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 The Mechanics: IMPORTANT! View next topic
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BlueOblivion
The Governer of Blue City
The Governer of Blue City


Joined: 24 Feb 2007
Posts: 18193
Location: The big chair

PostPosted: Wed Sep 05, 2007 11:37 pm Reply with quoteBack to top

First off, I'll list the Elements in the "Order of Dominance"

Burn
Freeze
Quake
Rise
Swim
Punch
Explode
Yell
Blend

Now the in-depth look at them!

Burn:
The heroes of lore! Those in this element controll the powers of heat and fire, with the ability to superheat entire areas around them to almost thousands of degrees. Burn up!!
The appearences of Burn's links: Dark Ages-Knights, Fae, Fire Spirits, Fire Demons, Dragons
The weaponry of Burn: Special! 2x Weaponry- Any weapon goes, often two weapons. BURNS DO NOT HAVE ADVANCED WEAPONRY. Projectiles limmited to Bows, Crossbows, Modified Crossbows

Freeze:
These guys are kin to the Burns, they can use the same effects, only with ice and cold. Get arctic!
Appearences: Demi-Wolves, Dragons, Fae
Weaponry: Often users of short blades and pick-hammers/axes. They use tribal style weaponry often, but they are famous for being one of only 2 types able to affectively use their bodies as weaponry, other than Punches and Blends. Projectiles are RARE.

Quake:
With the power to mold terrain around their needs, and always gain the high ground, these guys' earthen abilities are dangerous. Earth shields for defence, and spires of earth to skewer enemies. Rocky's got nothing on these guys!
Appearences: Golems, Fairies, Druids
Weaponry: Quakes are known for using long and mid ranged weaponry, including bows, guns, slings, and chained weaponry. They rarely are seen with a close range weapon, as it takes away from the effectiveness of their terrain molding ability at times.

Rise:
The power to bend wind to your will is a strong thing, especially when your link manifests itself as a means of flying high above your enemies. Got eyes like a hawk!
Appearences: Harpies, Angels, Birds-of-Prey, Bats, Silver Dragons, Gargoyles.
Weaponry: The Rise class is known for their Peircing weaponry. They are often equipped with a Lance or Rapier, or other piercing or long weapon. It's uncommon, but not unheard of, for a Rise to have a form of ranged weapon.

Swim:
With the power of water at your fingertips, you can certainly do some damage. How do you make a Quake wet himself? With 200 Tons of cutting, blasting, water pressure. Beware your public pool!
Appearences: Mer-person, Sea Serpent, Fae, Nymph, Water Spirit
Weaponry: This can be many things, often sea-based. Such as a trident, a harpoon, anchor, or cutlass. Sometimes even a variation on the good-ol pirate's favorite, the mini-cannon.

Punch:
Unparalleled strength combined with the power to increase and decrease gravotonic pressure in a strike, or simply load your enemies down with some extra wieght? Sounds good to me!
Appearences: Often merely human in appearence, known to take on various other shapes including a Minotaur-like armor.
Weaponry: Hammers, Bludgions, Tonfas, Nunchaku, Staffs, and MOST IMPORTANTLY, THEMSELVES. A Punch's body is their strongest weapon 80% of the time! Even a stage 2 Punch poses a serious threat!

Explode:
A personal favorite! Explodes have the simple ability to BLOW SHIT UP! They can make their ether explode at any time. They aren't very strong physicly, but they are nimble, and their strikes' power is increased many times over by the explosive force of their ether. At a contact point between their ether and ANYTHING ELSE, they can explode their ether into a high impact blast! EXPLODE!
Appearences: Often remaining human, they also have the forms of Nymphs and other troublesome creatures that like to play pranks and be mean.
Weaponry: Eastern weaponry at its finest. Glaives, Katannas, Nunchaku, and even Naginatas are their specialy, and they KNOW how to use them.

Yell:
Ever wonder why that kid at the rave seemed to be the loudest there? He was probably a Yell. These guys controll sound waves, and to be scientific, Vibrations. They can rattle apart an object's structure with super low frequencies, or scramble your senses with high frequencies. With the use of impact-waves, and cutting blades of wind made by vibrating the air, Yells are not to be taken lightly. Split some eardrums!
Appearences: Human. They sometimes take on ethereal appearences, or gain highly technological armor.
Weaponry: Grab an instrument!

Blend:
Dangerous, cunning, hidden in the shadows. The Blends are few and far between, living in secrecy, and killing the same way. A Blend can use his or her powerful disruptive energies to drown out ether, and break through defences as though they weren't there at all. Blend in, tread softly, strike quickly. BE RUTHELESS!
Appearences: Angelic or Fiendish.
Weaponry: Almost anything goes with a Blend, but it's very important to note that their main weapon is often BUILT IN. Blades are a Blend's best friend! A blend can use many types of weaponry, both attached (as many link's weapons are) or Detatched. Don't screw with these guys.


Last edited by BlueOblivion on Fri Sep 21, 2007 12:00 pm; edited 1 time in total
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BlueOblivion
The Governer of Blue City
The Governer of Blue City


Joined: 24 Feb 2007
Posts: 18193
Location: The big chair

PostPosted: Sun Sep 16, 2007 7:50 pm Reply with quoteBack to top

BURN Subtypes:

Shock- Electricity is your weapon, and a potent one at that.
Shocks are bred to hunt and kill Blends in their later stages.
Forms: Cyber-Knight, Electro-Fiend, Fae

Plasma- Heat it up! Your flame burns brighter and stronger than even a Burn's! Plasmas are the direct rivals of their brother clan, Tundra.
Forms: Steam-Knight, Fire Golem, Fiendish, 'Royalty'

Ruined Earth- Area effects+Extreme Heat=Trouble. Calling meteors, raising spouts of lava, opening jets of steam and devistating the landscape with a Ruined Earth policy, your area powers are not built for close up fighting. This very rare subtype compliments the Burn's wide-area jutsus nicely, without the use of hand seals.
Forms: Dark Knight, Fire golem, Lion-like, fae

FREEZE:

Tundra- The arctic cold is home to sevral wolves. Wolves who have the strange ability to thrive in such low tempuratures. Tundras are the only element with the ability to transform completely into wolves. They speciallize in hit-and-run combat and overwhelming speed. This doesn't diminish their power any either. If you think that's their only trick, you're mistaken. A Tundra's area-effect Ice and Cold attacks will keep you on your feet and shivering.
Forms: Were-wolves (full form wolf)

Chill- Chills are a dangerous subtype of Freeze, with the unique ability to freeze ether itself solid. They have the ability to change tempurature in their immediate area to far below freezing, and thier Frozen Ether attacks are a pain to avoid.
Forms: Ice-Knights, Wolflike, ice nymph

QUAKE:

Desert- Quicksand, sand traps, pitfalls, mud pits, and many other dangerous traps. Desert types are masters of trickery and trapping. While they can only controll soft earth, this won't stop them from creating an entire playing field of sand or soft soil. And then? You're trapped.
Forms: Same as Quake

Ironclad- Ever wanted to just be able to pull ammunition for your gun out of the dirt? Now you can. Ironclads are masters of metal, able to manipulate it into sevral shapes. They have a much higher brute strength then regular Quakes, and use close range weaponry more often.
Forms: Same

Grow- While Quakes control the earth itself, Grows control what the earth supports. Capable of forming forests out of the most barren of wastelands, most Grows hold a great deal of pride in the fact of being one of the few adepts capable of doing something Constructive with there powers. At peace in the green, most Grow's manifest forms not unlike the very plants they command. Though a few animal forms well attuned to the nature of the forest are also seen.

RISE:

Miasma- Feared greatly is the element of Miasma. Miasma is commonly defined as a poisonous, heavily corrosive, deadly fluid that becomes a gas once in contact with open air. Combined with the ability to naturally produce said substance from your ether, and a Rise's wind ablities, this element is made very dangerous.
Forms: Fae, Black Dragon, Silver Dragon, Fiends

Pressure- Trap, Constrict, and Defeat! While Pressures lack direct attack ability, they are still very dangerous opponents when working in tandem with another Ether Adept. With the ability to keep their opponents from moving, and the use of long ranged weaponry, anyone except another Rise or Rise subtype could be in serious trouble.
Forms: Same as Rise

SWIM:

Acid- Much like Miasma, this cousin has the ability to use a simmilar substance in liquid form. Beware, for a single Acid has decimated entire villages in days gone by within only a few minutes of polluting the water.
Forms: Same

Tempest- As their name suggests, these subtypes of swim can summon massive huricanes and other huge area affects with their powerful jutsus. Never fight one anywhere near a water scource if possible.
Forms: Same

PUNCH:

Force- A punch is master of all things kinetic, however, some have mastered this outside basic hand to hand combat. Force Subtypes use powerful gravitational attacks to augment there melee skills, as well as to grant themselves insanely powerful variants of standard ranged attacks. Forces tend to take the forms of mythic humanoid monsters, typically those renowned for there marital prowess

Mercs- Just as the slandered Punch is the master of all things unarmed, the Merc is the master of armed warfare. Knowing how to use and manifest nearly any form of weapon instinctively, or honing a single tool as a veritable extension of there soul. The merc bares all the strength, speed, and stamina of a conventional punch, but do tend to wear heavier armor.

EXPLODE:

Concuss- while most Explodes are content to have big impressive fiery booms the Concuss specialize in kinetic detonation. They tend to be considerably more stealthy then there brethren, though there Links tend to materialize more isolating body armor. Often a Concuss' opponent doesn't even know they have being targeted until it's to late.

Reactor- Likely the one of the rarest forms of Ether adept... and thats a good thing. Reactors specialize in raw energy output on unprecedented levels. They throw out advanced and energy intensive ether techniques as if they were basic attacks, easily capable of leveling a city block at stage one. Physically, there only impressive aspect is there stamina, typically having ether reserves more suited to an adept two or more stages above them. There manifests tend to be additional focusing lenses, and occasionally very light armor, or basic directional weapons... typically to help them expend more of there insane energy reserves at once.

YELL:

Scream- Where all yells are musically talented, screams redefine the term musical talent. They can oscillate there own voices with such person and ease that they can effortlessly replicate any sound they can imagine. They do typically have a bit less power then a conventional Yell, but, whether it's singing a song that could seduce a dead man, or letting lose a banshee scream that could rupture organs, few can match there raw range of audio abillatys these adepts bare. Screams tend to take forms simmaler to most yells, though typically formed more around the 'rock prince' or 'diva' angle, rather then rock god.

Amplify- While Yells and Screams specialize in creating sounds, Amplify specialize in Controlling them. An Amp can literally twist words, distort, silence, and of course magnify any sound they hear. Amplifys tend to take the form of DJ's or other music masters, with an occasional heavy armored one, loaded to the gills with ether fueled speakers.

BLEND:

Shadows- Normal blends bend energy to there will, Shadows breath life into it. Specializing in the creation of 'gollems' or as suggested by there name 'shadows' they actually create a false Anima and place it within basic ether constructs to produce semi sentient minions of various types. Often with shadows, it is not the adept you must worry about, but his 'friends'. There manifest paths tend to take the shape of ghosts or wrath like beings.

Infectious- The most common of all Blend type links... and the reason for there low populations and general dislike. Infectious Adepts are by far considered to be one of if not The most dangerous Link type known. Infectious adepts are capable of draining a person of there ether reserves and replacing and rewriting them with there own, forcing the infectious evolution path on them, as well as force activating a stage one link on a none adept. In addition to this, these 'converts' are forced into a basic bond, inducing subservience to there 'benefactor'. Unlike the other blend subtypes, these tend to take on forms simmaler to vampires or lycanthropes.

OBSCURE SUBTYPES:
These are subtypes that do not belong to a single category, but are mixes of two. VERY RARE

Freelancer- An obscure realative of the Merc class, as implied by its name. These obscure subtypes use almost exclusively bladed weaponry, be it a set of two daggers, or a single giant sword or axe. They have only their one weapon, mastering it to its fullest. Their weapon grows in power as they do, thus they grow around their weapon. The Freelancer class is however not Punch elemental, but rather have elemental the features of the Plasma, Quake, and Rise class. Their spell/jutsu/technique (What have you), is far more limmited, and concentrates on using techniques with your weapon more than anything else. They CANNOT use their powers by any means other than their weapons, and their abilities are far different in mechanics than their father classes.


Last edited by BlueOblivion on Mon Sep 24, 2007 4:06 am; edited 2 times in total
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BlueOblivion
The Governer of Blue City
The Governer of Blue City


Joined: 24 Feb 2007
Posts: 18193
Location: The big chair

PostPosted: Sun Sep 16, 2007 8:00 pm Reply with quoteBack to top

Links: Devices that allow a person to draw Ether out of their bodies and use it easily.

Link Manifestation: As more Ether is applied through the Link, it manifests as weapons, armor, clothing and tools for use with the Ether.

---Stages---
There are five stages of Link Manifestation/Activation.
Throughout these stages, power grows, and more weapons, armor, clothing, and tools for use with Ether are available. by stage five, a person should have a very large reserve of Ether within them, and full ability to call upon it when needed. For example, Mason's link.
1: Right Gauntlet,
STR, SPD, REFLEX, SENSE••

2: L&R Gauntlet, strength up,
STR••, SPD, REFLEX••, SENSE•••

3: L&R Gauntlet, Greaves,
STR••, SPD••, REFLEX••, SENSE•••

4: Full Armor,
STR•••, SPD•••, DEF•••, REFLEX•••, SENSE••••

5: Wings, Full Armor,
STR••••, SPD•••, DEF••••, REFLEX••••, SENSE••••••


Last edited by BlueOblivion on Wed Sep 19, 2007 12:06 am; edited 1 time in total
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BlueOblivion
The Governer of Blue City
The Governer of Blue City


Joined: 24 Feb 2007
Posts: 18193
Location: The big chair

PostPosted: Sun Sep 16, 2007 8:57 pm Reply with quoteBack to top

-STRENGTH: •••••••
------SPEED: ••••••
---DEFENCE: •••••••
-----REFLEX: ••••••
------SENSE: •••••••••
What are these awesomely high stats? They are Mason at Stage Six. The "Broken" Stage.


---The "Broken" Stage---
Stage 6 is also known as the "Broken" stage. This is because it breaks the rules of the link, exceeding five stages. A person can enter their Broken stage when they come into contact with their Ether and learn to use it without the help of a Link. This is very difficult. There is a certain number of pre requesites required to do so.

-You must have either Tamed or be able to SUCCESSFULY Co-exist with your Anima. This is possibly the most difficult part.

-You must be able to form your Manifests without activating your Link. Draw from your reserves on YOUR OWN. As stated before, the Link is merely a tool to draw on those reserves easier.

-Be able to draw at least 25-30% of your total reserves without your link or your Anima's help.

-Be able to draw at least 50-70% of your total reserves with limmited help from your Anima.


Last edited by BlueOblivion on Wed Sep 19, 2007 12:08 am; edited 2 times in total
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BlueOblivion
The Governer of Blue City
The Governer of Blue City


Joined: 24 Feb 2007
Posts: 18193
Location: The big chair

PostPosted: Tue Sep 18, 2007 10:32 pm Reply with quoteBack to top

---The Ether Chart and the Importance of Knowing Your Limits---
-
10% 20% 30% 40% 50% 60% 70% 80% 90% 100%

This is the "Ether Chart" Otherwise known as the "Fatigue Gauge." As its name implys, as it gets lower, you become fatigued. As it rises, you gain your second wind.

10% WARNING!

You never want to reach 10% or lower. As soon as you hit 10%, your character is lucky that he/she hasn't passed out from over exertion. If they do not pass out, it is an indication of their being dangerously close to one of two conditions:

Anima Mode- The Anima inside takes advantage of the fatuiged mind and takes over the body untill the primary mind is able to regain controll. Sometimes permanent. (Permanency is rare)

Link Break- The link will crack, break, or just overheat and shut down from trying to draw ether that you don't have. This results in a loss of conciousness and possibly severe ether burns. It may be sevral days before conciousness is regained, and though the link almost always repairs itself successfully in only a few minutes to 10 hours, if damage is extensive, it may require far more time.


Last edited by BlueOblivion on Wed Sep 19, 2007 1:02 am; edited 3 times in total
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BlueOblivion
The Governer of Blue City
The Governer of Blue City


Joined: 24 Feb 2007
Posts: 18193
Location: The big chair

PostPosted: Tue Sep 18, 2007 11:19 pm Reply with quoteBack to top

---Mix-n-Match---
One can only hope to defeat some enemies by combining forces! Combine is definately the correct word in this situation indeed, especially when speaking of the special ability unique to Ether Adepts: Cross Fusion!

---Cross Fusion OR Double Junctioning---

Cross Fusion, also known as a Double Junction, is the act of mixing, stealing, or swapping Ether.
One can hope to gain extraordinary strength through this practice, changing their entire link manifestation at times, for incredible effects!

SHOCKING! The Thunderous-Sky Mix!

If Mason, a Shock, and Madaline, a Rise, were to mix ether, the results would be devastating to the enemy! Mason, using his "Transfer Junction" ability, can easily use other's ether to further his powers. By using Madaline's ether, he would gain the ability to take to the skys with Lance in hand, and rain down bolts of lightning and whip about winds with unparalleled wrath with Madaline following suit, guns blazing, right beside him!

---Element Junctioning---

The elements of course have opposing elements!

BURN
Strong Vs: Freeze
Opposed to: Explode
Weak Vs: Swim

FREEZE
Strong: Swim
Opposes: Quake
Weak: Burn

QUAKE
Strong: Close Range Fighters
Opposes: Swim
Weak: Rise

RISE
Strong: Punch
Opposes: Swim
Weak: Projectiles

SWIM
Strong: On water
Opposes: Rise
Weak: Freeze

PUNCH
Strong: Blend
Opposes: Yell
Weak: Long range

EXPLODE
Strong: Freeze, Rise
Opposes: Yell, Burn
Weak: Punch

YELL
Strong: As support
Opposes: Punch, Blend
Weak: Swim

BLEND
Strong: Against tough Defences
Opposes: Burn, Yell
Weak: Punch
-------------------------
These weaknesses and strengths get drasticly smaller as links stage-up.
The element of a link is reffered to as being Junctioned to it permanently.
Hence, "Double Junctioning" as a secondary term to Cross-Fusion

---Compatability Chart!---
In order to Double Junction, you must be compatable with the person you want to Cross Fuze with.
The Compatability chart is as follows:

Element: Is your element close to the other in nature? Does it have unique attributes that allow you to be a universal doner such as a Blends? or perhapse a universal reciever, like Shocks? Or is it both? (Yell) Rated by Resistances chart above, and on a scale of difference from 1-10

Relationship: How's your relationship with the other character? It sounds rediculous, but differences between two people can make ether transfers rough and keep it from its full effeciency.

Wavelength: How close is your ether's wavelength to the other person's? Keep it in mind, because even with a bad relationship or an opposing element, simmilar wavelengths can make an ether transfer far smoother.

Example: Subaru and Raiden

Element: EXPLODE-->3!<--QUAKE (1-10 difference scale)
Relationship: 8! Like Brothers! (1-10 closeness scale)
Wavelength: 1332--POOR--5637 X
Cross Junction Check: OK!

This process is mostly your GM's job, (If you have one. If not, use common sense.)
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BlueOblivion
The Governer of Blue City
The Governer of Blue City


Joined: 24 Feb 2007
Posts: 18193
Location: The big chair

PostPosted: Mon Jun 01, 2009 5:40 pm Reply with quoteBack to top

SUPER HAPPY FUNTIME GO!

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