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Cruor Family Powerset Workshop
Sat Jun 24, 2017 1:50 pm
Going to be posting power concepts for all that royal family jazz and see if people are willing to make and/or adopt characters built around these concepts.
More to come:
More to come:
- ImakuranSeasoned Member
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Re: Cruor Family Powerset Workshop
Sat Jun 24, 2017 5:16 pm
Coding In Template By:
[THEFROST]
[THEFROST]
SUGIURAN
Soldier Template
失われた種族
失われた種族
IV. Abilities & Equipment
» Natural Abilities
Fencing: Under his/her father's tutelage, the Cruor is a master swordsman in most regards of the word. The Cruor is advanced enough to be considered a foremost artist in most blades that any world has produced and is frighteningly proficient with all of them, but has taken a particular liking to and preference for European Fencing, specifically the 16th Century Variety and The Cruor's Sacred Weapon represents this and to extent, as do their releases.
The core of fencing is based around the footwork and posture. Starting with the posture, fencing is entirely predicated on limiting surface area of the body from an opponent. As such, the fencer will stand with their feet in an "L" with the foot symmetrical with their sword arm being aimed at the target. The feet are, typically, shoulder length apart with the sword arm outstretched and the free hand either behind the fencer's back or angled backward and relatively away from danger. This stance provides a limited amount of space to actually be struck by the opponent, ultimately making you much harder to hit. As such, fencing is heavily predicated on speed.
The footwork involved in fencing is very linear, but not in the sense that sport fighting has taken in putting people literally on a line, otherwise known as the piste. While most martial forms, typically conventional eastern styles, are very centered on the concept of a circle. Alternatively Fencing is very much about quick, short, almost jerky movements that focus on covering the most distance in the shortest amount of time.
The actual combat involved in fencing is also somewhat linear. The most conventional attack in a fencer's arsenal is the thrust. Typically slashing attacks are a little unconventional and unwieldy as most attacks and blocks are built around defending and attacking the center of the body, as such slashes and swings are considered inefficient. As such, most blades in a fencer's arsenal typically either outright do not contain a bladed edge or if they do, a considerably less potent one than other, heavier weapons. Instead of hefty swings, fencers instead focus on darting, precise, and deadly thrusts and jabs in to the opponent's body.
On top of that, very rarely will a fencer ever, in a conventional sense, "Block" an incoming blow. Almost all defensive techniques in a fencer's arsenal are parries by nature. The fencer, instead of trying to block an attack, will attack the opponent's offensive, meeting their blade in an "X" formation and redirecting it off of the center line and toward the available squishy bits that it may otherwise hit.
» Spells
- Name: Iron Breaker
Type: Modern
Subset: Movement
Rank: D
Effect: This technique doesn't view the sword to be cast from iron and steel, but identifies the "sword" itself as a concept of applied Movement Type Magic to allow the slashing motion with the aid of the Magic Sequence. The "sword" is identified as a singular concept turned into a molecular blade that can't be shattered, blunted, or broken as if it were able to cut through any resistance along the slashing axis. Consequently, using this magic the Sugiuran is capable of turning any object in to an effective slashing weapon.
- Name: Phantom Blow
Type: Modern
Subset: Oscillating
Rank: D
Effect: Phantom Blow is a flashy but intangible attack that can incapacitate the opponent by causing concussive-like symptoms using a single Psion shock-wave. Usually triggered through a snap of the fingers or a swing of a Sacred Weapon, the magician can send this spell toward an opponent like a projectile, roughly equivalent to the speed of a bala
- Name: Yamatsunami
Type: Modern
Subset: Combination [Speed/Weight]
Rank: D
Effect: A Speed-Type/Weight-Type Magic that first minimizes the inertia of the user and the weapon while closing in on the target at high speed. Then this hidden sword technique transfers all of the stored inertia from the user and weapon movements to the point of contact with the target. This is the Sugiuran Equivalent of the Shunpo with the added effect of being specifically designed to be transitioned into an offensive strike, sacrificing some maneuverability that the Shunpo normally affords for the added devastation that comes from the Yamatsunami’s capacity for offense.
» Personal Spells
- Name: Split Step [Supuritto Suteppu]
Type: Modern
Subset: Speed/Mass
Rank: E
Effect: Inherited Paternally. A simple spell, the Split Step is performed by lightly bouncing on the user’s toes and channeling their psionic energy into their feet. The use of this technique puts the user in a better position to move and react to incoming attacks, giving them an extra half second of reaction time, which is often a big difference between life and death.
- Name: One-Footed Split Step [Kata Ashi Supuritto Suteppu]
Type: Modern
Subset: Speed/Mass
Rank: D
Effect: Inherited Paternally. A slightly more difficult spell when compared to its multi-footed cousin, the Kata Ashi Supuritto Suteppu is performed by quickly bouncing on one foot at the moment of reaction instead of one and channeling psionic energy to the foot in question. This gives almost three fourths of a second extra in reaction time in a specific direction.
- Name: Debunker
Type: Modern
Subset: Movement
Rank: D
Effect: In its simplest explanation, Debunker is a riposte, but in conjunction with a psionic pulse, the user brings the essence and strength of a counter to its furthest degree. The pulse not only inherently pushes away the attempt at a parry, but creates a brief vacuum forwards that literally sucks in the user's blade to add onto the thrusting power, as if the opponent's body draws the blade to their being.
- Name: Fencer's Zone
Type: Modern
Subset: Movement
Rank: C
Effect: Adapted from Sagumi's Samurai Zone. A very potent Spell, the Fencer Zone is supremely effective against other Weapon users. Upon making contact with an opponent’s weapon, the user of the technique will selectively influence the Eidos in an opponent’s weapon, artificially altering the way the electrons in the weapon interact with the proton charge in his own, perpetually forcing the weapons into a sense of attraction. This effectively allows the user of the Samurai Zone to funnel his opponent’s blade into the general area that the user wishes, making it substantially easier to parry and negate an opponent’s offense. The effect lasts for five posts.
- Name: Nitoryu
Type: Modern
Subset: Movement
Rank: C
Effect: Inherited Paternally. Contrary to what the name suggests, this spell only involves one sword. It does however focus on the capacity to switch sword hands effortless and promotes the capacity for using the momentum given by being able to swiftly and effortlessly transition from one hand to another. Masters of this style tend to be much more defensively sound, being able to cover all angles of attack with little trouble and have effectively improved reaction time, effectively speeding up the speed of an action taken immediately after switching sword hand by up to triple the original speed.
» Sacred Weapon: Thibault
The Fencer's Sacred Weapon, Thibault, is designed as an ornate Rapier. Thibault has a complex, sweeping hilt designed to protect the hand wielding the sword rings extending forward from the crosspiece for protection. The hilt includes a knuckle bow extending down from the crosspiece protecting the grip. A fat pommel secures the grip to the weapon and provides some weight to balance the long blade, the full length of the weapon extending from the user's navel to the ground.
The Thibault is a powerful weapon that, should its owner prove competent, is devastatingly lethal. The magic is centered around the point of the weapon and is capable of entirely modifying the causality of an event, specifically relative to the point of the sword. Thibault's tip is entirely immutable and consistent in the space in which it contains and the magic of the blade will, perpetually, influence the Eidos of the area around it to continue making this so. Anything in the space the tip of the sword passes through is modified as the tip would move through the space: regardless of the hardness of the object, heat resistance, plasticity, or resilience; a hole is punched through that space regardless of what material was there before.
The magic present in the tip of the sword interferes with the structural information of the object via the irrefutable existence of Thibaults Tip at the specific spatial coordinate. As such, any space that Thibault's tip moves through is immediately vaporized as if it never existed as Thibault's tip cannot be impugned upon. Consequently Thibault is utterly incapable of being outright blocked as it establishes a firm law in the universe that "Thibault's Tip occupies this space" and as such, any attempt to block it will fail and be punctured.
However, the direction Thibault's tip moves is still dependent upon the kinetic movement from the rest of the weapon and the user, and as such is still subject to outside influences. As the rest of the weapon carries no edge and no especially potent magic outside the typical psionic energy that allows the weapon to stand up to various other supernatural weapons, it is still possible to knock the tip off the course intended by the wielder by attacking other parts of the weapon, effectively allowing Thibault to be successfully parried and for slashing attacks to be completely irrelevant outside of potential bludgeoning.
V. Joushou (上昇, Ascending)
» Joushou Appearance
» Joushou Abilities
Quantization:
At it's most simple, The Fencer's Joushou destroys strength and speed.
At it's more complex, it doesn't necessarily do that at all. Beneath the surface, every action carries a mathematical equation at its core, informational level. The speed of a run, the swing of a sword, the velocity of a bullet, all carry underlying calculations that actually influence the effects and outcomes of all those actions. When the Fencer's weapon connects with an object it begins to, on an informational level, influence the numerical values of these hidden equations.
Using a very basic formula as an example, force is equal to mass times acceleration. This makes sense. The mass of a sword multiplied by how quickly someone swings it is the calculation for how much force that sword will exert on an object. Each swing of a sword involves these underlying calculations happening unbeknownst to the genuine populace that breaks down exactly how various objects interact in our world. Each of these actions and calculations have numbers attached to them. The Fencer's Joushou however influences the way reality itself interprets the numerical values of each object.
An object struck by the Fencer's weapon will not have its informational values properly read by "reality" as the Fencer will be altering the way reality is calculating these values when actions are taken. As an example, if a 4kg object is capable of moving at 20 m/s squared, the force that object would exert is 80 Newtons. However, an object influenced by the Fencer's Joushou, while still having a mass of 4kg and moving at 20 m/s, would not be perceived by the informational core of the world and would, for example be interpreted as a 2kg object moving at 10 m/s, causing the actual force exerted by the object to only be 20 Newtons. So while the ability does not alter the actual parameters of the objects themselves, it does influence the way the world around the object is capable of factoring in its statistics. A sword will still weight five pounds, but it will hit things as if it weighed four. And this ability influences every calculation involving an action and every time the Fencer's weapon makes contact with an object, the object is influenced more dramatically.
To put it in to a more practical frame of reference. Each strike of the Fencer's weapon will, effectively, lower the effect of the wielder's parameters with each strike. The first tier is able to take five strikes before it is reduced to the tier below it, followed by ten strikes for the next tier, followed by fifteen for the following and then twenty for the one after that and the strike count increases by five for each tier. For example, assuming the wielder of a sword has a Strength and Speed of Master and their weapon made contact with The Fencer's Joushou empowered weapon five times, they would only be able to wield the weapon to the effective level of an advanced practitioner. Their individual stats would still be "Master" but any actions taken with their weapon would be reduced to that of an "Advanced." However, direct strikes to the individual themselves will directly lower those parameters.
The effects of this ability last until the end of the thread.
VI. Zenou (前王, Before the King)
» Zenou Appearance
» Zenou Abilities
Priority:
An ability marginally less complex than the Fencer's Zenou, "Priority" continues the Fencing Motif. The ability that the Fencer's Zenou contributes is subtle in theory but potentially rather terrifying in practice. The Zenou, like the Joushou, interferes with the way reality measures and calculates the outcomes of actions, however it is slightly more introspective in nature.
As was established previously, a simple calculation for Force is mass multiplied by acceleration. With this in mind, if two swords were to "clash" against each other, a sword weighing 10kg traveling at 20 m/s squared would equal 200N and a second sword weighing 5kg and traveling at 35 m/s squared would equal out to 175N. In this hypothetical the first sword would overpower the second. The Fencer's Zenou overwrites that reality.
The Fencer's Zenou, at it's most easily explained, attributes a statistical "weight" to one of the portions of a calculation surrounding his weapon. For example, if the above hypothetical were revisited using the second weapon as the Fencer's in Zenou, the same equation of
10kg*20m/s^2 vs 5kg*35m/s^2=175N would instead become:
10kg*20m/s^2=200N vs 5kg*35m/s^2(2)=350.
This hypothetical allows the Fencer to, in essence, mathematically alter the way the world interprets the calculations. To be clear, this in no way makes the Fencer faster than they otherwise should be, instead it influences how much different factors weigh in the calculation of an action.
Practically speaking, what this ability, directly, does is allow the Fencer to use their Speed statistic to directly influence things that should be strictly a matter of strength, giving a hefty weight to the influence of the acceleration factor of force generation, effectively doubling the value of the user's speed statistic. As such, while in Zenou the sheer force of the Fencer's actions is dramatically increased, allowing them to overpower considerably stronger than them through sheer acceleration in situations where they otherwise should not be able to, making them virtually impossible to directly overpower while in this form to all but the most ridiculous powerhouses, effectively needing to directly match the combined value of the Fencers speed and strength strictly with their own strength.
VII. Kyuu Kyou (仇供; lit. Pledged Revenge)
(You must have at least have Advance in your Release Skill before gaining this release state. If not leave this striked out or remove this section all together)
» Kyuu Kyou Appearance (What does your Sugiuran look like during Kyuu Kyou Release?)
» Kyuu Kyou Abilities (What abilities does your Sugiuran gain, or approve in during this release?)
END OF THE SOLDIER APPLICATION
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Re: Cruor Family Powerset Workshop
Sat Jul 01, 2017 1:49 am
Coding In Template By:
[THEFROST]
[THEFROST]
Sugiuran
Symbiote Template
失われた種族
失われた種族
III. Guardian Beast
» Name: Scott Sterling
» Age: Timeless
» Gender: Sexless
» Origin: Immutability
» Location of Resonance Marker: Forehead
» Personality: Scott, as he has recently decided to be known as, is a man of very few words. In actuality, he's a man of one word, and that word is more a guttural warble than a word. In fact, it's not a word, it's a noise, but for the sake of argument, "Warb" is the only word Scott every produces, yet the Symbiote seems to always be able to understand Scott amidst his rather confusing version of charades and excited warbling.
Despite his antics and lack of spoken vocabulary, Scott is genuinely wise beyond his years and is considerably more intelligent than he originally portrays. The assumed name of M'ure, the Sugiuran God of Permanence, Scott in truth holds considerable more significance in the greater world than he initially portrays and under duress, Scott is a bastion of calming wisdom and solid advice.
» History: Before he took on the name of Scott Sterling, The Man whose Face Bunkers Should be Made of, he was known as M'ure, the Sugiuran God of Permanence and Perseverance. When Zha'til, the universe from whence the Sugiuran people came, was created, five beings were directly responsible for shaping and defining their reality as well as safeguarding what was made. M'ure was the safeguard.
As the God of Permanence, M'ure was tasked with maintaining order on a primordial and elemental level in the universe, an attempt to keep balance and to keep the world, metaphorically, perpetually spinning. As such, M'ure's very nature resisted change and for thousands upon thousands upon time immemorial, Mu're tried his best to reign in his siblings in their cycle of creation and destruction and this balance persisted for eons, until the Tig'Ani attacked.
When the war began, M'ure and the other Aspects did not participate, seeing it as a conflict between two species instead of a threat to the fabric of reality itself, at least until the Sundering occurred. When the Sugiurans forcibly ripped open the fabric of their reality and separate their home dimension from the greater multi-verse, M'ure was dragged with them. He, like Erebus, was tracked down by the Northern Royal family, but unlike Erebus M'ure came willingly. The North were advocating attempting to return to their dimension, to return to their world, to set back the permanence that M'ure was set to and failed to protect. Seeing this as his chance to rectify his failures, he willingly subjected himself to the symbiosis process and was placed with one of the Royal Children. However, his failures had caused him to realize that some change was unavoidable and in that he chose to take up a new name for his dealings in this universe. Taking inspiration from human historical records, M'ure chose the name Scott Sterling after the legendary athletic phenomenon.
» Flimkien Powers:
Immutability: For lack of better terminology, Scott Sterling is immortal and entirely invincible. As the God of Permanence, Scott's physical form is entirely incapable of being impugned upon. He is unable to be damaged, injured, or marred in any way, shape or form and situations that should have caused him injury seemingly have no effect whatsoever upon him.
However, it is not "invincibility" in the conventional sense. Scott himself is not necessarily able to just shrug off attacks and advances as if them were nothing. He is not overpowering these transgressions through sheer overwhelming power or strength. Instead, Scott carries one law in his very code that entirely rewrites the concept of reality around him and this law directly interacts with any and all attempts to interact with Scott or his form. Scott Sterling's form cannot be changed. As a practical effect, if an attack would otherwise injure Scott, the informational flow would dictate that "The attack injured Scott." Fortunately, the law imposed by Scott's very existence would supercede that informational flow and completely overwrite it, making "An attack that injured Scott" physically impossible as an injury would "change" Scott. As such, reality itself will attempt to correct the informational flow and, in essence, will completely drain the force and power out of whatever attack was designated to wound Scott.
This ability does come with some caveats however. First and foremost, Scott's entire physical form is dependent upon his bond with his Symbiote. Being torn from the universe that his power is derived from, he needs an alternative source of energy to maintain his form. As such, any injury dealt to the Symbiote will be felt by Scott, the sole instance where he is able to feel pain, and killing the Symbiote will completely disperse Scott in to pure energy, which could easily be harvested and embedded in to another Symbiote. Scott himself, even in this form, cannot be killed, though he cannot do much of anything himself. It should also be noted that Scott himself has never, in his many, many many, many years of existence, had never felt pain before. As such, injuries to the Symbiote effect Scott far more than they would effect the Symbiote themselves.
In addition, Scott's Immutability is only applicable to his physical form. It does not in any way apply to momentum or velocity. As such, Scott is fully capable of being interacted with, I.E. being physically forced in a direction or to be deflected and redirected as the force Scott exerts is not Immutable, only Scott himself.
» Matul Ispiritu Appearance: (What form does your Beast take when he is broken down into Eidos then reforged in a metaphysical state?)
» Matul Ispiritu Abilities:
V. Abilities & Equipment
» Natural Abilities (Does your Sugiuran have abilities in which they naturally gained either by their origin, or by training?)
» Resonating Signal (What special abilities does your character gain from making a contract with their Guardian beast, these abilities are not the same thing as Natural abilities, nor are they the same abilities as what the Guardian beast have.)
» Matul Ispritu Gifted Abilities (sometimes a Symbiote gains special abilities only when their Guardian beast is in Matul Ispritu; this is caused by both of your powers merging together through them.)
» Sacred Weapon (What special weapon does your Sugiuran intune themselves with? What does it look like, and what abilities can they focus into it or gain through it.)
»Personal Mystic Eyes: (When/if a Sugiuran achieves a Master skill in Mystic Eyes, they are capable of developing their own personal mystic eye with a unique power unto themselves. If you will not have a Master level mystic eye, strike this section.)
» Equipment (Does your Sugiuran have weapons or other type of equipment in which aids them in battle? Do they have any extra items that your Sugiuran keep on them?)
VI. Maxima Sindicat
(This mode is only to those who are 0-3 tier, if your character isn't written for this please remove this section or leave it striked out.)
» Maxima Sindicat Appearance (What does your Sugiuran look like during Maxima Sindicat mode?)
» Maxima Sindicat Abilities/b] (What abilities does your Sugiuran gain, or approve in during this mode?)
VII. Skill Sheets
(To Find Out about what these skills are for, please [b]READ THIS THREAD before you try doing anything to it. After you have read it, do not fill your skills out until a staff member has graded your thread. The staff member checking your app will also give you Will Skills in which you can add to your app when approved.
Remove this message afterwards)
Symbiotic Skill Sheet
- Sugiura Magic: Beginner/Adept/Advanced/Master
- Mystic Eyes: Beginner/Adept/Advanced/Master
- Martial Arts: Beginner/Adept/Advanced/Master
- Resonancy: Beginner/Adept/Advanced/Master
General Skills
- Durability: Master/Advanced/Adept/Beginner
- General Speed: Master/Advanced/Adept/Beginner
- Strength: Master/Advanced/Adept/Beginner
- Weapon Skill: Master/Advanced/Adept/Beginner
VIII. Roleplay Sample
» Role Play Sample:(Show us what you got by posting a sample of how you role play. Any previous thread or new material is accepted!)
END OF THE SYMBIOTE APPLICATION
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