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    1. The 42nd Gecko 10 yrs ago

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The Power System


-Summarized-
Ki, inner power kung fu.
Arete, mystic movement wierd fu.
Mana, external power elemental magic.
Wushu, combined Ki-Arete.
Jutsu, combined Mana-Ki.
Bardic, combined Mana-Arete.
You can be a Arete-Mana user without being Bardic, or whatever, Wushu Jutsu and Bardic are just specific intentional combinations, but you can just cherry pick and learn seperate Arete and Mana techniques.
Flash Stepping, is not a get out of jail free card, but is still important.
Death Limit, last chance style, when hit with an attack, you drop to 1 HP regardless of the damage instead of dying.

Ki - Arete - Mana


Ki

Ki is the manipulation of internal energy and life force. It is known for straightforward and powerful techniques, and the only way to negate them is typically to meet power with power, until the Ki user runs out of Ki. Even then, Ki users are known for rapid recovery, quickly able to heal both physical and spiritual wounds in both themselves and other. Ki users often use this regeneration, as well as their mastery of the body, to train their physical aspects to extreme heights. Still, pure Ki users can frequently have difficulty with the scale of Mana abilities or the trickiness of Arete abilities.

Advantages: No common "anti-ki" abilities or situation in which Ki cannot be used other than lack of Ki. Recovery speed. Physical boosts. Straightforward powers.
Weaknesses: General lack of tricky abilities compared to the other styles if a pure Ki user. Ki is more limited in amount between itself and Mana.

Arete

Arete is the manipulation of the fundamental rules of reality through precise skill. The most esoteric of powers are Arete based, with the most complicated even their users not understanding how or why they work. But they simply perform with inexplicable skill, and the universe answers. Arete powers frequently have strange limitations and set ups that must be completed, but in return provide bizarre and inscrutable rewards. A key Arete limitation is that they have a foundation in precise motion. To walk the space between the real and unreal, ones steps must be immaculate. If one's feet are bound or injured, one could not, as a Ki user does, simply attempt to power through. An Arete user in such a situation would not even be able to attempt the technique. While Arete powers lack the reliability and straightforward power of Ki or the scale and versatility of Mana, Arete has no resource to draw on. As long as you can move, you can use Arete.

Advantages: No resource management. Meta-effect abilities. Option to gain power via balancing restriction with powers. Exceptionally tricky powers.
Weaknesses: Lack of pure straightforward power or elemental versatilty. Requires precise movement to use.

Mana

Mana is the manipulation of the external energies and elements of the world through practiced knowledge. The elements are diverse and have very different properties, some being as general as "Earth" and some being as specific as "Iron". While each different element may have weaknesses or areas it doesn't cover, most mana users can either focus so much on that element that they can overcome its limitations, or pick up another element to cover their bases. Mana uses up an external resource, so the wielder is not drained by drawing upon it, but as the environment's mana gets used up, the wielder has to draw it from further away, slowing their casting, or move to another environment. Mana users stockpile some mana inside their body, clothes, enchanted items, or a nimbus around themselves, to always have quick casting available, but need to refresh this mana by drawing it from the environment. One effect of this is that they may imbue their body with properties of the element they draw upon most heavily.

Advantages: Wide scale attacks, elemental diversity, elemental body, ability to pull energy from the environment to recover.
Weaknesses: Lots of Mages in the same area can weaken the local mana. Anti-magic is a thing.

Wushu

Wushu is the most common combination of Ki and Arete, and it tends to result in a style that combines the strengths and weaknesses of the two styles, rather than attempting to cover the weaknesses with each others strengths. Wushu requires both incredibly precise motion as well as Ki, and frequently have strange limitations, and generally don’t have more impressive effects that overwhelming power. But in return, it provides power that is just stupidly strong. Many Ki users learn at least a few Wushu moves to gain “finishing moves”, as Wushu seems to be very easy for Ki users to learn. Some theorize this is because it leans a bit closer to the Ki side than the Arete side. Some use Wushu that are more esoteric though less powerful, and are theorized to lean more heavily on Arete principles, but it is still up for debate whether these will be called Wushu or deserve their own moniker.

Advantages: Easy for Ki users to learn, extremely powerful straightforward effects.
Disadvantages: See combined arete and ki disadvantages, other than “lack of pure straightforward power”.

Jutsu

Jutsu is the most common combination of Ki and Mana, combining their resource pools to create powerful and large scale effects. If you want to focus really hard, spend a bunch of energy, and cause a tsunami to rush forward with no other set up, Jutsu is your thing. Another noted strength of Jutsu is “summoning” type of moves, where you create an elemental body with mana, and then imbue it with temporary life via a circulation of ki.

Advantages: Combining the scale of Mana with the simplistic power of ki. Summoning techniques.
Weaknesses: Drawing from both pools of power can leave you exhausted and optionless very quickly after just a few big moves.

Bardic

Bardic is the most common combination of Arete and Mana, which exchanges the personal motion of Arete, for sound that reaches out to environment. Rather than Mana users, which typically gather mana close to themselves to cast faster, Bardic users are fine with casting slower spells to have an incredible reach and efficient effect. Bardic spells most often have a little bit of Arete esotery in them, more often drawing on things correlated with an element rather than just throwing a bunch of rock at an enemy, but they can still do that too.

Advantages: Enormous scale, anywhere the user's voice can reach, low energy drain.
Weaknesses: Slow casting, being unable to talk

Common techniques

Flash Step

A very common technique due to its versatility. There is almost nothing in this world that can hurt you if you aren’t there when it tries to hit you. And simultaneously, it’s very hard to hurt opponents that you can’t reach. Also, going from one place to another is nice. It’s also incredibly useful for fighting multiple opponents, because by simply flash stepping away from a fight with multiple opponents, each individual opponent has to flash step to keep up the pressure, meaning you get to drain each individual enemy’s resources. A single master attacked by a hundred students, can simply flash step away until they are exhausted or have to give up the chase. This fact is a heavy reason why there is so much emphasis in the world on one on one, or at least, a few on a few fights. Because of its extreme utility, each style of progression has mastered a variety of flash stepping techniques. That said, it does have its limitations, and intricacies depending on what type of flash step.

General Limitations:
You have to designate a “landing point” before executing the flash step. Because flash stepping isn’t instant, if your enemy predicts it, they can gain the upper hand.
There is both a wind up and cool down to flash stepping. Attempting to flash step with a blade against your neck will generally not work.
It’s exhausting. Even the resourceless Arete users can’t use it too many times in a row for the strain it puts directly on the body.
Limited range.

Arete flash stepping frequently allows you to pass through things, making it incredible at dodging ranged attacks and escaping AoE attacks, but also doesn't actually make you that much faster, meaning if the enemy predicts your landing spot, they can set up for you. This can also occasionally be an advantage, as some advanced Arete users can use that time to prepare techniques while they are safely phasing through reality or something. Of course, with Arete, you can never be 100% sure how it’ll work, and some Arete techniques turn these rules entirely on their head, though, of course, with their own counterbalances. As usual, it requires very precise footing, meaning it might not be usable on unsteady ground or if your opponent was in melee pressuring you.

Mana flash stepping frequently allows you to bring along rider effects, that powerfully change the environment around you. A basic and common example would be leaving behind a trail of scorching flames. They’re also frequently quite fast, rivalling or sometimes even exceeding Ki users, if they travel along a path the mana user has already “prepared” in advance. Air and Earth type mana users are renowned for how very easy it is to “prepare”, as their elements are already pretty much everywhere. Mana flash stepping has the big disadvantage however of the greatest launch time of any flash stepping technique, making it harder to dodge attacks with a Mana flash step, as the timing might require you to predict the attack in advance to have enough time to cast.

Ki flash stepping frequently is the easiest to use, with no frills. You move quickly, and with relatively little charge up or down time. A “advanced” technique that is still painfully simple is to siphon some of the momentum of one’s flash step into a superpowerful strike at the end of the flash step. And as simple as that is, it’s still a very effective technique. Ki flash stepping is often thought of as the most potent, or at least, easy for beginners to master, as the idea of moving one's body quickly is pretty core to Ki’s things they’re good at, that of physical enhancement. Many otherwise pure Arete or Mana users dip into Ki just for a basic level of physical enhancement and the flash step, as it’s easy, and it works, and you often don’t want to have to do a bunch of tough thinking while you’re panicking because a meteor is being aimed at you. That said, such vigorous burst of power is very heavy on the ki consumption, which hurts when you’ve already got the smallest resource pool.

Death Limits


It is almost impossible to accidentally kill a mature style user. Each style has techniques, that upon the verge of death, halts the oncoming death, though, usually, at some great opportunity cost. Such techniques are generally called Death Limits. Or, OOC wise, unless someone defeats you, and then decides to finish you off, you do not die. However, murder between the factions is extremely frowned upon, so don't do that unless you wish to make an enemy of everyone. That said, the extreme power of some more advanced techniques in this area means those who are absolutely determined to achieve victory, will fight beyond the safety belt of their Death Limit, tapping into the power released on the verge of defeat. To kill someone using their Death Limit offensively is regrettable to extinguish such a vibrant soul, but understandable.

Ki- Soul Renewal: The most basic of Ki style recovery methods involves a complete cycling of the user's ki, which purges violently out of their bodies, creating a neutral zone around their bodies, before returning to the user, staunching all wounds, but embedding itself so deeply that the Ki user can no longer tap into their power. More advanced techniques often, while still usually barring the Ki user their projection type abilities, enhance the user's physical status even further than the extreme heights Ki style is already known for.

Mana- Elemental Union: The most basic of mana style recovery methods involves turning one’s body into the mana of the type one is most comfortable with, generally freezing into pose as a “statue” of the element. More advanced techniques allow the user to continue casting, with extreme speed due to their connection to the element, but they lose the ability to use other elements than their primary, and each spell cast weakens their body as they are unable to separate their body from the environmental mana they manipulate to cast with normally.

Arete- Rejection of Entropy: The most basic of arete style recovery methods involves starting the day with a specific ritual, that, if within the next 24 hours they would be critically, freezes the user into a specific pose until that 24 hours is up, but prevents them from being wounded at all. More advanced techniques allow the user to only freeze parts of their body, usually a single arm. One noted feature of how that works, is if the user times it appropriately, they might be able to negate a critical wound, and then continue fighting with absolutely no downside unlike the other death limits. But without their death limit prepared (as it takes an impractical amount of time to perform the Rejection of Entropy ritual), the next critical wound may kill them if they get overconfident.

Guidelines to the below information

I like my walls of text EXTRA THICC when it comes to setting info. It is totally understandable if that is not the case for you.

If you don't want to read the whole thing, I advise you to skim, read the summaries, and then only dig deeper into whatever subjects you feel interested in. Not every person knows everything about their whole world. I can be a member of the Coiling Dragon without having heard of the Crimson Veins, or knowing the exact ins and outs of how Mana users Flash Step. Read what you want to know, and you can learn more in game or as it strikes your interest. I don't expect everyone to be a master of the setting before you apply with a bio.

TOC

War is a brutal affair. Death. So many other facets that inspire horror in man, but that alone is frequently enough. How many are the people and the things, the cultures, crushed beneath uncaring death in war? Yet War is also a romantic affair it seems, with glory and victory praised, tales of heroism told round every hearth.

What if the war didn't need Death? What if the warriors of this battle were so far beyond mortal ken, that death could not touch them. What if their skills surpassed the need for the numbers of armies, or the stone walls of cities, allowing the battles to happen far from the fragile things of mortals? Such are the skills of the Practitioners, wielders of Arete, Ki, and Mana. Their battles are wondrous and organized, honorable, and fair. The people may look on with wonder and amazement as dragons of water or one man made ten clash in the sky, without covering children's eyes or fleeing in terror.

Three houses fight with each other, not for dominance, but to prove their values are the truest road to enlightenment. The Thousandfold Golden Paths, masters of Arete, seek enlightenment through the pursuit of the most esoteric secrets of the universe that defy all logic. The Coiling Dragon Betwixt Heaven and Earth, masters of Ki, seek enlightenment through finding their place in the cycle of life to become one with all. The Omnimental Circle, masters of Mana, seek enlightenment through codifying complex laws of physics made simple and malleable. These three fight to prove the strength of their ideals. And in the ruins of the Precursors, they seek their destines. But all this without malice. Without death. Truly, it is an Enlightened War.

If one doesn't look very hard, that is.
Atarah



Atarah stepped into the strike with the same side as Utada's swing (so if Utada was swinging with the right hand, Atarah stepped forward with her right foot) being more or less all aggression. This made Utada's swing from just slashing at Atarah, to landing across her entire back, even so far as the hilt aimed to crack against Atarah's shoulder, due to the short length of a Gladius. Atarah threw a hook with her right arm, not to strike Utada or parry, as Atarah's short reach wouldn't allow an attack, but to bind Utada's arm. Atarah aimed to throw her fist under Utada's elbow before Utada's slash could finish, and then pull it up and forward as it landed. This would bind their arms together by the time Utada's slash landed, allowing neither one of them mobility with their arm.

Of course, to time this bind in such a difficult to dodge manner, Atarah had to accept the slash across her back. By stepping into the blow, and making it so the hilt would land against her shoulder, she slightly would reduce the momentum, but otherwise, it would land at full strength. Save for the crucial detail of Atarah's magnetic aura and exceptionally tough skin. Being nearly immune to metal weaponry, Utada would find that last millimeter of distance nearly impassable with the whole blade landing across Atarah's back, resulting in a superficial scratch, rather than a vital armor breaching blow. And the longer the blade stayed close to Atarah, the more its systems would fry from Atarah's demonic corruption and magnetic aura.

If this had been successful, Atarah would hold Utada tight, while she aimed a punch towards the small of Utada's back with her free hand. This was aimed towards one of the weakpoints Soft Shadow Style had marked, and if it landed on target, the shattering wave of demonic energy would be activated, and Utada would take heavy damage, even through her titanium cloth skin and armor. But meanwhile, to distract her from this, Serah continued her advance. The best deception was one that could become the true attack, and the lance was gripped by a hand of earth and thrust forward for another SSS created weak point, this one located roughly where the heart would be on a human, attacking Utada from the front.

Serah kept her momentum in check, so that if Utada say, detached her arm to dodge, or Atarah hadn't succeeded at the grapple, she wouldn't impale Atarah. On the flip side, Atarah went all out, activating her Maximum Effort to boost her physical speed and power as much as possible right from the start. "Victoire's already got the battlefield covered in roses, you've already lost! This is just for stealing my prey!" Atarah shouted, anger and aggression oozing from her palpably.

@Banana@Lmpkio@floodtalon


Miyu

Happyverse



"That doesn't sound like horrible idea, but I dunno, I almost wanted to build it myself. Get away from society for a little while. Start from the basics, re-invent everything from the ground up. Given my clinical immortality and lack of need for food or shelter, I could just devote all my time to it. I'd never catch up to someone like Hohenheim doing things that way, but I'd feel better about myself, and, eh, it's not like being the second one to discover something makes it any less fun to discover if you do it independently. But, in the more immediate comfort sense, it would make sense to try to find a job and some roommates. Let's see what we can see, eh? I'll see if I can sense any vast quantities of water. Hopefully I won't lead us to a sewer or water main." Miyu stopped for a moment and focused, casting her Circle wide to try and sense around for a large body of water. Of course, sensing so far out was very imprecise with Miyu's technique, and Miyu accidentally got a read on a fresh sea food place with a giant aquarium.

"Shall we?" Miyu motioned.

@KoL
@KoL

Mephilius: "Wait, you pay us?"

RILD: "It's a metaphor."

Mephilius: "A metaphor for what?"

RILD: "For not murdering you gruesomely. One moment while we discuss who gets the honors."
@Lmpkio Wasn't Mephilius there the whole time and just didn't bother to do anything?
@KoL No rush, I think we're fairly good at amusing ourselves.
Atarah



Utada would have one critical sign that something very bad was about to happen, as she reloaded, she would hear the shrieking crack of breaking stone. She'd have a moment to react before Atarah's lance burst out of the ground at what was hopefully no longer her position. But then a moment later, Atarah herself would burst out at a different location. She would be sensing Utada's position from below, expecting Utada to dodge upon hearing the stone cracking, and herself aiming to burst from the ground behind Utada as Utada dodged away from the more obvious attack. A fairly simply trick with some weaknesses, but not necessarily a bad one. And hey, if Utada didn't dodge, she'd be impaled. Regardless of whether it worked, Utada might have more important things to do than sustain fire at Marie.

@Banana@Lmpkio@floodtalon


Miyu

Happyverse



"Well..." Miyu's eyebrows raised at Lillian's handiwork. "That is a very direct and scientific way to go about things. I doubt you'll have much trouble figuring stuff out."

"So, anything you want to see or look for before you try to find a location to settle down? Or you looking to keep wandering?" Miyu resumed walking, using her oar as a walking stick. "I myself wouldn't mind finding a place by a sea or river. Hopefully such land won't all be already claimed."

@KoL
I mean, it's not particularly surprising that you don't have to add things to your bio, seeing you have the ability to come up with whatever spell you want as long as it's thematically appropriate once per battle. And most single categories of Victoire's abilities are more expansive than other character's entire power lists. Most people who manipulate an element have 3-4 things they can do with it, you have 3-5 elements you can do everything with. For example, in your succubus power list, if you used your shapeshifting to give yourself a physical boost, you would literally have Fran's entire power list minus equipment, and then a whole bunch of powers on top. Just Victore's Succubus nature, if given Fran's equipment, would be stronger than Fran on every metric.

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