wabaku
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Post by wabaku on Jul 11, 2010 2:14:54 GMT -5
Magna-Casters: The idea behind Magna-Casters is a controversial one for cyberFURY. Now origin uno behind Magna-Casters are that they are magi that specialize in bending metal but I thought that would be one sided for the magic nation and also it makes a little less sense for the rules of the world. So after some deliberation, Magna-Casters are a narrow answer to Wizards. Neural implants are placed at key points across the body. (Base of spine, hands, feet, back of neck, etc.) Now using their manipulation of the neural implants and a bag of powder metal they keep with them, Magna-Casters are able to manipulate the powdered metal to use in battle.
Magna-Caster Lore: Most Magna-Casters are test subjects of Zephyr-Wind Arms. The first Magna-Caster went insane and is said to have committed suicide by encasing his own body in metal and becoming a statue. Most starting Magna-Casters are defensive, turning their clouds of metallic dust into shields or using it to obscure vision. This is because the technology is imperfect and it takes the absolute best Magna-Casters to form weapons out of their metallic dust.
Here are some of the skills and abilities with Magna-Casters, some of which may require prerequisites.
Scratchy throat (Weak/4 uses) Often the first "Trick" that the Magna-Casters learn. Forcing their cloud of dust onto enemies. The downside is that it requires concentration so in order to keep your enemies blind and choking you must stay in one spot and pray they do not charge. This can be overturned by specials explained later.
Magna-shield (Medium/3 uses) This is skill is a requirement to become a certified Magna-Caster. You create a shield around you and your allies out of a metal bubble. You cannot move or talk as you have to be in total focus until you think danger has passed. If it is a drawn out battle or condition like a sandstorm the shield costs one use per hour.
Lesser Magna-forge (Medium/3 uses) An essential for any warrior Magna-caster. The user concentrates and forms their metallic dust into a weapon or hand held shield, once formed it requires no concentration to maintain. However if the weapon breaks or if the user wishes to make it something else, then they must sacrifice a use to reform it. Only one manifestation can be sustained at a time.
Magna-forge (Strong/3 uses) An upgraded version of basic Magna-forging, the user can now support two magna-forged items at once. Reforming one weapon still costs a use though, after the uses are gone, the caster cannot reform the weapon until the end of the day.
Integration with the dust (Powerful/special/catalyst) The strongest Magna-casters have undergone many upgrades and mental stress to become so obsessed as to integrate their body with the dust completely. The effects of which include sustained flight for an hour a day, armored skin, the ability to learn how to form your body into weapons and gain unlimited uses over weak and medium level Magna-cast based abilities. This comes with a high price though. Prerequisites: Go rogue and learn at least 1 spell or ability from the psychomancy school of magic. Have at least 2 strong Magna-cast based abilities or specials. Upgrade your dust with magicite.
For now this all I have for my Magna-Caster class. It is open to debate and discussion.
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wabaku
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Posts: 86
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Post by wabaku on Jul 11, 2010 2:36:47 GMT -5
Psychomancy
This is more of a complimentary school of magic, often used by adepts and highly offensive wizards. True Psychomancers are either berzerkers or power mad casters looking for an edge.
It was said that the first book of psychomancy was written in blood, had human skin as paper and was bound by intestines. The first master who wrote it ate it however and shortly before he died he preached in the town square where a less insane individual recorded his ramblings and now the teachings of that unknown master were brought to the attention of the under belly of the magic society.
Just about anyone can be a Psychomancer but there is one limitation. There can be no neutrality in your alignment and you must be completely willing to risk humanity for the sake of your passions. Such as the Lawful Good Paladin, allowing a town to fall to already present zombies when he is already facing a necromancer he has been chasing. Underneath the silly name and the silly origin Psychomancy has one important aspect that many overlook. The noble sacrifice of one's sense of self for their passions.
What of the wizard? Passionate for his own power? Well he is not passionate for himself, he is passionate for power. He must be willing to risk life and limb to get that scroll if he were a Psychomancer.
It is not at all suggested you start with a basis of pure Psychomancy, please keep this in mind as you review the skills and spells.
KAMIKAZE! (Psychomancy/Strong/2 uses) The user of this spell will suddenly become psychotic will and energy incarnate. Covered in a viciously violet glow, they will become invulnerable and basically a living energy projectile for thirty seconds. Once this ends, the user will be half as fast and half as strong for five minutes, the only way to escape this side effect is to sacrifice one use of a medium magic based ability or two uses of a weak magic based ability. It must be stated that one is sacrificing these uses in the same post as they use KAMIKAZE!
Infectious Depravity (Psychomancy/Weak/Special) Being around a psychomancer for too long will start too cause... Side effects. The only way one can escape the effects completely is if they are aware of this ability. Thus party members informed (If the user chooses) of this are safe. However, captors and captives are not. The effected will become paranoid of allies after a day in the presence of the user. With each day the effect doubles.
Ol' Crazy Eye (Psychomancy/Medium/3 uses) A psychomancer often has a demented look on his face, but through a concentration of mana he can literally frighten people out of a fight. Strong willed individuals may become uneasy while the lesser will either back down or flee. If it is a group of people, easily outnumbering the user, they may be at least slightly squeamish about getting too close.
Bloody vitality (Psychomancy/Strong/1 use) When a Psychomancer sees his own blood he may enter a state of excitement and urgency. This Spell once used recharges all of the uses for weak and medium abilities. It seems over powered but keep in mind you must be bleeding and injured to use this.
Psycho-cast (Psychomancy/Strong/3 uses) By far one of the most common uses of Psychomancy. A caster will over exert themselves to raise the rank of any of their other spells by sacrificing a use of this spell and two uses of the target spell. For example:
Sonic wail(Weak) + Sonic wail(Weak) + Psycho-cast = Greater Sonic Wail (Medium)
In the most dire of situations Psycho cast can stack and be cast on itself
Psycho-cast + Psycho-cast + Psycho-cast = Hyper Psycho-cast
With Hyper Psycho-cast the rank raising effect is doubled. Making even weak attacks into strong ones and even more threatening medium into powerful. (ex.)
Greater Sonic Wail(Medium) + Greater Sonic Wail(Medium) + Hyper Psycho-cast = Sonic Devastation(Powerful)
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wabaku
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Post by wabaku on Jul 13, 2010 2:51:47 GMT -5
Fungorian spore based skills and racial psionic abilities Adrenaline spore (Spore/Medium/2 uses) Nearby allies are given a fifty percent more speed and reflex time, the effects last until the effected players either flee from the battle or sustain heavy blunt damage such as a direct club to the head or chest. Pahku (Psionic/Special/ /Catalyst) The effects of this special are applied to both a Fungoid and their chosen Pahku. At base level this adds a small boost to reflex time, the ability to feel what the other is feeling, see what they are seeing and communicate telepathically. The power is variable because it grows stronger the longer that the two are together and stronger based on how close they are. Great Pahku can even be given telepathic powers at the expense of the Fungoid should they choose to do so. Mold bandage (Spore/Weak/Unlimited) A Fungoid has taken the first steps to being a healer. They can spread a medicinal mold that can contain blood, fight infection and regenerate any flesh while the patient sleeps. Once it's work is done, the mold falls off and turns black. Regeneration (Spore/Special/Medium) With light training and concentration, Fungoids can regenerate themselves in battle. Even a lethal shot which takes off the head can be regenerated if their Pahku is around to hold their memories during the regeneration process which takes five minutes. Olu's cocoon (Spore/Medium/3 uses) The Fungoid can swiftly cover itself or an ally in fast hardening fungus that turns black in less than a second after covering the friendly target. While in these "cocoons" all wounds are healed within the hour and it takes an attack of "Strong" or higher proportions to break the shells. The downside to these is that if a person is encased and the Fungoid does not survive the battle, they are trapped until someone breaks it open or another Fungoid dispels it. Nothing can be heard, seen or smelled from within the shell, the character is essentially in stasis with the exception of their mind. Pahku blessing (Spore/Weak/Special/Catalyst) With this special, a Fungoid player may use their gold to "buy" their Pahku psionic based abilities. Even though Fungoids are restricted to defensive psychic abilities, they may bestow offensive powers onto their Pahku. ((More to come))
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wabaku
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Posts: 86
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Post by wabaku on Oct 2, 2010 13:23:01 GMT -5
Sample Magna-Caster
Name: Heronymous Bennet Race: Human Class: Magna-Caster Age: 38 Gender: Male Alignment: Lawful neutral Realm: Technology Appearance: A strong man in a decorated military uniform, bald with silver metallic skin. Past: Heronymous was once on his path to becoming a cybernetic but found that he was fond of the idea of replacing parts. After hearing a rumor about Zephyr-Wind arms' Magna-cast project he signed up immediately. Through sheer obsession and surgery after surgery, Bennet rose through the ranks of Zephyr-Wind arms and now oversees Magna-caster training.
Inventory: A .41 magnum with six bullets in the chamber and six in a holster. Implants on his solar plexus, center, top and bottom of his spine, both his hands and feet and one on his fore head. A bag of gun powder and a bag of Magicite dust.
Skills/Spells
Scratchy throat (Weak/4 uses) Often the first "Trick" that the Magna-Casters learn. Forcing their cloud of dust onto enemies. The downside is that it requires concentration so in order to keep your enemies blind and choking you must stay in one spot and pray they do not charge.
Disable mechanism (Weak/3 uses) The user can manipulate his powder in coating any piece of machinery and making it inoperable. This effect does not work on Androids and this takes concentration until the device is done being disabled.
Magna-shield (Medium/3 uses) This is skill is a requirement to become a certified Magna-Caster. You create a shield around you and your allies out of a metal bubble. You cannot move or talk as you have to be in total focus until you think danger has passed. If it is a drawn out battle or condition like a sandstorm the shield costs one use per hour.
Greater Magna-Forge (Powerful/10 uses) With an enhanced knowledge of weapons and machinery, the caster is now able to make simple machines along with basic weapons, shields and armor. It is possible to generate fire arms but it requires gunpowder. The user can make up to ten manifestations or repair the same Magna-Forged item ten times.
Ol' Crazy Eye (Psychomancy/Medium/3 uses) A psychomancer often has a demented look on his face, but through a concentration of mana he can literally frighten people out of a fight. Strong willed individuals may become uneasy while the lesser will either back down or flee. If it is a group of people, easily outnumbering the user, they may be at least slightly squeamish about getting too close.
Disable person (Strong/1 use) An assassin's move, the metallic dust may enter a person's body and slowly tear them up from the inside. This requires concentration and as long as this is being cast the user must remain still.
Specials
Integration with the dust (Powerful/special/catalyst) The strongest Magna-casters have undergone many upgrades and mental stress to become so obsessed as to integrate their body with the dust completely. The effects of which include sustained flight for an hour a day, armored skin, the ability to learn how to form your body into weapons and gain unlimited uses over weak and medium level Magna-cast based abilities. This comes with a high price though. Prerequisites: Go rogue and learn at least 1 spell or ability from the psychomancy school of magic. Have at least 2 strong Magna-cast based abilities or specials. Upgrade your dust with magicite.
Advanced implants (Strong/special) This Magna-caster has received upgraded implants, they no longer need to concentrate on Magna-cast abilities ranking medium or weak.
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wabaku
Junior Member
Posts: 86
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Post by wabaku on Oct 2, 2010 14:10:01 GMT -5
Sample Psychomancer
Name: The Breaker Race: Human Class: Adept Age: 45 Gender: Male Alignment: Chaotic Evil Realm: Magic Appearance: Scars cover the pale, overly muscular body of this towering man, barely looking human anymore. His eyes are a deep red and his teeth are broken and jagged. The Breaker merely wears tattered cloth pants and wraps on his feet. Past:Originally, the man known as the Breaker was a well disciplined adept for the magic nation's army. One night he was tortured by nightmares of his peers and teachers beating him to death. No one knows why this sudden paranoia came about but when he awoke, the Breaker immediately began slaying everyone in his unit with his bare hands. They say he saw a truth in their blood... Now the reclusive mad man lives in the mountains where he only descends to slaughter. Inventory: Merely what he wears.
Skills/Spell
Ol' Crazy Eye (Psychomancy/Medium/3 uses) A psychomancer often has a demented look on his face, but through a concentration of mana he can literally frighten people out of a fight. Strong willed individuals may become uneasy while the lesser will either back down or flee. If it is a group of people, easily outnumbering the user, they may be at least slightly squeamish about getting too close.
Bloody vitality (Psychomancy/Strong/1 use) When a Psychomancer sees his own blood he may enter a state of excitement and urgency. This Spell once used recharges all of the uses for weak and medium abilities. It seems over powered but keep in mind you must be bleeding and injured to use this.
KAMIKAZE! (Psychomancy/Strong/2 uses) The user of this spell will suddenly become psychotic will and energy incarnate. Covered in a viciously violet glow, they will become invulnerable and basically a living energy projectile for thirty seconds. Once this ends, the user will be half as fast and half as strong for five minutes, the only way to escape this side effect is to sacrifice one use of a medium magic based ability or two uses of a weak magic based ability. It must be stated that one is sacrificing these uses in the same post as they use KAMIKAZE!
Psycho-cast (Psychomancy/Strong/3 uses) This character can use the Psycho-cast ability explained in the Psychomancer section.
Breaker's Fist (Electricity/Powerful/1 use) A legendary strike with either a punch or a kick, the user concentrates all the power of a lightning storm through themselves. With a shockwave of twenty feet. An average person directly struck by this attack is most likely liquid upon impact, anyone within the shockwave will be rendered deaf for thirty seconds and will have suffered moderate internal damage.
Havoc flurry (Electricity/Strong/3 uses) Concentrating electricity through one's hands and feet, the user throws a flurry of blows lasting up to thirty seconds.
Burst (Medium/Electricity/3 uses) A blast of energy that goes in all directions like a bubble from the Breaker's body. The distance is ten feet.
Specials
Painless (Strong/special) This individual can feel pain however makes no negative response towards it.
Cannibalize (Medium/special) Through consumption of another being of the same race, this user recovers health.
Infectious Depravity (Psychomancy/Weak/Special) Being around a psychomancer for too long will start too cause... Side effects. The only way one can escape the effects completely is if they are aware of this ability. Thus party members informed (If the user chooses) of this are safe. However, captors and captives are not. The effected will become paranoid of allies after a day in the presence of the user. With each day the effect doubles.
Hand to hand master (Powerful/Special) This individual only fights hand to hand and is rather good at it. They have trained to overcome weapons and magic with their hands and through training and conditioning are strong and fast enough to overwhelm any single combatant in close range.
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wabaku
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Posts: 86
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Post by wabaku on Oct 4, 2010 23:44:16 GMT -5
Sample Fungoid
Name: Brelu Race: Fungoid Class: Wizard Age: 180 Gender: Male Alignment: Neutral Good Realm: Magic Appearance: An aged Fungoid with a large violet, white spotted cap, his eyes glow yellow and he carries with him a staff made of a green glassy stone. Past: Long ago, during the mysterious and dark origins of Lumofungoria. The first of the true Fungoids was formed by the entity known only as Olu. Brelu, was charged with being the avatar of Olu in this world, so he was forged a staff made of a mysterious stone that enhanced his psionic and spiritual potential. Ever since that faithful day, Brelu has acted as a representative of the entity's will to powerful beings that enter Lumofungoria, other than this, he stays in meditation and broadens his understanding of the universe. Some say, with the combined power of his staff and the deep connection with Olu, Brelu can breathe life into the most inanimate of things and can heal any mortal wound. Inventory: Various herbs in pouches, kept in mossy pockets around his body. A green glass-like staff that enhances his psionic prowess and a small wooden flute, of elven make.
Relics
Brelu's staff- Effects: A green crystalline staff, formed naturally. This relic gives indefinite uses of any psionic based skill, Strong rank or weaker.
Flute of the four winds- A small wooden elven flute, magically imbued by both Fungoid and elf wizards, two were made and split between Brelu and the Elf royalty as a sign of ever lasting peace. When played, the flute eliminates all electricity and wind based magic in the area, this also has an adverse effect on machines that run on electricity, causing them to shut down.
Skills/Spell
Adrenaline spore (Spore/Medium/2 uses) Nearby allies are given a fifty percent more speed and reflex time, the effects last until the effected players either flee from the battle or sustain heavy blunt damage such as a direct club to the head or chest.
Mold bandage (Spore/Weak/Unlimited) A Fungoid has taken the first steps to being a healer. They can spread a medicinal mold that can contain blood, fight infection and regenerate any flesh while the patient sleeps. Once it's work is done, the mold falls off and turns black.
Olu's cocoon (Spore/Medium/3 uses) The Fungoid can swiftly cover itself or an ally in fast hardening fungus that turns black in less than a second after covering the friendly target. While in these "cocoons" all wounds are healed within the hour and it takes an attack of "Strong" or higher proportions to break the shells. The downside to these is that if a person is encased and the Fungoid does not survive the battle, they are trapped until someone breaks it open or another Fungoid dispels it. Nothing can be heard, seen or smelled from within the shell, the character is essentially in stasis with the exception of their mind.
Olu's Gift (Spore/Psychic/Spiritual/Epic/5 uses) Using a combination of all sources of his power, Brelu may bestow life on any material or non-living object, including the dead. He imbues small microscopic spores with all of his consciousness and reshapes the non living object, once enough energy and shaping is placed into this object it may rise again in perfect condition. Making the old young, the weak strong, the dead perfectly living. Once the process is complete, the spores return to Brelu although one is always left behind to keep a watchful eye on the newly living being.
Negate (Psychic/Strong/5 uses) With a simple thought, any curse or harm that is sent after the user is eliminated. A sort of void shield is made around the user's aura and being, each use is a single minute of this void shield. This negates all forms of attack, bullets and projectiles vanish, spells are lifted and melee assaults are blocked.
Elevate (Psychic/Powerful/1 use) This user can expand the mind of another, bestowing upon them a permanent psychic ability of Medium strength or weaker.
Extreme Telekinesis (Psychic/Powerful/3 uses) This user may produce 2,000 pounds of non-lethal force indefinitely but if the user chooses to exceed this limit and hold something or produce a force above 2,000 pounds, then the following measurements are made to determine uses. Single force (Such as a wave or shove) Uses for Single force is measured in how much the limit is exceeded. For every 2,000 pounds exceeded in a single force move a use is needed. ex: 8,000 pounds of force used to shove a boulder out of the way is counted as three uses, 6,000 two, between 2,001 and 4,000 counts as a single use. Holding force (Such as a gripping or binding) This user can hold any weight but the second it exceeds 2,000 pounds a use is deducted every five minutes of holding and an additional use is deducted for the attempt, so the maximum time one can hold a massive object is ten minutes. Once the uses are gone, any form of telekinesis cannot be performed for the rest of the day due to fatigue.
((To be continued))
Specials:
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wabaku
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Posts: 86
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Post by wabaku on Oct 6, 2010 15:38:59 GMT -5
Tricksters/Pranksters
Common in both factions are the Tricksters, most commonly they are street performers. Tricksters gain their prowess through a number of sources because most abilities by them can be explained multiple ways. Which is why, most non-specific skills listed for this class have no labeling as to what element or such they belong to, it may even come as a natural ability which most Tricksters have just a little of. In play, Tricksters are sort of "bard/rogue" characters with an undertone of a gadgeteer. Out of combat, they perform and in combat they mislead foes through illusion or manipulation of some sort. Most are chaotic neutral, though some have been known to tilt towards evil. Unlike most classes, Tricksters may have an assortment of skills and abilities more suited outside of combat.
Trick of the Trade (Weak/Special/Catalyst) A requirement of all Tricksters. Each one must have an object or type of objects they are good at manipulating. (Cards, ribbons, hoops, juggling balls, yo-yos etc.) This special determines their main weapon, it's not often Tricksters use obvious weapons like swords or guns. This special also allows you to perform with your selected item(s) to dazzle others.
Lesser Hammer Space (Weak/5 uses) A hand held object (Such as keys or a palm sized medallion) may vanish in the Trickster's grasp and no matter how much is searched on their person it is never found until the Trickster decides it can be. This can be explained either by sleight of hand and an uncanny ability to conceal things, magic summoning or a device that literally displaces the object for as long as you want. Every time something vanishes and enters "Hammer Space" it costs a use but it does not cost to summon the object back, which means stuff can be stored in Hammer Space from days ago and be summoned at no cost. (Anything you place in Hammer Space must be listed in your inventory, same as anything you put in.)
Lesser Prop toss (Weak/5 uses) If the trickster selected a throwing prop (Coins, Cards, small knives, etc.) They may toss them with great accuracy for combat purposes. Since combat is a little different then performing, the concentration needed is greater, thus the accurate toss can only be made five times. This can still be blocked unless the block is predicted or seen by the Trickster, in which case they can toss around it or make a rebound shot.
Replacement part (Weak/3 uses) A Trickster may have an arm, broken an eye poked out, or a tongue ripped from their mouths yet, inexplicably they grow back! As it turns out, the part they lost was a fake! This ability was developed by Tricksters who owed money to gangs in small cities. When they came to break a limb and walked away satisfied, the Trickster would take off the replacement part and reveal themselves to be fine. Though, this may have other applications in battle, this is the most well known.
((More to come))
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