This thread is archived! If you are looking for information on Transcendence, please see specific Faction Information threads for more information!
Transcended Characters
Transcended characters are not truly of a new rank or power level, but are instead characters of a mildly different type. These are Knights or Senshi who have ICly been shown to have a deeper than normal connection to their homeworld or wonder and/or to the events that once took place there, and have synced with it on a more spiritual than peripheral or physical level. They have made IC efforts to learn more about their world through exploration and the observation of memories and have, through their communion with their homeworld or wonder, ensured its protection. It, in turn, serves as a protection of its own.
A Transcended Character's connection to their homeworld or wonder is among the purest of all characters, free from any doubts, dark thoughts, or the sort of negative feelings with which Chaos could otherwise take root. This purity is akin to that found in the starseed of a Chibi Senshi, without the handicaps of a lower power. Through their proven dedication to their homeworld or wonder, these characters have assumed all the powers befitting their rank and maintain a starseed that is incorruptible.
That's right, Transcended characters cannot be forcibly corrupted!
IC Information
Physical Changes: The connection between a Transcended character and their homeworld or wonder is shown through minor changes in their physical appearance. For senshi, the symbol of their homeworld on the center of their forehead appears in the place of their tiara. Princesses with a tiara magic attack may still summon their tiaras, though! Knights may also get a symbol on their forehead, either of that of their wonder or affiliated planet! All Transcended characters also sport ethereal markings upon their skin that seem to glow with power, which differ in design and placement from character to character. Minor changes in outfit design may also take place and can be reflected in regular growths at the player's discretion, as well as in alternate powered art with GM approval for changes beyond the 10% ruling (forehead symbols and skin markings would be included in the 10% and do not require separate approval once a Transcended plot has been approved).
A Transcended character cannot be forcibly corrupted by traditional means, nor can their starseed be so easily manipulated. If a Negaverse Agent were to stick a hand in a Transcended character's chest with the intention of removing their starseed or filling it with Chaos, that Agent would be repelled by a burst of energy—a moderate shock or burn as a knock-back effect. Similarly, if a Transcended character were to be thrown at a mirror by a Dark Mirror royal, their starseed would activate to create an invisible barrier that would prevent them from passing through the mirror's surface.
However, due to a Transcended character's uncommonly strong connection to their homeworld or wonder and the open flow of energy passing between their homeworld or wonder and their starseed, Transcended characters will find themselves more susceptible to energy draining. Their energy can be collected faster and in larger quantities; they may require time spent on their homeworld or wonder and the direct connection it can provide them in order to recover from the loss of large amounts of energy.
Power Changes: Transcended characters can follow one of two paths. Which path they take depends entirely upon the manner in which they would best make use of the connection between themselves and their homeworld, and the flow of energy it now provides them with.
Those two paths and the benefits with which it would provide them are as follows:
For Senshi:
Quote:
Power Boost
A Transcended Senshi following the path to power uses the open source of energy with their homeworld to assist them in battle. Transcended senshi may receive one extra use of either their Super or Eternal attacks, or an extended time limit of up to 15 seconds for the duration of all Super and Eternal rank attacks. As always, any attack that restricts or completely binds a character's movement must be shorter in time than any attack that simply does damage. Which option a player prefers will be discussed on a case by case basis when they send in an a plot request!
A Transcended Senshi following the path to power uses the open source of energy with their homeworld to assist them in battle. Transcended senshi may receive one extra use of either their Super or Eternal attacks, or an extended time limit of up to 15 seconds for the duration of all Super and Eternal rank attacks. As always, any attack that restricts or completely binds a character's movement must be shorter in time than any attack that simply does damage. Which option a player prefers will be discussed on a case by case basis when they send in an a plot request!
Quote:
Energy-Giving
A Transcended Senshi may choose to follow a less combative path. Rather than using their energy to boost the magic power they use in battle, these Senshi are able to transfer their excess energy to civilian victims and wounded allies. They must maintain physical contact in order to make the transfer, and as it requires intense concentration it would be impossible to accomplish in battle. The transfer would help with mild-to-moderate energy loss but would not offer a sense of full recovery in either case. It would simply decrease recovery time by half.
A Transcended Senshi may choose to follow a less combative path. Rather than using their energy to boost the magic power they use in battle, these Senshi are able to transfer their excess energy to civilian victims and wounded allies. They must maintain physical contact in order to make the transfer, and as it requires intense concentration it would be impossible to accomplish in battle. The transfer would help with mild-to-moderate energy loss but would not offer a sense of full recovery in either case. It would simply decrease recovery time by half.
For Knights:
Quote:
Power Boost
A Transcended Knight following the path to power uses the open source of energy with their wonder to assist them in battle. Transcended Knights may receive an extra boost to their knight magic. The amount of time that extends is unique to each knight and the magic they possesses, however offensive attacks can be expected to receive a shorter time boost than buffer styled attacks. As always, magic that can bind or restrict cannot last for longer than fifteen seconds at a time! Magic extensions will rarely be over 45 seconds, but Knights that choose to go the Power Boosting route will also receive an additional fifteen seconds for their summons! Duration extension will be discussed by case basis when a player sends in a plot request!
A Transcended Knight following the path to power uses the open source of energy with their wonder to assist them in battle. Transcended Knights may receive an extra boost to their knight magic. The amount of time that extends is unique to each knight and the magic they possesses, however offensive attacks can be expected to receive a shorter time boost than buffer styled attacks. As always, magic that can bind or restrict cannot last for longer than fifteen seconds at a time! Magic extensions will rarely be over 45 seconds, but Knights that choose to go the Power Boosting route will also receive an additional fifteen seconds for their summons! Duration extension will be discussed by case basis when a player sends in a plot request!
Quote:
Energy-Giving
A Transcended Knight may choose to follow a less combative path. Rather than using their energy to boost the magic power they use in battle, these Knights are able to transfer their excess energy to civilian victims and wounded allies (or enemies if they so chose!). They must maintain physical contact in order to make the transfer, and as it requires intense concentration it would be impossible to accomplish in battle. The transfer would help with mild-to-moderate energy loss but would not offer a sense of full recovery in either case. It would simply decrease recovery time by half.
A Transcended Knight may choose to follow a less combative path. Rather than using their energy to boost the magic power they use in battle, these Knights are able to transfer their excess energy to civilian victims and wounded allies (or enemies if they so chose!). They must maintain physical contact in order to make the transfer, and as it requires intense concentration it would be impossible to accomplish in battle. The transfer would help with mild-to-moderate energy loss but would not offer a sense of full recovery in either case. It would simply decrease recovery time by half.
Regardless of which path a Transcended character follows, they cannot keep their energy pent up when far from their homeworld or wonder. On Earth, it is imperative that they release this energy on a regular basis, whether that be in battle for those on the path to power, or by donating that energy for those who follow the path of the energy-givers. Failure to do so could result in physical side-effects and put undue stress on the body. With regular time spent at their homeworld or wonder this can be avoided; otherwise the energy can and will release itself on its own, resulting in an uncontrollable blast of raw energy. Prolonged distance causes strain. While on their homeworld or wonder, on the other hand, the energy can safely pass between the character and their respective world.
Both paths mean the character can deal less physical damage at the expense of boosted magic.
Mental Changes: Transcended characters do not always experience extreme changes in mentality, though it is likely that they feel a deep sense of devotion to their homeworld or wonder. They feel a stronger sense of comfort on their homeworld or wonder and are generally drawn to it when otherwise ill at ease; they are fiercely protective of it, and seek refuge there in times of stress.
Those who experience prolonged distance from their homeworld or wonder may find themselves more susceptible to illness, fatigue, and metal stress, often accompanied by nightmares and a lingering sense of homesickness.
Transcended characters can experience more significant changes in their mentality to better reflect their personal development, but this will be looked at on a case-by-case basis upon the request of the player!
Energy Signature: A Transcended character's aura feels no different than that of a corruptible Senshi or Knight of a similar rank, though with further experience in sensing and determining auras, one might find that a Transcended character's aura comes through more clearly in a crowd of other powered individuals. They feel more distinct, not necessarily more powerful. Transcended characters will find that this very distinct aura is quite attractive to youma.
Homeworld/Wonder: Because a Transcended character of any rank has such a strong connection to their homeworld or wonder, they are able to travel to their homeworld or wonder twice within the usual frame of time. This means an third stage character could travel twice in one week, a second stage character could travel twice in two weeks (i.e. once a week), and a base-stage character could travel twice in three weeks. Transcended characters also heal twice as fast on their homeworld or wonder as they would otherwise.
Senshi homeworlds and Knight wonders naturally begin to regenerate after a character has awakened and established contact, but the homeworld or wonder also benefits from its connection and the open flow of energy between itself and a Transcended character. Homeworld and wonder regeneration doubles in speed.
Rank: Becoming Transcended does not award one a separate rank. Rather, it is a state of being. However, due to the fact that Transcending requires serious dedication to one's homeworld, as well as sufficient time spent there in order to experience the necessary connection, it is unlikely that a first-stage character will Transcend. This does not mean it is completely impossible, just that it would be very difficult and it would require a very extensive plot (and quite a bit of time beyond the normal requirements spent at base level) to gain approval.
Transcending is not something that can knowingly be pursued IC. A character cannot learn of it and decide “I'm going to Transcend.” It is not a simple decision, and not something you should pursue OOCly if you have any thoughts of possibly corrupting your character one day. Transcending results from a deep commitment to one's homeworld or wonder accomplished only when one has adequately proven their dedication. Essentially, it is the homeworld or wonder's decision to grant that protection, not the character's decisions to claim it!
Ritual: Characters have to undergo a ritual to solidify their connection with their homeworld or wonder to become Transcended. This ritual can differ from Senshi to Senshi or Knight to Knight, but must reflect your character's growth and dedication, and/or reflect a ritual from their past.
OOC Information
- Transcending is not something to be taken lightly. Once your character has Transcended, their connection to their homeworld/wonder and the protection it provides them is so deep that it cannot be severed by more traditional means. The only means of forced corruption following Transcending would be if their homeworld itself was overtaken by Chaos, at which point the Transcended character would experience a dramatic disconnect from their homeworld/wonder, and the sudden loss of that connection to their previously impervious starseed suddenly being filled with Chaos. This would likely result in the starseed's destruction, but plots could be made to avoid this!
This character type should not be expected. You must provide sufficient evidence for consideration and submit a formal proposal to the shop mule, The Space Cauldron. Not every character will be able to Transcend. Alternatively, we understand that not every player would want their character to reach this state, as there is little going back from it.
Transcending does not come with an extra piece of art. You can, however, purchase alt powered art if you choose, though any changes to a character's existing uniform to reflect their Transcended state beyond the symbol of their homeworld (for senshi) or wonder/planet (for knights) upon their foreheads or the markings upon their skin must receive staff approval.
Transcending will be difficult to accomplish before second stage. Ideally, a character would have reached third stage and gained the ability to visit their homeworld or wonder once a week, but Transcending at second stage is not impossible provided sufficient development has taken place, just as an extremely well-developed first-level basic character could be considered (though it is far less likely).
Though Transcended characters can visit their homeworlds or wonders twice in the usual time span and may receive new memories with each visit, they will still be unable to remember the entirety of their previous lives.
Transcended Art Related Information:
For Senshi:
- Tiaras are lost and replaced instead by the symbol of their homeworld on their forehead.
They sport ethereal markings on their skin that glow with power. (These are cosmetic and offer no real boost!)
This is not exactly like the cracks Ascended have and differ in design and placement from character to character. For instance if someone just wants a few glowing lines on their arms that's fine. If someone wants a million glowing lines everywhere, well that's okay too.
Minor changes in fuku-design may also take place and can be reflected in regular growths at the player's discretion (such as a glowing brooch, accessories tied to their homeworld, etc etc). Greater changes must be approved by staff! Remember, if your outfit changes more than 10% it needs approval before it can appear on art!
For Knights:
- They may have a symbol of either their planet or wonder appear on their forehead; this will magically glow like the other markings that appear!
They sport ethereal markings on their skin that glow with power. (These are cosmetic and offer no real boost!)
This is not exactly like the cracks Ascended have and differ in design and placement from character to character. For instance if someone just wants a few glowing lines on their arms that's fine. If someone wants a million glowing lines everywhere, well that's okay too.
Minor changes in uniform-design may also take place and can be reflected in regular growths at the player's discretion (such as a glowing brooch, accessories tied to their homeworld, etc etc). Greater changes must be approved by staff! Remember, if your outfit changes more than 10% it needs approval before it can appear on art!