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kg gangster
12-07-2010, 10:58 PM
CHARACTER TYPES

Weapons: In a nutshell, Weapon-Type characters are humans who are born with the bizarre ability to transform into a weapon or other item of power. This can be anything from swords, guns, knives, axes, spears.... or even just a flute with the ability to create sonic disturbances when played. The sky is the limit when deciding on what your character can turn into. But with a few exceptions... One character may only turn into one weapon. Meaning that a single person may not turn into a set of two gauntlets, two guns, two swords, etc. If you really really want to have a character with a double weapon form like that, then you have to PM a mod and we'll discuss until we can come up a reasonable solution that won't turn the SE Universe on its ear.

Weapon-Type characters also have the ability to enter "Hybrid State", meaning that certain aspects of their Weapon Form can appear in their human form. Soul Eater Evans, for example, can turn his arm into a blade to attack with. However, a Hybrid Form is always much weaker than their complete Weapon Form. A weapon, after all, is meant to be wielded, so it'll be impossible for them to access 100% of their power and abilities through their Hybrid Form.

Weapons and Meisters team up at Shibusen to battle Kishin Eggs (Corrupted Humans) and Witches, and they gain power by absorbing the Souls of the foes they defeat. Or the Weapons do, anyway. In order to become a Death Scythe, and thus usable by the Grim Reaper himself, a Weapon must first absorb the souls of 99 Kishin Eggs and then 1 Witch's Soul. IN THAT ORDER. If you absorb a Witch's soul without first absorbing the souls of 99 Kishin Eggs, then you're souls will be confiscated and you'll have to start over.

Meisters: Meisters (also known as Technicians and Smiths) team up with their Weapon partners to do battle. And while they may be powerful on their own, their powers are magnified when wielding a true Weapon.

Meisters tend to be ranked with stars. The basic Shibusen student starts out with One Star. They possess some degree of skill, but their powers aren't amazing or unheard of before. As they complete missions and train, their star ranking may then increase, and they'll unlock hidden potential that was previously hidden from them.

For the most part, Meisters tend to have one of two primary abilities. The first is the ability to sense and see the souls of others and discern their power levels. This is called Soul Perception. This is a handy ability that allows the Meister to know exactly how strong their opponent, and even get a brief flash of insight into who their opponent is as a person on the deepest of levels. Of course, that only comes after a lot of training and such. And in addition to all of that, Soul Perception can also be used to block and/or negate an opponent's soul-based attack such as Soul Purge. This is done by viewing the frequency of the target's soul wavelength and then harmonizing your own soul wavelength with it so that they both match (more or less).

Their second ability is to utilize their Soul Wavelength as a form to attack. This is technique can have many names, but the most common is Soul Purge. This is usually done by channeling the energy from a Soul Wavelength into a limb and then striking with it, thereby greatly increasing the power behind it and adding some interesting effects that can be unlocked later. Of course, this is still nothing compared to when a Weapon is in your hands and your Soul Wavelength is magnified because of it. Not everyone can use this skill, but with enough time and effort it can be a truly effective tool.

Witches: Witches are relatively easy to spot - when not hidden with Soul Protect and not in disguise, their souls are MASSIVE...and their appearance is just as obvious. They all center upon a token animal, whatever that may be, and tend to have physical features that reflect it - some very obvious, some less so. Their spellcasting chants reflect their animal as well - Medusa, a snake witch, for instance, chants "Nake, snake, cobra, coburura...." Most can take the form of their animal also.

Witches tend to want to cause chaos, but as with anyone, there are exceptions to this rule. Some of them just go about their own business, studying magic in their safe havens. There are plenty of kinds of magic...the possibilities are endless.

For the most part, Witches are almost exclusively female, and males are considered to be EXTREMELY rare. Therefore, we will only be accepting FEMALE WITCHES. If you really want to have a Male Witch as a character, then you need to PM a mod first and ask permission and present a really good reason as to why we should let you have it. You may or may not get it.

Some Key Ideas for Witches:

-Age: Most Witches tend to live extremely long lives, and they older they get the more powerful they become through learning and experience. An average Witch is normally around 200+ years of age, give or take a few decades. Powerful Witches, such as Medusa and Arachne, are naturally much older than that, probably around 800 years or so. This is not to say that no one is allowed to play young Witches, or even those that have yet to see their first century of life. However, please keep in mind that their age should reflect their power. Younger Witches just simply don't have the experience to become powerhouses like Medusa and Arachne.

-Animal Characteristics: This is more of a general rule of thumb, rather than a strict guide. Almost any animal can be used to create a theme for your Witch, but it's also generally helpful for that animal theme to make sense. For example, an octopus or squid would be a good example for a Witch who hails from the sea or spends a lot of time in the ocean. A scorpion could be used for a Witch from the desert. So on and so forth. And if you're looking for something with a little bit less of a specific flavor, try thinking of animals that you'd find in a haunted house, dark forest, or one that's associated with being a Witch's familiar in fairy tales. This can include anything from slugs, owls, bats, cats, toads, spiders, etc. The list goes on. Try a search for "Witch's Familiars" on Google if you need a better idea.

-Number of Spells: The number of spells per Witch isn't generally too big of a concern for the mods of this board. We're more concerned with what the spells actually do. Just don't have an absurdly high number of spells like... 15 or 20 or more. Generally, a good rule of thumb is less than ten and that seems to work pretty well so far.

-Spell Abilities and Drawbacks: Simply put, if you can imagine the spell, put it in the profile. The mods will be the judges to decide if something is too powerful or too costly, and we're happy to help you tweak it until it's acceptable rather than throwing it away. But to make that process easier for everyone, please remember this one rule. The more powerful a spell is, the more of a drawback is required to make it balanced. For example, if you have a spell that can blow up a 40 story building in one go, then you better not be able to throw that thing around like it was candy at a parade. Something like that should be your Witch's ace in the hole, their trump card to get them out of a sticky wicket. Spells that aren't so powerful, or don't produce a very noticeable impact on the environment or on a target, don't require as much energy to cast and are fairly simple to use. Therefore, go ahead... Fling it around to your heart's content.

kg gangster
12-07-2010, 11:12 PM
thanks for the stickies kaz =D

Kazumi Saitama
12-07-2010, 11:14 PM
Welcome.