeit extreme boost in power. If an S class warrior was able to fuse with the highest of Summons then they'd have the equivalent power of a moderate SS class warrior. but the fusion is temporary and not completely hardwired into the Mage so it may fail with DISASTROUS results. One may win the battle in a spectacular flash of power but the damage to the body would be just as as extravagant.
Elemental Fighting- elementals come into play but a little differently within the fighting. Since there isn't an real maging in fighting, elementals re used to designate the type of mana you have, and the behavior it's take when manifested. Certain elements have certain attributes that increase as you level up over others. this can be circumvented be rigorous training. Though it may look, act and react like the chosen element, it is not. It is, in fact, your mental projection of what you perceive your man to be subconsciously. There are no real techniques that can be taught involving said mana, just boosts that are associated with mana manipulation. Elemental Fighting is essentially understand the flow of you mana so you better understand how to create the most advantageous strategy for victory. Most people would say Maging is the way to go as you have a myriad of offensive, and ranged attacks but Fighters tend to supplement that aspect with the fact that their weakest attack is equivalent to that of an D-class Maging art. Fire- fire lends itself to the berserker class. One with a fire-type mana would be fighting at a constant, overwhelming power burning at a furious rate to smother and engulf an opponent. Burn hot and burn fast, leave nothing behind. Flame-type warrior excel at mana manifestation techniques but lack a firm grasp on stat boosting or healing techniques. Fire-type mana is generally associated with the Jeet Kun Do style of fighting Water- a water type warrior would rely more on eluding, finding a way around said attacks and countering with an extreme force, Kind of like a roundabout fire-type. but, once the water-type warrior finds that weakness, it does not let up, washing over their opponent and leaving them broken in their wake. much like the flow of water, the mana of an water type warrior can be sent to wherever it needs to be with in the body allowing for an amazing potential of stat-boosting arts. but that very nature limits it's offensive capabilities there as watter tends to damn up when faced with an insurmountable obstacle. the body acts as this barrier, making it extremely trying to actually manifest water-type mana outside in the physical realm. Capoeria is a very much keen on the fluidity of a water type mana. Ice- Ice is an interesting type of warrior. Mana manifestaion is not one of it's stronger points but it gians the ability to have mana saturating every ounce of their bodies. Since their man is already where they need it to be, an ice-type warrior skews toward a boosted art of fighting.They are able to calculate far better than most other classes as well as perceive an opponent at greater distances. Strategy and execution are the strengths of this class as they tend to take a wait-and-see posture. The stagnation of mana allows for quick boosts when needed but no actual manifestation outside the body can take place. Ninjitsu would be a good match to that of an Ice type mana Fauna- Fauna-type warriors excel at healing arts. Their mana tends to branch out in controlled, methodical paths allowing for the greatest of control. this is essential when you are on the battlefield and need to heal a small patch of charred flesh and you have little mana to expend. A water type or fir type would burn too much unnecessary mana just getting to the infected area. The benefits stop there pretty much as the far away from the core the mana gets with a fauna-type warrior, the harder the control is. Though it can be manifested easily in the physical realm, Fauna-type warriors tend to be unable to control where the mana will go simply because of it's branching nature. this limits their offensive capabilities somewhat but the healing potential makes up for that easily. Tai Chi tends to be the art of choice most Fauna type resonate with. Stone- Stone type mana is similar to the Ice-type in that, it's already where it needs to be, saturated throughout the body. the difference is that Stone-type mana can be manifested outside of the body, but in amazingly small amounts and even shorter bursts. It's the velocity at which the mana is released that makes it amazingly destructive. Being a matter of inches a way from an opponent, one throws a melee attack. now at impact, releasing a sudden shock of dense, almost immovable mana easily triples the destructive force of that punch leaving almost ni room to counter or defend. Also, Stone-type warriors tend to carry the highest defense in the classes, allowing for a myriad of devastating attacks to be sluffed off as they close the gap between themselves and the opponent. This also brings up another aspect of a stone-type mana. They tend to lack the perception of an ice-type warrior but make up for it in strength boosting and muscle manipulation techniques. More of a lumbering Juggernaut on the battlefield, a stone type warrior pushes hard and fast, getting inside and literally crunching an enemy with a flash of indescribable strength. Grapplers excel a this type.
There are a few more i'll add but i'll do that later
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Posted: Sun Mar 09, 2008 9:54 am
This is the basic fighter structer that will be used here within the guild.sted a little something in the forum there and wanted to elaborate on this. i am working on the assumption all attacks are mana based here. mana being, chi, ki, inner strength, fighting spirit, vigor, chakra whatever you wanna call it, imma call it mana.
First and foremost i wanted to put this out there. taking that senior antonio's guys badge stats and pretty much redefining them.
Tech or Technique- Your overall skill and proficiency with your personal style. This essentially means how well you fight in general. Think of this as your ability to perform your most powerful attacks and the speed they are delivered. This includes charging, hand symbols, glyphs whatever your cup of tea is the higher your tech, the faster these aspects respond to you.
Dex or Dexterity- essentially equates to your ability to adapt to the opponent and their onslaught against you. Your awareness of your surroundings and ability to sense mana falls under this category as well. Think of Dexterity as a measure of your intuition or mental fortitude if you will. the higher the Dex, the easier it is for you to sense your opponent and save from illusions or mind tricks.
DEF or Defense- essentially self explanatory, Defense is the measure of your ability to counter, or save from an attack. it dictates directly how many hits you can take, how much stamina or HP is recovered using various techniques as well as the potency of defensive arts such as shields and barriers. The higher the defense the harder it is to inflict damage on you.
OFF or Offense- Attack is the measure of how devastating your attack is on the opponent and the speed it is delivered. the higher the attack the stronger attacks you can unleash. i honestly don't have much more to add to this as it pretty much explains everything.
Speed or SPD- Speed is essentially the velocity it takes for you to close distance between you and your opponent. higher levels of this would include a sort of flash step or the ability to cast an A class spell in a matter of seconds rather than the usual minute or two.
Mana or MNA- the numerical measurement of ones ki or chi or whatever. the higher the volume of chi, the more spells or techniques one can deliver in succession without succumbing to exhaustion.
Class- class is tricky. all of the previous stats are directly associated with your class. for instance a B class with perfect stats all the way through would still have trouble defeating an A-class with sh*t for stats. anyway, here are the classes i have decided on for now:
E- the lowest class in the school. essentially all students who enter and show no proficiency in any ability whatsoever. D- Awarded to students who show growth after training under various instructors C- step up from D. in regards to students, this is where they generally split and enter either the fighters house or maging house for specified training. B- B class is awarded to students who have shown proficiency in the various arts of their singular house. the most advanced techniques that can be taught to those of the student class. it is from here that they graduate to the other house and train there as well. A- a rank awarded upon mastering both houses and techniques. this is essentially as far as non-staff can go. buck stops here. Now, if said student shows a particular adeptness, then they can be trained personally by one of the various captains, essentially broadening their horizons and allowing the to push forward even further. S- The class reserved only for those of captain class in the guild.
Special classes
SS- SS class is reserved for those who have pushed beyond all forms of measurement in strength and ability. there is no numerical means to relay the sheer strength of this class but essentially double or triples the power of S-class warriors. the more forbidden arts such as reality and time shifting can only be attained in this class. Very few people can achieve this strength but, as an s-class warrior, a specific move or technique may momentarially breach their limit and become SS -class EX- God-Modding. EX class is god-moddingm plain and simple. i doubt anyone here will ever really get to this level but it essentially shames every other class, ever. But, for the sake of argument, I'll elaborate. Take an S class warrior. increase his strength to the of an SS class. take that power, condense it into the size of a pea while retaining the sheer, reality altering force. now, multiply those peas until they take the form of an amazingly detail, life size G1 Optimus Prime and you have an EX class warrior or attack.
There you have it. As a new student, still wet behind the ears here, this is essentially what you need to know. in the coming days, you will be y a member of our staff to gauge your skill properly and will be assigned you level of strength and beginning stats. Train hard and fight well.
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