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| School of Worlds Empath | |
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| Topic Started: Jun 26 2009, 08:27 PM (32 Views) | |
| Zylus | Jun 26 2009, 08:27 PM Post #1 |
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Alright ima gonna write up this school of magic and for the heck of it Ill set it up App style. Name: Worlds Empath Description-A school of magic based around perceiving and then altering the perceived to create an effect. This school focuses on working side by side with physical combat ability, and to boast enough defense and offense to stand on par with the other various races. History- Worlds Empath was created by the Morius family. Originally a small family gifted with magic ability they lived in a forest as new immigrants. However they were quickly attacked and raided by a local pack of sadistic werewolves. The family was always on edge but somehow managed to stay alive. Rather quickly they tapped into their magic potential and each member gave each other tips first focusing on perceiving the area to be prepared and later rejecting it to keep those at bay. Through mass determination and hard work the first Morius family defied normal odds and managed to kill every werewolf of the pack that raided them. From then on the family slowly grew and kept improving their magic art, many eventually being sort of philosophers(none famous) who gave their branch of private magic the name: World's Empath. The school lives till this day though the family is always kept small intentionally. Enough to make sure the art can be passed on but small enough so itd be neigh impossible for their art's secrets to be stolen, not that someone would be able to figure out how to use it because it advanced to the point were it restructures your mindset in a specific way. At puberty it becomes impossible to change ones mindset in a way to be compatible to the World Empaths, gotta lean it as a child or not learn it at all. That and its always passed on verbally and by demonstration. Apprentice Rank:Zero Tier: World's Blessing-Just learning the mindset and the fundamentals. No abilities 1st Rank=First Tier: World's Initiative-Lowest official rank of the school yet oddly ones of the longest to achieve. Typically Achieved sometime in the late teens: -Eternal Perception: Mind of the Voice- This is a magic ability that is passive upon activation. Much like a magical enchantment upon the body and mind itself. What the magic ability actually does is allow a sort of omnidirectional information gathering. At low level one can only perceive absolute motion and position of objects/life forms within a 50yard radius, much like a radar. -Repulsion: Repulse the End-The second teaching of the 'World Empaths'. What repulsion does is emit/reject that which the user perceives. Essentially the user rejects matter and energy. This however is not all powerful. The user suffers from a form of entropy from using such magic. When its used the exact amount of force(matter and or energy) being repulse is also pushed onto the user, not to mention the maximum range of five feet. Meaning at low level the only way to do any sort of significant damage with it would cause the user to shatter all the bones in their arm and shred their muscles. So its best use at low level is to act as a normal punch if the person is within five feet(not particularly effective). Its only at higher levels when better trained users know how to redirect entropic forces that it can be better suited for combat. It is designed primarily to be used in a form of martial arts. 2nd Rank:Second Tier: World's Warrior-The next stage of training. World Empaths at this rank can actually hold their own against weaker vampires and werewolves though a great much depends purely on the user's skill. -Med Repulsion: Repulse the Destiny-At this level Repulsion actually becomes an effective tool in combat. The user has learned how to use repulsion to repulse the entropic forces in a way so the kinetic forces roll off their body. While it isnt perfect its enough to be able to use the power as an effective shield or a forceful attack. A favorite style of using this is to repulse at the sides of ones hands to the point where they can tear through flesh and weak materials better than a blade. -Reject: Reject the Pain-An uncommon ability a World Empath can learn but difficult. Human tend to be frail creatures and easily killed. This is power that allows the user to "reject" injuries, making them heal up like high speed regeneration. The problem is the focus needed makes it usually impossible to use in battle, they cant regenerate lost limbs, and the shear fact that most times if you NEED to use this power youve probably been slain and have become a delicious snack. -Sever: Sever the Mind- An often labeled "unneeded" ability. This was a modification of Repulsion with sole intent to take out other magic users. It has a greater range of 300yards but it only affects energy(as opposed to Repulsion affecting matter and/or energy). Meaning its perfect for sniping that fireball spell heading your way or someones special ability of some sort. The downside is the increased range has a higher entropic affect(a few repeated uses quickly render the arm numb and unusable) meaning it should only be used sparingly and when absolutely needed. -Inner Field: Grace of the Spirit-An adaption of Eternal Perception; this magic ability inverts the power onto the user. This means the person perception of their own motion and location becomes perfect, greatly augmenting ones movements and balance, often giving the illusion of increased speed when really their movements would become more fluid and skillful. 3rd Rank:Third Tier: World's Chosen-Those of this rank are not those to be underestimated. usually for the simple fact that they managed to live this long to achieve this level of power, they have the experience and skill to handle themselves. -Med Eternal Perception: Mind of the Presence-(required once one achieves third tier) This higher level grants a higher awareness. Suddenly the user is able to perceive more than motion. This sixth sense-like ability(even though there already like 9 different confirmed senses or something) now allows them to see energy flow as well. This extends to a form of potential energy that allows the user to see pathways and trajectories.(NOT THE FUTURE x.X merely seeing something going and also seeing where itl stop and what it passes in between so to speak, like if you could do mass calculations in your head, this just 'sees' it). Although achieving this leaves the user in a state of vulnerability until they can handle it better as essentially their whole perception suddenly shifts and expands and the user gets 'lost' trying to watch all the energy pathways like as if in a trance. Range extends to one and a half miles. -Infinitium-An ability that uses an unusual deviation of Repulsion. The user repulses reality around a small space to access a sort of dimension called the Infinitium. This place acts as a storage universe. You place things in it and you can retrieve them later. The largest object that can be placed in here is a person. But however in the Ininitium time does not pass so if a person was in there they would be as if in stasis until they were "retrieved". It takes time to make the opening larger and it will not close less the entire object is inside, making it unusable for combat. Retrieving objects is a bit more complicated as the user must assign the Infinitium a location. Then in order to get something back they must open the Infinitium at the location where they put it. (some good suggestions are small objects one could carry or a body part, something you could move with you )-Med Sever: Sever the Current-A more advanced version of Sever, this allows the user to fire Severs more rapidly with less entropy. Range extends to half a mile. -Med Reject: Reject the Suffering-A quicker application of Reject. This halves the amount of time and focus to heal wounds. This makes it so during 'safe' moments in a battle a World Empath has the time to heal. At this level they can heal allies as well. -Med Inner Field:Grace of the World's Favor- This is a complicated ability to learn. It involves a careful use of multiple applications of Repulsion. They redirect entropic forces in the body in ways to actually benefit the user. The user becomes faster, stronger, and more durable. It repulses incoming force throughout the body safely to reduce impacts, directs entropic forces while moving to increase speed, and directs entropic forces out of the limbs and muscles to increase strength. This truly allows the human to stand on ground with vampires and werewolves. However the complicated application of cycling entropic forces in unusual ways makes it so such an ability cannot be used 24/7 it only works in bursts of 10 seconds with a cool down time of 3 seconds. May not be much in battle it makes a difference. The user can choose to improve only one of the three to extend use to 30 seconds(but no benefits to the other two). Final Rank: Final Tier-World's Apostle-The final rank of a World's Empath. Those of this rank are usually head of the Morius family and should be feared (granted if you know about the World's Empath) as much as anyone who has reached the pinnacle of their rank or magic school. -High Eternal Perception:Mind of the All-Seer-The highest point of Eternal Perception. The user can gather nearly any observable fact from their surroundings. This refers to being able to detect smells, color, sound, textures, frequencies, ect even if all other senses were cut off. Just like before one who achieves this becomes lost in a sort of trance until they come to grips with such a heightened awareness over a period of several days. Range extends to 3miles(Required upon achieving Final Tier) -High Repulsion:Repulse the Fates-The mastery of Repulsion. The entropic forces can be diverted to a high degree to allow a much greater range of safe application. Steel and other hard materials become akin to paper in the face of this ability. -High Sever: Sever the Binds Logic-The master level of Sever. The user can now also Sever matter, making this ability able to truly snipe distance targets. Range extends to one mile. -High Reject: Reject Death Itself-At this point the user can use this ability whenever desired, even while focusing on something else. However this creates a before irrelevant weakness: The use of this creates a hidden stacked entropic force. After repeated use the entropic force reaches a breaking point and the user's body breaks down via every bone snaps, muscles tear, ect. This leaves the user (if not dead) unable to move let alone fight and in intense pain. -High Inner Field:Grace of The World's Will- At this level the effects slightly increase but more importantly become passive, no activation or cool down time needed. -Infinitium Transference-This allows the user to now be able to connect Infinitium openings and "locations". This means one can create an opening at one point and retrieve an item they placed somewhere else. This is often irrelevant except for one clever application: This allows the user to move a person to any previous Infinitium location aka warping(as actual time inside the Infinitium ceases). World's Apostles often learn this ability and make Inifinitium points as locations they deem important so they can retreat or move across large distances easier. Like Inifintium, the user can not use another's Infinitium points. Edited by Zylus, Jun 27 2009, 04:48 PM.
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| Zylus | Jun 27 2009, 04:51 PM Post #2 |
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Alrighty I finished. I set it up to match the Human's number of ranks and in a way so those of this school(which since its a private 'school' should need to ask me even though ill prob say sure) can only choose three abilities/upgrades per rank upgrade so they have to carefully consider how they want their char to progress. And for the first rank there is an opening for an ability that I say can be left to some sort of magicless skill or whatever
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| Raiten | Jun 28 2009, 02:53 AM Post #3 |
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Could this simply be toned down? Severing matter at a mile's reach is a bit much to take. I question the scientific basis of the kinetic manipulation in close quarters, as any change of such forces is a double-edged sword. For every action there is an equal and opposite reaction. Kinetic energy and heat energy are directly correlated, and thus the alterations of these forces are likely to result in hypothermia or hyperthermia. I suppose this argument could be comprimised by the phrase "Magic is Illogical." In this case severe limitations would be required. I don't have a problem with the utilization of kinetic energy as long as the consequential factors are emplaced. Your suggestion is likely to be accepted, but rules for magic need to be drawn out before it can be considered in earnest. |
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| Zylus | Jun 28 2009, 04:49 AM Post #4 |
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Thats what the entropic force is. For one this application of magic often revolves around repulsion(or even the rejection) of energy/mass or what you would say 'magic is illogical'. Secondly the counter-force would be applied to the energy that is rejecting the object logically speaking right? therefore not acting upon the user. Thirdly the entropic force for using such a power equals the counter-force. -As to why the later forms are able to reduce the entropic force is due to skill of the technique. As it can repulse energy and entropy being a form of energy, the entropic force itself can be repulsed. While normally that whould be pointless if you were to so-called 'angle' the repulsion(I.e where the entropic force affects) it can be pushed off the person and into the environment. As entropy isn't the kind of kinetic force that would say move an object then there wouldnt be any sort of obvious displacement of the energy. The air around the user would get slightly hotter for a split second(which would be no different then the 'magic emission' that a typical fantasy spell would emit(thinking D&D motif). And clearly it wouldnt be perfect because of the speed it happens it must be pre-determined and not 100% of the entropic force would get 'moved' which is why on the observable level one merely witnesses an improved range of use between such upgrades. As per High Sever, the affecting matter would be akin to a high powered bullet. Now think to youreself: In fights at such a level needed to use it, would it REALLY be too powerful o.O? In the face of such things like blood weapons and such, it is nowhere near overboard, nor does the overall science lack as much logic as such things. Also this branch of magic is not meant to be a flashy-overwhelm them-im-stronger-than-you type like in most magic renditions. With this if the user's application flat out sucks then the magic will be useless. Its a skill based magic application. As more first two responses show, there are clearly limitations built into this magic school. Not to mention the sheer fact that as only humans can use magic every user of this ability dont have access to the fancy race abilities those like crusniks, werewolves, and vamps have; they are limited to being forced to use intelligent applications in order to live, let alone stand their ground or win. You need to take into consideration that since the users themselves have everything going against them, potentially powerful abilities are barely fair. And Ill also use the claim that RP itself can be illogical
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