Here's another one. These are meant to be more situation than anything else. More like an adventurer to not rely directly on combat.
Bright Spark Rank: E | Simple Description: The user illuminates a set space for about 5 meters in every direction, identifying traps that are E-Rank. If the user has the materials required to make said trap, the user gains a slight understanding on how to create the irap, cutting the time to learn how to make said trap by ⅓.
Sharp Insight Rank: D | Simple Description: The user casts this when looking or learning new information, allowing their memory to be stimulated and keep a perfect copy of it in their head to write or duplicate. This effect lasts for two posts maximum before it is forgotten.
Borrowed Power Rank: C | Simple Description:The user draws upon the power of the environment, ignoring their class temporarily. They then cast a ball of energy based on said environment. If this spell is too dissimilar to the caster, then they incur an additional 10 mana surcharge.
Shining Acrobatics Rank: B | Simple Description: The user draws upon their mana, making their body as light as feather. They gain this additional agility equal to their current Rank divided by ½. They then maintain this effect for two posts before expiring.
Relic Attunement Rank: A | Complex Description: Due to their exposure to relics and lost items, the user has a attunement to lost magic. By spending half of their current mana pool, and 15 of their Stamina, the user gains access to a current item’s magic, lowering it to their current Rank if possible. This effect continues for four posts before expiring.
Posted: Sat Jun 27, 2020 8:28 pm
Gatherer Class Ideas & Concepts
I tried to pull some things from Poison Ivy from Batman. I hope it works.
Twinkling Lush Rank: E | Simple Description:The user identifies the specific plant they want to obtain, and sees a light green mist leading them to that fauna if it is within their casting range of 10 meters.
Emerald Blossom Rank: D | Simple Description:The user pours their mana into a plant or fauna, exchanging the current plant for one of the same type. For a plant of a higher variety, and additional mana charge of 15 or ,more will be incurred.
Sowing Seeds Rank: C | Simple Description:The user spawns seeds from the current fauna they are holding, and by spawning seeds by pour their mana into this plant, the user improves the original effect of the plant.
Ivy Heart Rank: B | Simple Description: By spending 20 mana while having two plants in their inventory, the user combines the disparate effects of the two items into one, creating a new plant in the process.
((Some WIP customs. Thoughts appreciated.)) __________________Gatherer| For Guild Use: Y
Character: Meissa Talent Name: Workhorse Rank: E :: Training Association: Gatherer Duration // Upkeep: None Element: N/A Requirement(s): Gatherer Class Description: The user acclimates to hard work and traveling long distances, reducing any fatigue they might feel when traveling with a heavy load. Their skin toughens as well, reducing the severity of any injuries they may sustain while working. This training can be achieved naturally by using the Gathering skill 3 times.
For Guild Use: Y
Character: Meissa Talent Name: Emergency Stockpile Rank: E :: Simple Association: Gatherer Duration // Upkeep: None Element: N/A Requirement(s): Gatherer Class Description: The user creates a small hole in the ground or some other natural feature of the landscape. Gathered materials placed in this hole will last for quite a while and won't be found by wild animals, making it perfect for storing gathered food. This hole cannot be discovered by those lower than the user's experience rank without sensory techniques unless they are of the Gatherer or Tracker class.
For Guild Use: Y
Character: Meissa Talent Name: Dowsing Rank: D :: Complex Association: Gatherer Duration // Upkeep: 2 posts // [5] mana Element: N/A Requirement(s): Gatherer Class Description: The user holds an item loosely enough to allow it to move freely without leaving their grasp, then stimulates the item with a small amount of mana. The item will then orient itself to point toward the nearest deposit of the desired material within 1 kilometer.
For Guild Use: Y
Character: Meissa Talent Name: Field Repair Rank: D :: Simple Association: Gatherer Duration // Upkeep: None Element: N/A Requirement(s): Gatherer or Tracker Class Description: The user performs an emergency repair on one of their tools using materials found in their surroundings. Using a tool repaired this way decreases yield by one step when using the Gathering skill. Lasts for 2 uses of the tool.
For Guild Use: Y
Character: Meissa Talent Name: Preservation Rank: C :: Complex Association: Gatherer Duration // Upkeep: 5 posts // [5] mana Element: N/A Requirement(s): Gatherer Class Description: After filling a container with materials, the user closes it and seals it shut with a puff of mana. The materials inside the container won't decay as long as the container remains sealed this way.
For Guild Use: Y
Character: Meissa Talent Name: Dynamo Rank: C :: Simple Association: Gatherer Duration // Upkeep: 3 posts // None Element: N/A Requirement(s): Gatherer Class Description: When exposed to a hazard--be it excessive heat from the daytime sun, poison from a poorly-picked berry, etc.--the user can slow the progress of the hazard through their system through the almight power of guts. The progression of any hazards through their system is delayed by 3 posts when they do this. Once this has passed, this technique cannot be used again for another 3 posts.
__________________Researcher| For Guild Use: Y
Character: Meissa Talent Name: Tracing Rank: E Association: None Duration // Upkeep: 2 posts // None Element: N/A Requirement(s): Research 1 Description: By placing a piece of parchment over an object and giving the paper a spark of mana, the user transfers a tracing of that object to the paper. This is able to pick up text and pictures as well. Placing an empty scroll (or book or other recording device) next to another of the same type and using this technique will copy the contents. Objects contained in seals are not transferred, though an unactivated copy of the seal is. Once activated, this technique automatically transfers the contents over the course of 2 posts.
For Guild Use: Y
Character: Meissa Talent Name: Percussive Investigation Rank: X (Learned as E) Association: None Duration // Upkeep: None Element: N/A Requirement(s): Research 2 Description: The user places their hand on container. By tapping, moving, or discharging Mana into the container, the user gets a feel for its contents. The cost of this technique matches the complexity of the container being investigated (defaults to E-Rank for unspecified containers) and can be paid with either mana or stamina. Can be used on a seal to determine what sorts of objects are inside it, in which case this technique's cost is equal to the rank of the seal and must be paid with mana.
For Guild Use: Y
Character: Meissa Talent Name: Flashbulb Memory Rank: D Association: None Duration // Upkeep: None Element: N/A Requirement(s): Research 3 Description: The user charges a writing utensil with mana and touches it to another object, called a "key". The key can be activated at any time by providing it with a miniscule amount of mana, at which point the writing utensil will immediately create an image of whatever is in front of the key on the nearest writable surface. A key can be used up to 12 times before becoming inert. Only physical objects are rendered in the image.
For Guild Use: Y
Character: Meissa Talent Name: Mental Stimulation Rank: X (Learned as C) Association: None Duration // Upkeep: None Element: N/A Requirement(s): Research 4 Description: Through careful observation, the user gains an understanding of how an item is used. After watching an item (including weapons) be used for at least 2 posts, the user can use it as if they had a perfect understanding of it for the following 3 posts. The user is treated as having proficiency in an observed weapon. This technique fails if the user cannot observe the target item for the full observation period, though they can still engage in combat as normal. This technique's rank matches the experience rank or skill rank required to operate the item or use the weapon (skill rank 0 is E-Rank, 1 is D-Rank, etc.), whichever is higher. Paid for with stamina.
For Guild Use: Y
Character: Meissa Talent Name: Battlefield Analysis Rank: B Association: None Duration // Upkeep: 2 posts // None Element: N/A Requirement(s): Research 5 Description: Through careful observation, the user takes in the whole of an enemy's movements and behaviors, picking them apart for any weaknesses. Locating weaknesses takes 1 post per rank of the target above the user's experience rank, during which time they can take other actions as long as they can continue to observe the target. Any attacks exploiting weaknesses uncovered this way will deal 1 extra rank of damage. This technique is paid for with stamina. Observation posts do not need to be consecutive.
Posted: Tue Jun 30, 2020 2:56 pm
Lanfaer
Relevant edits made, and some counter-arguments where relevant. I think the edit on White Lightning is accurate to what you said, if not let me know.
Yellow Lightning: I think the 50% increase is fair, but I would push back against him being affected by the lightning since its still his own mana.
Ignition Spark: so the point of ignition spark is that it applies a mark onto a target through an initially weak attack, and if they're hit with that initial mark they then take heavier damage at the end of the duration. With that clarified, I'm fine with raising the rank of the technique since its pretty overloaded (a slow that can last anywhere between 3 and 7 posts + the total damage), while lowering the damage from E + B to E + C, bringing the total damage down from A to B, in exchange to keep it so that only medical techniques and tier 2 medical skills can cleanse it instead of wind techniques. Also, I realize i never said the power of the slow, it's a -1 rank slow.
Overcharge: changes made accordingly
Guild Use Y Character: Rajan Technique Name: Lightning Method Rank: X [Trained as C] Element: Storm Description: The Stormborn are known to be able to change the color of their lightning as the color of their mana. What few Stormborn know is that they have the ability to change the color of their lightning at will, regardless of the color of their mana. Each different-colored lightning has a corresponding effect and in some cases, drawbacks. Changing between types of lightning does not consume an activation, but it consumes five [5] mana. Each different form of lightning must be trained by itself, except for the first time the ability is learned, in which case the user learns the desired color & effect, as well as unlocking the bonus for blue lightning, which is the standard. The different effects are:
:: Blue Lightning - Upon Casting a Lightning spell, the user is refunded five [5] mana starting at D Rank. :: Black Lightning - Lightning spells cast are overcharged with the user's mana; upon making contact with something, the user's mana sticks to the surface the lightning spell made contact with and after a brief delay, one [1] post, the mana erupts in a blast of lightning that deals one [1] rank lower lightning damage than the original spell cast. When using black lightning, spells cost an extra fifty [50] percent. :: White Lightning - Lightning spells have increased piercing damage, causing them to cut through physical objects with much ease, increasing their damage versus the durability of defensive objects by 1. :: Red Lightning - Lightning spells tap into the user's rage, increasing the spell's power by half a rank while decreasing their speed by half a rank. :: Yellow Lightning - Lightning spells become increasingly conductive; when they hit a living target or a metal-based target, the spell sends more electric currents that extend up to three [3] feet from the area they hit. If the lightning finds an additional target, it deals one [1] rank reduced damage than the original spell, and so on, until the lightning's power is lowered to E rank. Yellow lightning will not jump back to a target that was already hit originating from the particular source of the electricity. Yellow lightning techniques cost fifty [50] % more mana :: Gold Lightning: Lightning spells receive a half rank increase to speed, but a half rank reduction to strength.
Guild Use N Technique Name: Ignition Spark Rank: B Element: Lightning Description: The user releases their mana at any point within a fifty-foot radius around them where they have vision and simultaneously focuses mana onto one hand. After a brief delay, the user's lightning mana manifests as electric sparks in a five-foot circle, significantly slowing those inside and marking them with the caster's mana. At any point after the initial sparks manifest, the caster can close his fist and activate the electric mana that marked those hit with the first spark erupts, releasing a powerful bolt of electricity originating from inside those marked. The first part of Ignition Spark deals the equivalent of an E ranked lightning technique worth of damage and applies the mark. The mark lasts for five [5] posts and slows all those afflicted for a rank and a half for the duration of the mark plus an additional two [2] posts. The second portion of the technique can be activated up to two [2] posts after the mark is placed on the target. If the second portion of the spell is cast, it automatically consumes the mark and deals the equivalent of a C Rank worth of lightning damage. The mark can be cleansed with an appropriate healing spell C rank or above, or tier 2 medical skills The slow can last anywhere between three [3] posts [if the mark is consumed right away] and seven [7] posts (the mark is never consumed. This technique is on cooldown for three [3] posts after the slow duration elapses. Targets are slowed by one [1] rank.
Guild Use N Technique Name: Overcharge Rank: B Element: Lightning Description: The user claps their hands together focusing their lightning mana onto their hands. Once the palms are charged, the user can either touch themselves, to throw the lightning at an ally. Once the lightning makes contact with either the user or an ally, it begins to course through the body, increasing the person's physical strength, speed and reflexes by 1 rank for five [5] posts. It is described as being an exhilarating experience that grants clarity while Overcharge is active. It is often described as being an addictive experience for the body high it causes. After the five [5] posts are up, those that received the benefits of Overcharge have their senses dulled for three [3] posts, lowering all the buffed states by one [1] rank after returning to normal.
Character: Rose Axne Technique Name: Multi-Formed Rank: X Element: None - Shadebound Description: Unlike most Shadebound that have access to only one form, due to the nature of Rose's death and subsequent transformation, she has access to additional forms. One upon learning the technique, one at C rank and a third at A rank. Physical attacks in this form apply two [2] spirit corruption on the target.
Shadow of Envy :: The first form and that which is unlocked upon learning the technique, and also known as the Shadow of Pride. Equipped with short horns, claws and talons, the Shadow of Envy allows Rose to rule over the skies as she hunts for her prey. Flight form, along with her Human form and her Base form are the only ones of her forms capable of human speech. While the most human-esque of her additional forms, it is one of the most brutal and unforgiving forms. Shadow of Pride is almost a foot shorter than Rose's human form, coming in at 5 feet and it sports an eighteen [18] foot wingspan. The wings, although they seem fragile, are hard and sharp, capable of being used as weapons just as effectively, if not more effectively, than its claws and talons. While in this form Rose can use Shadebound abilities, shadow & wind spells, as well as physical talents.
Enlightened Pride :: The second form, which is unlocked at C rank, is the most defensive form out of all of her forms, also called the Enlightened Pride. This form, while humanoid, is deaf, blind and mute, but it is also the form that is most attuned with its surroundings. Through the use of its mana, the Enlightened Pride extends its mana to the area surrounding it, alerting its mind to the subtlest change within a three [3] meter radius; this mana takes the form of a low, hot light extending away from its body. A bit taller than Rose, the Enlightened Pride is Six and a half feet tall. This is the only form that is not bound by the requirement that her Shadebound forms are only activated in the shadows. While in this form, Rose can use Shadebound abilities, Fire spells as well as physical talents.
Effigy of Wrath :: The last form, which is unlocked at A rank, is perhaps her most physically destructive form, called the Effigy of Wrath. This form has shaved away all of Rose's humanoid features, instead giving way for the Shadebound's more demonic aspects. The Effigy of Wrath is seven feet from the tip of its nose to the end of its tail and three feet tall to its shoulders. Its horns large and heavy, three feet long and almost fifty pounds each. The Effigy has two sets of eyes, one that sees the way humans normally see, and a second pair that sees mana in black and white. While in this form, Rose can only use Shadebound-related abilities, as well as elementless spells and physical talents.
Posted: Sat Sep 26, 2020 8:17 am
Rexnov
Character: Rose Axne Technique Name: Multi-Formed
Rank: X Element: None - Shadebound Description: Unlike most Shadebound that have access to only one form, due to the nature of Rose's death and subsequent transformation, she has access to additional forms. One upon learning the technique, one at C rank and a third at A rank. Physical attacks in this form apply two [2] spirit corruption on the target.
Shadow of Envy :: The first form and that which is unlocked upon learning the technique, and also known as the Shadow of Pride. Equipped with short horns, claws and talons, the Shadow of Envy allows Rose to rule over the skies as she hunts for her prey. Flight form, along with her Human form and her Base form are the only ones of her forms capable of human speech. While the most human-esque of her additional forms, it is one of the most brutal and unforgiving forms. Shadow of Pride is almost a foot shorter than Rose's human form, coming in at 5 feet and it sports an eighteen [18] foot wingspan. The wings, although they seem fragile, are hard and sharp, capable of being used as weapons just as effectively, if not more effectively, than its claws and talons. While in this form Rose can use Shadebound abilities, shadow & wind spells, as well as physical talents.
Enlightened Pride :: The second form, which is unlocked at C rank, is the most defensive form out of all of her forms, also called the Enlightened Pride. This form, while humanoid, is deaf, blind and mute, but it is also the form that is most attuned with its surroundings. Through the use of its mana, the Enlightened Pride extends its mana to the area surrounding it, alerting its mind to the subtlest change within a three [3] meter radius; this mana takes the form of a low, hot light extending away from its body. A bit taller than Rose, the Enlightened Pride is Six and a half feet tall. This is the only form that is not bound by the requirement that her Shadebound forms are only activated in the shadows. While in this form, Rose can use Shadebound abilities, Fire spells as well as physical talents.
Effigy of Wrath :: The last form, which is unlocked at A rank, is perhaps her most physically destructive form, called the Effigy of Wrath. This form has shaved away all of Rose's humanoid features, instead giving way for the Shadebound's more demonic aspects. The Effigy of Wrath is seven feet from the tip of its nose to the end of its tail and three feet tall to its shoulders. Its horns large and heavy, three feet long and almost fifty pounds each. The Effigy has two sets of eyes, one that sees the way humans normally see, and a second pair that sees mana in black and white. While in this form, Rose can only use Shadebound-related abilities, as well as elementless spells and physical talents.
Approved
Rexnov
Character: Rajan Technique Name: Lightning Method
Rank: X [Trained as C] Element: Storm Description: The Stormborn are known to be able to change the color of their lightning as the color of their mana. What few Stormborn know is that they have the ability to change the color of their lightning at will, regardless of the color of their mana. Each different-colored lightning has a corresponding effect and in some cases, drawbacks. Changing between types of lightning does not consume an activation, but it consumes five [5] mana. Each different form of lightning must be trained by itself, except for the first time the ability is learned, in which case the user learns the desired color & effect, as well as unlocking the bonus for blue lightning, which is the standard. The different effects are:
:: Blue Lightning - Upon Casting a Lightning spell, the user is refunded five [5] mana starting at D Rank. :: Black Lightning - Lightning spells cast are overcharged with the user's mana; upon making contact with something, the user's mana sticks to the surface the lightning spell made contact with and after a brief delay, one [1] post, the mana erupts in a blast of lightning that deals one [1] rank lower lightning damage than the original spell cast. When using black lightning, spells cost an extra fifty [50] percent. :: White Lightning - Lightning spells have increased piercing damage, causing them to cut through physical objects with much ease, increasing their damage versus the durability of defensive objects by 1. :: Red Lightning - Lightning spells tap into the user's rage, increasing the spell's power by half a rank while decreasing their speed by half a rank. :: Yellow Lightning - Lightning spells become increasingly conductive; when they hit a living target or a metal-based target, the spell sends more electric currents that extend up to three [3] feet from the area they hit. If the lightning finds an additional target, it deals one [1] rank reduced damage than the original spell, and so on, until the lightning's power is lowered to E rank. Yellow lightning will not jump back to a target that was already hit originating from the particular source of the electricity. Yellow lightning techniques cost fifty [50] % more mana :: Gold Lightning: Lightning spells receive a half rank increase to speed, but a half rank reduction to strength.
Guild Use N Technique Name: Ignition Spark Rank: B Element: Lightning Description: The user releases their mana at any point within a fifty-foot radius around them where they have vision and simultaneously focuses mana onto one hand. After a brief delay, the user's lightning mana manifests as electric sparks in a five-foot circle, significantly slowing those inside and marking them with the caster's mana. At any point after the initial sparks manifest, the caster can close his fist and activate the electric mana that marked those hit with the first spark erupts, releasing a powerful bolt of electricity originating from inside those marked. The first part of Ignition Spark deals the equivalent of an E ranked lightning technique worth of damage and applies the mark. The mark lasts for five [5] posts and slows all those afflicted for a rank and a half for the duration of the mark plus an additional two [2] posts. The second portion of the technique can be activated up to two [2] posts after the mark is placed on the target. If the second portion of the spell is cast, it automatically consumes the mark and deals the equivalent of a C Rank worth of lightning damage. The mark can be cleansed with an appropriate healing spell C rank or above, or tier 2 medical skills The slow can last anywhere between three [3] posts [if the mark is consumed right away] and seven [7] posts (the mark is never consumed. This technique is on cooldown for three [3] posts after the slow duration elapses. Targets are slowed by one [1] rank.
Guild Use N Technique Name: Overcharge Rank: B Element: Lightning Description: The user claps their hands together focusing their lightning mana onto their hands. Once the palms are charged, the user can either touch themselves, to throw the lightning at an ally. Once the lightning makes contact with either the user or an ally, it begins to course through the body, increasing the person's physical strength, speed and reflexes by 1 rank for five [5] posts. It is described as being an exhilarating experience that grants clarity while Overcharge is active. It is often described as being an addictive experience for the body high it causes. After the five [5] posts are up, those that received the benefits of Overcharge have their senses dulled for three [3] posts, lowering all the buffed states by one [1] rank after returning to normal.
Approved
Ergo War
Character: Meissa Talent Name: Workhorse Rank: E :: Training Association: Gatherer Duration // Upkeep: None Element: N/A Requirement(s): Gatherer Class Description: The user acclimates to hard work and traveling long distances, reducing any fatigue they might feel when traveling with a heavy load. Their skin toughens as well, reducing the severity of any injuries they may sustain while working. This training can be achieved naturally by using the Gathering skill 3 times. I really do like the idea of this, especially the fatigue reduction. Could I ask for a slight elaboration on the wound reduction while working section though?
Character: Meissa Talent Name: Emergency Stockpile Rank: E :: Simple Association: Gatherer Duration // Upkeep: None Element: N/A Requirement(s): Gatherer Class Description: The user creates a small hole in the ground or some other natural feature of the landscape. Gathered materials placed in this hole will last for quite a while and won't be found by wild animals, making it perfect for storing gathered food. This hole cannot be discovered by those lower than the user's experience rank without sensory techniques unless they are of the Gatherer or Tracker class. Approved!<3
Character: Meissa Talent Name: Dowsing Rank: D :: Complex Association: Gatherer Duration // Upkeep: 2 posts // [5] mana Element: N/A Requirement(s): Gatherer Class Description: The user holds an item loosely enough to allow it to move freely without leaving their grasp, then stimulates the item with a small amount of mana. The item will then orient itself to point toward the nearest deposit of the desired material within 1 kilometer. Approved as well.
Character: Meissa Talent Name: Field Repair Rank: D :: Simple Association: Gatherer Duration // Upkeep: None Element: N/A Requirement(s): Gatherer or Tracker Class Description: The user performs an emergency repair on one of their tools using materials found in their surroundings. Using a tool repaired this way decreases yield by one step when using the Gathering skill. Lasts for 2 uses of the tool. Hmm, how about it decreases yields by one step and also lowers the tools durability by a quarter overall, but refreshes it? Example being, a axe has 4 uses, you field repair it, it now becomes 3/3 durability.
Character: Meissa Talent Name: Preservation Rank: C :: Complex Association: Gatherer Duration // Upkeep: 5 posts // [5] mana Element: N/A Requirement(s): Gatherer Class Description: After filling a container with materials, the user closes it and seals it shut with a puff of mana. The materials inside the container won't decay as long as the container remains sealed this way. 10 Mana upkeep I would be cool with.
Character: Meissa Talent Name: Dynamo Rank: C :: Simple Association: Gatherer Duration // Upkeep: 3 posts // None Element: N/A Requirement(s): Gatherer Class Description: When exposed to a hazard--be it excessive heat from the daytime sun, poison from a poorly-picked berry, etc.--the user can slow the progress of the hazard through their system through the almight power of guts. The progression of any hazards through their system is delayed by 3 posts when they do this. Once this has passed, this technique cannot be used again for another 3 posts. B-Rank 3post, 4postCD?
Character: Meissa Talent Name: Tracing Rank: E Association: None Duration // Upkeep: 2 posts // None Element: N/A Requirement(s): Research 1 Description: By placing a piece of parchment over an object and giving the paper a spark of mana, the user transfers a tracing of that object to the paper. This is able to pick up text and pictures as well. Placing an empty scroll (or book or other recording device) next to another of the same type and using this technique will copy the contents. Objects contained in seals are not transferred, though an unactivated copy of the seal is. Once activated, this technique automatically transfers the contents over the course of 2 posts. Not gonna lie, a little iffy on this one. Will be back to you on it.
Character: Meissa Talent Name: Percussive Investigation Rank: X (Learned as E) Association: None Duration // Upkeep: None Element: N/A Requirement(s): Research 2 Description: The user places their hand on container. By tapping, moving, or discharging Mana into the container, the user gets a feel for its contents. The cost of this technique matches the complexity of the container being investigated (defaults to E-Rank for unspecified containers) and can be paid with either mana or stamina. Can be used on a seal to determine what sorts of objects are inside it, in which case this technique's cost is equal to the rank of the seal and must be paid with mana. Only Payable with Mana and I would be okay with this.
Character: Meissa Talent Name: Flashbulb Memory Rank: D Association: None Duration // Upkeep: None Element: N/A Requirement(s): Research 3 Description: The user charges a writing utensil with mana and touches it to another object, called a "key". The key can be activated at any time by providing it with a miniscule amount of mana, at which point the writing utensil will immediately create an image of whatever is in front of the key on the nearest writable surface. A key can be used up to 12 times before becoming inert. Only physical objects are rendered in the image. Mm, once again a bit iffy, and like before will have to get back with you on it.
Character: Meissa Talent Name: Mental Stimulation Rank: X (Learned as C) Association: None Duration // Upkeep: None Element: N/A Requirement(s): Research 4 Description: Through careful observation, the user gains an understanding of how an item is used. After watching an item (including weapons) be used for at least 2 posts, the user can use it as if they had a perfect understanding of it for the following 3 posts. The user is treated as having proficiency in an observed weapon. This technique fails if the user cannot observe the target item for the full observation period, though they can still engage in combat as normal. This technique's rank matches the experience rank or skill rank required to operate the item or use the weapon (skill rank 0 is E-Rank, 1 is D-Rank, etc.), whichever is higher. Paid for with stamina.
Make it watch 3 use 3.
Character: Meissa Talent Name: Battlefield Analysis Rank: B Association: None Duration // Upkeep: 2 posts // None Element: N/A Requirement(s): Research 5 Description: Through careful observation, the user takes in the whole of an enemy's movements and behaviors, picking them apart for any weaknesses. Locating weaknesses takes 1 post per rank of the target above the user's experience rank, during which time they can take other actions as long as they can continue to observe the target. Any attacks exploiting weaknesses uncovered this way will deal 1 extra rank of damage. This technique is paid for with stamina. Observation posts do not need to be consecutive. I'd argue the observation posts do need to be consecutive.
Fenrir the III
Gatherer Class Ideas & Concepts
Twinkling Lush Rank: E | Simple Description:The user identifies the specific plant they want to obtain, and sees a light green mist leading them to that fauna if it is within their casting range of 10 meters. Approved
Emerald Blossom Rank: D | Simple Description:The user pours their mana into a plant or fauna, exchanging the current plant for one of the same type. For a plant of a higher variety, and additional mana charge of 15 or ,more will be incurred. One rank higher cost per tier of higher quality.
Sowing Seeds Rank: C | Simple Description:The user spawns seeds from the current fauna they are holding, and by spawning seeds by pour their mana into this plant, the user improves the original effect of the plant. Mmm, rank-x and the cost is dependent on rarity of the fauna?
Ivy Heart Rank: B | Simple Description: By spending 20 mana while having two plants in their inventory, the user combines the disparate effects of the two items into one, creating a new plant in the process. A-rank, and you can't use Sowing Seeds on these creations unless you have a minimum of 5 quantity of the objects you are trying to birth seeds from.
Adventurer Class Ideas & Concepts
Bright Spark Rank: E | Simple Description: The user illuminates a set space for about 5 meters in every direction, identifying traps that are E-Rank. If the user has the materials required to make said trap, the user gains a slight understanding on how to create the irap, cutting the time to learn how to make said trap by ⅓. Hmm, okay
Sharp Insight Rank: D | Simple Description: The user casts this when looking or learning new information, allowing their memory to be stimulated and keep a perfect copy of it in their head to write or duplicate. This effect lasts for two posts maximum before it is forgotten. Will get back to you on this.
Borrowed Power Rank: C | Simple Description:The user draws upon the power of the environment, ignoring their class temporarily. They then cast a ball of energy based on said environment. If this spell is too dissimilar to the caster, then they incur an additional 10 mana surcharge. That's gonna be a naw from me dawg.
Shining Acrobatics Rank: B | Simple Description: The user draws upon their mana, making their body as light as feather. They gain this additional agility equal to their current Rank divided by ½. They then maintain this effect for two posts before expiring. Sure, but can not be used offensively.
Relic Attunement Rank: A | Complex Description: Due to their exposure to relics and lost items, the user has a attunement to lost magic. By spending half of their current mana pool, and 15 of their Stamina, the user gains access to a current item’s magic, lowering it to their current Rank if possible. This effect continues for four posts before expiring. I'm not comfortable with this.
Application of Guardian-Specific Techniques
Barrier Buckler Rank: E | Simple Description: The user solidifies their mana into physical form, taking the form of a small shield, or a buckler, about 1 foot wide and across. This temporary shield has a durability of 5, and will burst upon breaking. Wide pepohappy
Barrier Kite Rank: D | Simple Description: The user solidifies their mana into physical form, taking the form of a diamond-shaped shield, about 3 foot wide and 2 ½ across. This temporary shield has a durability of 15, and will burst upon breaking. The user can imbue a type of magic of their choosing for elemental resistance for an additional mana cost. What would the additional cost for elemental resistance imbuement be?
Barrier Aegis Rank: C | Simple Description: The user solidifies their mana into physical form, taking the form of a circular-shaped shield, about 4 foot wide and 3 ½ across. This temporary shield has a durability of 25, and will burst upon breaking. The user can imbue a type of magic of their choosing for elemental resistance for an additional mana cost, or widen or enclose themselves or a target for an additional cost. Same as before, and get rid of "or widen or enclose themselves or a target for an additional cost."
Barrier Room Rank: B | Simple Description: The user solidifies their mana into physical form, taking the form of a square box, about 5 foot wide and 6 2/4 across. This is made for not only defending, by sealing and enclosing. This temporary barrier has a durability of 35, and will burst upon breaking. The user can imbue a type of magic of their choosing for elemental resistance for an additional mana cost, or widen or enclose themselves or a target for an additional cost. Nawp.
Ergo War
Character: Meissa Technique Name: Overflowing Chain: Offensive Weave Rank: X Element: Void Description: An attack with some or all of the jewels contained in the Overflowing Chain. When this technique is activated, the specified jewels will energize and begin to move with a force that makes them useful as weapons. The exact form this attack takes is left up to the user, but the most basic form is reminiscent of a whip, with the individual jewels serving as waypoints along the length of the chain. Jewels embedded in objects can be used as part of this attack, which causes those items to behave as the jewel would and causes the technique to be counted as complex, though its cost is unaltered. Movement of the jewels is limited to the standard range that the user can manipulate them in. The speed of this technique can be reduced to increase its strength by the same amount and vice-versa, though neither may drop below E-Rank. Anything struck by one of the jewels used in this attack is analyzed; full analysis takes 2 strikes per tier of complexity of the struck object, starting at a complexity of 1 (complexity 0 is instantaneous) and capping out at a complexity of 4. I think this is okay? However my smoll brain can't comprehend what I'm reading aha.. v.v
Character: Meissa Technique Name: Overflowing Chain: Defensive Weave Rank: X Element: Void Description: A defensive formation using some or all of the jewels contained in the Overflowing Chain. When this technique is activated, the specified jewels will emit mana, forming a solid surface sturdy enough to block incoming attacks of this technique's rank or lower. If multiple jewels are used, a solid barrier can be created that runs between them. By default this defense is magical. Jewels embedded in objects can be used as part of this defense, which causes those items to behave as the jewel would and causes the technique to be counted as complex, though its cost is unaltered. Anything blocked by this technique is analyzed as though the jewel had been embedded in it; full analysis takes 2 blocks per tier of complexity of the blocked object, starting at a complexity of 1 (complexity 0 is instantaneous) and capping out at a complexity of 4. I refer to above feelsbadman
Character: Meissa Technique Name: Hollow Gem Rank: X Element: Void Description: Generates a jewel similar to the ones in the Overflowing Chain, but completely empty. This jewel does not count toward the maximum number of jewels that the Overflowing Chain can contain. It will passively absorb mana within 10 meters of itself, though not at a rate high enough to affect mana that has been properly shaped into a technique. If two Mana-containing techniques clash within 10 meters of this jewel, any imbalance in the Mana contained in each technique is absorbed by it (i.e. if a 40 mana technique hits a 30 mana technique, the remaining 10 mana is absorbed). The jewel can only store an amount of Mana equal to the amount used to create it; any more, and it will shatter. If more than one of these jewels is in range, the excess Mana is split amongst them. After 1 post, this mana is automatically used to refuel other jewels in the Overflowing Chain. Any Mana contained in a jewel created by Jewelcraft is absorbed at the end of that jewel's lifespan. Lasts 4 posts, but can be sustained past that point for half its cost per post. I think I understand this one, poggies. Looks fine.
Character: Meissa Talent Name: Rope Latch Rank: X [Learned as D] Association: Adventurer Duration // Upkeep: None Element: N/A Requirement(s): Adventurer Class Description: The user tosses a length of rope at something. If it hits, a portion of the rope will snake around the object and grip it tightly. Can be used to bind creatures. This binding is strong enough to hold 50 lbs. per rank without slipping. Ez clap. Approved.
Kirra Yamata
Character: Kira yamata Technique Name: Caged Devastation Rank: B Element: Void Description: Generating Mana in ones dominant hand, Devastation is formed in a cage using the fingers as a barrier. Mana circulates along the nerves of the inner finger to create a miniature vortex feeding into a sphere like shape. All five fingers are used to create the initial vortex and barrier, condensing it in a small space before expanding it to around 9cm in circumference. The Caged Devastation is then formed in a tightly wound sphere with multiple strands of mana swirling within like a miniature vortex. When used in close combat the Spellcaster can thrust the Devastation into the opponent picking them up there feet a few inches above the ground before twirling them away from the caster. The spell is immediately dispelled when focus is loss or it hits a physical target. This spell has a 2||25 mana upkeep when not inflicting direct damage. I think I understand this? You essentially just wanna rasengan someone away yeh?
Character: Kira Yamata Technique Name: Caged Devastation: Tempestas Rank: A Element: Storm Description: Tempestas is a Storm Release Extension of the Void spell, Caged Devastation. Combining the overwhelming power of the Stormborn Tempestas is formed when the initial Devastation is formed and then topped and contained with Storm Mana. using the same technique to circulate mana through your fingers the less dominate hand starts circulating Storm Mana at a slightly lower speed than the Devastation. Once both barriers merge to Create Tempestas the result is a Pinnacle of Stormborn Magic. Excess energy from the mana starts to create electric arcs within outside a condensed 'Core' expelling numerous amounts of tiny plasma bolts. This Plasma circulates until the Initial 9 cm orb turns into a meter length Sphere with Plasma running all over the surface of the sphere creating tiny plasma 'teeth' that circulates as quickly as a chainsaw. This can be used as either a on hand weapon or as a throwing projectile that, when hit with a solid object, shoots out the plasma teeth with incredible velocity over a 3 meter area. The Upkeep of the spell is 1||40 per post. in order to keep it as a hand held weapon. I'm dumb, so can you explain to me what plasma does lmao. .-.
Yui Ga Dokuson
Thirteenth Gatekeeper
Offline
Yui Ga Dokuson
Thirteenth Gatekeeper
Offline
Posted: Sat Sep 26, 2020 8:56 am
Kirra Yamata
Character: Kira yamata Technique Name: Caged Devastation Rank: B Element: Void Description: Generating Mana in ones dominant hand, Devastation is formed in a cage using the fingers as a barrier. Mana circulates along the nerves of the inner finger to create a miniature vortex feeding into a sphere like shape. All five fingers are used to create the initial vortex and barrier, condensing it in a small space before expanding it to around 9cm in circumference. The Caged Devastation is then formed in a tightly wound sphere with multiple strands of mana swirling within like a miniature vortex. When used in close combat the Spellcaster can thrust the Devastation into the opponent picking them up there feet a few inches above the ground before twirling them away from the caster. The spell is immediately dispelled when focus is loss or it hits a physical target. This spell has a 2||25 mana upkeep when not inflicting direct damage. Approved
Character: Kira Yamata Technique Name: Caged Devastation: Tempestas Rank: A Element: Storm Description: Tempestas is a Storm Release Extension of the Void spell, Caged Devastation. Combining the overwhelming power of the Stormborn Tempestas is formed when the initial Devastation is formed and then topped and contained with Storm Mana. using the same technique to circulate mana through your fingers the less dominate hand starts circulating Storm Mana at a slightly lower speed than the Devastation. Once both barriers merge to Create Tempestas the result is a Pinnacle of Stormborn Magic. Excess energy from the mana starts to create electric arcs within outside a condensed 'Core' expelling numerous amounts of tiny plasma bolts. This Plasma circulates until the Initial 9 cm orb turns into a meter length Sphere with Plasma running all over the surface of the sphere creating tiny plasma 'teeth' that circulates as quickly as a chainsaw. This can be used as either a on hand weapon or as a throwing projectile that, when hit with a solid object, shoots out the plasma teeth with incredible velocity over a 3 meter area. The Upkeep of the spell is 1||40 per post. in order to keep it as a hand held weapon. Approved
Posted: Wed Sep 30, 2020 4:25 pm
Response time, woo!
Workhorse: Mostly it's just avoiding and/or mitigating injuries when dealing with things that would cause them, like not twisting your ankle when you stumble on uneven ground, or not getting stabbed by a rose's thorns. Just generally being acclimated to whatever work you're doing. Tracing & Flashbulb Memory: Anything you need from me to help make a determination on these? Offensive & Defensive Weaves: These are based on one of Meissa's PAs, which lets her make "jewels" out of mana which can then be manipulated remotely within a specified range and temporarily embedded into things to get information on them. These techniques are basically just using those jewels to attack/defend and get info from whatever was hit. The complexity stuff was something I worked out with Lan, where repeatedly hitting/getting hit by something gradually imparts info on it. Does that help? Adjusted techniques:
Character: Meissa Talent Name: Field Repair Rank: D :: Simple Association: Gatherer Duration // Upkeep: None Element: N/A Requirement(s): Gatherer or Tracker Class Description: The user performs an emergency repair on one of their tools using materials found in their surroundings. Using a tool repaired this way decreases yield by one step when using the Gathering skill. Every time a tool is repaired this way, its maximum durability is lowered by 1/4.
Character: Meissa Talent Name: Preservation Rank: C :: Complex Association: Gatherer Duration // Upkeep: 5 posts // [10] mana Element: N/A Requirement(s): Gatherer Class Description: After filling a container with materials, the user closes it and seals it shut with a puff of mana. The materials inside the container won't decay as long as the container remains sealed this way.
Character: Meissa Talent Name: Dynamo Rank: C :: Simple Association: Gatherer Duration // Upkeep: 3 posts // None Element: N/A Requirement(s): Gatherer Class Description: When exposed to a hazard--be it excessive heat from the daytime sun, poison from a poorly-picked berry, etc.--the user can slow the progress of the hazard through their system through the almight power of guts. The progression of any hazards through their system is delayed by 3 posts when they do this. Once this has passed, this technique cannot be used again for another 4 posts.
Character: Meissa Talent Name: Percussive Investigation Rank: X (Learned as E) Association: None Duration // Upkeep: None Element: Void Requirement(s): Research 2 Description: The user places their hand on container. By tapping, moving, or discharging Mana into the container, the user gets a feel for its contents. The cost of this technique matches the complexity of the container being investigated (defaults to E-Rank for unspecified containers) and can be paid with either mana or stamina. Can be used on a seal to determine what sorts of objects are inside it, in which case this technique's cost is equal to the rank of the seal and must be paid with mana.
Character: Meissa Talent Name: Mental Stimulation Rank: X (Learned as C) Association: None Duration // Upkeep: None Element: N/A Requirement(s): Research 4 Description: Through careful observation, the user gains an understanding of how an item is used. After watching an item (including weapons) be used for at least 3 posts, the user can use it as if they had a perfect understanding of it for the following 3 posts. The user is treated as having proficiency in an observed weapon. This technique fails if the user cannot observe the target item for the full observation period, though they can still engage in combat as normal. This technique's rank matches the experience rank or skill rank required to operate the item or use the weapon (skill rank 0 is E-Rank, 1 is D-Rank, etc.), whichever is higher. Paid for with stamina.
Character: Meissa Talent Name: Battlefield Analysis Rank: B Association: None Duration // Upkeep: 2 posts // None Element: N/A Requirement(s): Research 5 Description: Through careful observation, the user takes in the whole of an enemy's movements and behaviors, picking them apart for any weaknesses. Locating weaknesses takes 1 post per rank of the target above the user's experience rank, during which time they can take other actions as long as they can continue to observe the target. Any attacks exploiting weaknesses uncovered this way will deal 1 extra rank of damage. This technique is paid for with stamina. Observation posts do not need to be consecutive.
Jintetsu-kun
Ergo War
Character: Meissa Talent Name: Workhorse Rank: E :: Training Association: Gatherer Duration // Upkeep: None Element: N/A Requirement(s): Gatherer Class Description: The user acclimates to hard work and traveling long distances, reducing any fatigue they might feel when traveling with a heavy load. Their skin toughens as well, reducing the severity of any injuries they may sustain while working. This training can be achieved naturally by using the Gathering skill 3 times. I really do like the idea of this, especially the fatigue reduction. Could I ask for a slight elaboration on the wound reduction while working section though?
Character: Meissa Talent Name: Emergency Stockpile Rank: E :: Simple Association: Gatherer Duration // Upkeep: None Element: N/A Requirement(s): Gatherer Class Description: The user creates a small hole in the ground or some other natural feature of the landscape. Gathered materials placed in this hole will last for quite a while and won't be found by wild animals, making it perfect for storing gathered food. This hole cannot be discovered by those lower than the user's experience rank without sensory techniques unless they are of the Gatherer or Tracker class. Approved!<3
Character: Meissa Talent Name: Dowsing Rank: D :: Complex Association: Gatherer Duration // Upkeep: 2 posts // [5] mana Element: N/A Requirement(s): Gatherer Class Description: The user holds an item loosely enough to allow it to move freely without leaving their grasp, then stimulates the item with a small amount of mana. The item will then orient itself to point toward the nearest deposit of the desired material within 1 kilometer. Approved as well.
Character: Meissa Talent Name: Field Repair Rank: D :: Simple Association: Gatherer Duration // Upkeep: None Element: N/A Requirement(s): Gatherer or Tracker Class Description: The user performs an emergency repair on one of their tools using materials found in their surroundings. Using a tool repaired this way decreases yield by one step when using the Gathering skill. Lasts for 2 uses of the tool. Hmm, how about it decreases yields by one step and also lowers the tools durability by a quarter overall, but refreshes it? Example being, a axe has 4 uses, you field repair it, it now becomes 3/3 durability.
Character: Meissa Talent Name: Preservation Rank: C :: Complex Association: Gatherer Duration // Upkeep: 5 posts // [5] mana Element: N/A Requirement(s): Gatherer Class Description: After filling a container with materials, the user closes it and seals it shut with a puff of mana. The materials inside the container won't decay as long as the container remains sealed this way. 10 Mana upkeep I would be cool with.
Character: Meissa Talent Name: Dynamo Rank: C :: Simple Association: Gatherer Duration // Upkeep: 3 posts // None Element: N/A Requirement(s): Gatherer Class Description: When exposed to a hazard--be it excessive heat from the daytime sun, poison from a poorly-picked berry, etc.--the user can slow the progress of the hazard through their system through the almight power of guts. The progression of any hazards through their system is delayed by 3 posts when they do this. Once this has passed, this technique cannot be used again for another 3 posts. B-Rank 3post, 4postCD?
Character: Meissa Talent Name: Tracing Rank: E Association: None Duration // Upkeep: 2 posts // None Element: N/A Requirement(s): Research 1 Description: By placing a piece of parchment over an object and giving the paper a spark of mana, the user transfers a tracing of that object to the paper. This is able to pick up text and pictures as well. Placing an empty scroll (or book or other recording device) next to another of the same type and using this technique will copy the contents. Objects contained in seals are not transferred, though an unactivated copy of the seal is. Once activated, this technique automatically transfers the contents over the course of 2 posts. Not gonna lie, a little iffy on this one. Will be back to you on it.
Character: Meissa Talent Name: Percussive Investigation Rank: X (Learned as E) Association: None Duration // Upkeep: None Element: N/A Requirement(s): Research 2 Description: The user places their hand on container. By tapping, moving, or discharging Mana into the container, the user gets a feel for its contents. The cost of this technique matches the complexity of the container being investigated (defaults to E-Rank for unspecified containers) and can be paid with either mana or stamina. Can be used on a seal to determine what sorts of objects are inside it, in which case this technique's cost is equal to the rank of the seal and must be paid with mana. Only Payable with Mana and I would be okay with this.
Character: Meissa Talent Name: Flashbulb Memory Rank: D Association: None Duration // Upkeep: None Element: N/A Requirement(s): Research 3 Description: The user charges a writing utensil with mana and touches it to another object, called a "key". The key can be activated at any time by providing it with a miniscule amount of mana, at which point the writing utensil will immediately create an image of whatever is in front of the key on the nearest writable surface. A key can be used up to 12 times before becoming inert. Only physical objects are rendered in the image. Mm, once again a bit iffy, and like before will have to get back with you on it.
Character: Meissa Talent Name: Mental Stimulation Rank: X (Learned as C) Association: None Duration // Upkeep: None Element: N/A Requirement(s): Research 4 Description: Through careful observation, the user gains an understanding of how an item is used. After watching an item (including weapons) be used for at least 2 posts, the user can use it as if they had a perfect understanding of it for the following 3 posts. The user is treated as having proficiency in an observed weapon. This technique fails if the user cannot observe the target item for the full observation period, though they can still engage in combat as normal. This technique's rank matches the experience rank or skill rank required to operate the item or use the weapon (skill rank 0 is E-Rank, 1 is D-Rank, etc.), whichever is higher. Paid for with stamina.
Make it watch 3 use 3.
Character: Meissa Talent Name: Battlefield Analysis Rank: B Association: None Duration // Upkeep: 2 posts // None Element: N/A Requirement(s): Research 5 Description: Through careful observation, the user takes in the whole of an enemy's movements and behaviors, picking them apart for any weaknesses. Locating weaknesses takes 1 post per rank of the target above the user's experience rank, during which time they can take other actions as long as they can continue to observe the target. Any attacks exploiting weaknesses uncovered this way will deal 1 extra rank of damage. This technique is paid for with stamina. Observation posts do not need to be consecutive. I'd argue the observation posts do need to be consecutive.
Character: Meissa Technique Name: Overflowing Chain: Offensive Weave Rank: X Element: Void Description: An attack with some or all of the jewels contained in the Overflowing Chain. When this technique is activated, the specified jewels will energize and begin to move with a force that makes them useful as weapons. The exact form this attack takes is left up to the user, but the most basic form is reminiscent of a whip, with the individual jewels serving as waypoints along the length of the chain. Jewels embedded in objects can be used as part of this attack, which causes those items to behave as the jewel would and causes the technique to be counted as complex, though its cost is unaltered. Movement of the jewels is limited to the standard range that the user can manipulate them in. The speed of this technique can be reduced to increase its strength by the same amount and vice-versa, though neither may drop below E-Rank. Anything struck by one of the jewels used in this attack is analyzed; full analysis takes 2 strikes per tier of complexity of the struck object, starting at a complexity of 1 (complexity 0 is instantaneous) and capping out at a complexity of 4. I think this is okay? However my smoll brain can't comprehend what I'm reading aha.. v.v
Character: Meissa Technique Name: Overflowing Chain: Defensive Weave Rank: X Element: Void Description: A defensive formation using some or all of the jewels contained in the Overflowing Chain. When this technique is activated, the specified jewels will emit mana, forming a solid surface sturdy enough to block incoming attacks of this technique's rank or lower. If multiple jewels are used, a solid barrier can be created that runs between them. By default this defense is magical. Jewels embedded in objects can be used as part of this defense, which causes those items to behave as the jewel would and causes the technique to be counted as complex, though its cost is unaltered. Anything blocked by this technique is analyzed as though the jewel had been embedded in it; full analysis takes 2 blocks per tier of complexity of the blocked object, starting at a complexity of 1 (complexity 0 is instantaneous) and capping out at a complexity of 4. I refer to above feelsbadman
Character: Meissa Technique Name: Hollow Gem Rank: X Element: Void Description: Generates a jewel similar to the ones in the Overflowing Chain, but completely empty. This jewel does not count toward the maximum number of jewels that the Overflowing Chain can contain. It will passively absorb mana within 10 meters of itself, though not at a rate high enough to affect mana that has been properly shaped into a technique. If two Mana-containing techniques clash within 10 meters of this jewel, any imbalance in the Mana contained in each technique is absorbed by it (i.e. if a 40 mana technique hits a 30 mana technique, the remaining 10 mana is absorbed). The jewel can only store an amount of Mana equal to the amount used to create it; any more, and it will shatter. If more than one of these jewels is in range, the excess Mana is split amongst them. After 1 post, this mana is automatically used to refuel other jewels in the Overflowing Chain. Any Mana contained in a jewel created by Jewelcraft is absorbed at the end of that jewel's lifespan. Lasts 4 posts, but can be sustained past that point for half its cost per post. I think I understand this one, poggies. Looks fine.
Character: Meissa Talent Name: Rope Latch Rank: X [Learned as D] Association: Adventurer Duration // Upkeep: None Element: N/A Requirement(s): Adventurer Class Description: The user tosses a length of rope at something. If it hits, a portion of the rope will snake around the object and grip it tightly. Can be used to bind creatures. This binding is strong enough to hold 50 lbs. per rank without slipping. Ez clap. Approved.