⇨☾⇨Prosperity & Ruin (P&R) is a roleplaying guild set in an alternate universe based on the Soul Eater series by Atsushi Ōkubo. P&R is based on written systems but is designed based on the traditional RPG model. There is an emphasis on classes, skill trees, perks, and leveling with robust character customization. Play as a Meister, Demon Weapon, or Witch to specialize in soul, weapon, or magic skills, and make your own choices on what powers and abilities you choose within those skills to forge your own path. Beyond that, Prosperity & Ruin is about the tension between order and chaos within all of us. Balancing our soul's need for structure with a yearning for madness is the common thread through all of our stories. Yet all of our souls have their own way of walking that line and as such, you can choose the role you will play.
⇨☾⇨Meisters and Weapons join the Death Weapon Meister Academy (DWMA) and Witches side with the Grand Coven (GC) in the War for the Soul. This conflict between Death and the Witch Queen for order or chaos is bloody and their battleground is Death City. The DWMA is filled with masters of all kinds of weapons and the soul itself while the Grand Coven has sorcerers, necromancers, animages, and magic wielders of all kinds. Your objective in these factions is simply to destroy the other so whether you are good, evil, or somewhere in between is completely up to you. Minor factions within the DWMA and GC are also possible as long as they fight for their side of the war.
Join us and rise up for Prosperity or Ruin! For the join request, we do not have any application process. However, do keep in mind that this is a private roleplay and we may be selective on who we want to join the story at that point in time. Roleplaying with us in other settings does not guarantee admission.
Created by Ephemeral Ozymandias and Ghostfinch Graphics by Novasse
In association with:
Posted: Thu Jul 22, 2021 2:55 pm
Ephemeral Ozymandias Crew
Obsessive Prophet
Offline
Ephemeral Ozymandias Crew
Obsessive Prophet
Offline
Posted: Thu Jul 22, 2021 5:27 pm
⇨☾⇨ Weapon Class Description:
Demon Weapons are humans who can take the form of traditional weapons. Traditional weapons can include melee and ranged weapons that commonly appear in the world and do not require advanced technology. Demon Weapons require a Meister to wield them unless they are a Lone Wolf. Lone Wolves specialize in turning a portion of their bodies into their weapon of choice to powerful effect.
⇨☾⇨ Weapon Class Notes:
⇨ On character creation, the player may choose to make a Meister NPC as part of their character. Alternatively, a different RPC of the Meister class can be chosen. If the Meister RPC goes inactive for a period exceeding one month without any notice or communication then the Meister RPC may be controlled by the player. ⇨ All Weapon class players unlock one weapon skill tree of their choosing. ⇨ At level three, all Weapons may make one custom perk based on their primary weapon form. ⇨ All Weapon class characters are able to self-wield and use weapon skills although Lone Wolves are the best at it. ⇨ An immediate relative can wield a Demon Weapon without being a Meister. ⇨ Weapon class characters always pay the stamina and action cost of a weapon technique on behalf of their Meister. As such, Weapon class characters are the only ones who have full access to all weapon skills. ⇨ All Weapon class characters are able to transform into multiple traditional weapons as long as they have access to the relevant weapon's skill tree. Must transform into that type of weapon to perform those techniques and use those perks. Weapon transformation does not consume stamina or a combat action. ⇨ Weapon class players may choose one of the following paths.
⇨☾⇨ Weapon Class Paths:
⇨⇨⇨Dual Alterer ⇨ Weapons of the Dual Alterer Path are demon weapons focused on serving as the sole weapon for one meister. Dual Alterers are able to access the Soul Resonance skill tree. Additionally, the Dual Alterer receives one extra perk point for every level attained when they remain loyal to only one meister. ⇨⇨⇨Team Player ⇨ Followers of the Team Player path may access the Soul Resonance skill tree and use the skill at one level higher. They can also partner with one additional Meister. Soul Wavelength attacks from enemy Meisters impact them at one level lower at a minimum of level one. ⇨⇨⇨Lone Wolf ⇨ Lone Wolves do not have Meisters and instead dedicate themselves to fighting solo. Those of the Lone Wolf path are able to wield themselves in partial weapon transformation form exceptionally well and techniques used in this form are one level higher.
⇨☾⇨ Level I. ⇨⇨⇨+50 Points in Stamina ⇨⇨⇨+50 Points in Spirit ⇨⇨⇨+1 Weapon or Soul Skill ⇨⇨⇨+2 Stat Points ⇨⇨⇨+2 Custom Techniques ⇨⇨⇨+4 Perk Points
⇨☾⇨ Level II. ⇨⇨⇨+50 Points in Stamina ⇨⇨⇨+50 Points in Spirit ⇨⇨⇨+2 Stat Points ⇨⇨⇨+2 Custom Techniques ⇨⇨⇨+4 Perk Points
⇨☾⇨ Level III. ⇨⇨⇨+50 Points in Stamina ⇨⇨⇨+50 Points in Spirit ⇨⇨⇨+1 Weapon or Soul Skill ⇨⇨⇨+2 Stat Points ⇨⇨⇨+2 Custom Techniques ⇨⇨⇨+4 Perk Points
⇨☾⇨ Level IV. ⇨⇨⇨+50 Points in Stamina ⇨⇨⇨+50 Points in Spirit ⇨⇨⇨+2 Stat Points ⇨⇨⇨+2 Custom Techniques ⇨⇨⇨+4 Perk Points
⇨☾⇨ Level V. ⇨⇨⇨+100 Points in Stamina ⇨⇨⇨+100 Points in Spirit ⇨⇨⇨+1 Weapon or Soul Skill ⇨⇨⇨+2 Stat Points ⇨⇨⇨+2 Custom Techniques ⇨⇨⇨+4 Perk Points ⇨⇨⇨+1 Signature Skill
Posted: Thu Jul 22, 2021 7:07 pm
⇨☾⇨ Witch Class Description:
Witches are any and all manipulators of magic regardless of gender or physical form. These masters of mysticism may become sorcerers who use demon tools and demon books to access their magical powers and specialize in the arcane school of magic with mastery over magic circles. Alternatively, witches may follow the path of the necromancer who specialize in the dark arts and reviving the dead as their minions with the help of the book of death. Finally, witches can become occultists who focus on becoming werewolves, bloodsuckers, or animal transformation mages.
⇨☾⇨ Witch Class Notes:
⇨ All Witch class players gain access to one magic tree of their choosing. ⇨ Witch class characters have exclusive access to magic. As such, Witch class characters are the only ones who have full access to all magic skills. ⇨ Witch class players may choose one of the following paths:
⇨☾⇨ Witch Class Paths:
⇨⇨⇨Sorcerer ⇨ Those who follow the Sorcerer/Sorceress path specialize in the traditional arcane arts using a demon tool or demon book that is particular to their individual soul. All sorcerers unlock exclusive access to the arcane magic skill tree and can control magic circles as a result. Sorcerers may also choose one elemental magic tree of their choosing. Sorcerers are unique among witches because they rely on magical items that are particular to their souls called Demon Tools or Demon Books that are common sources of their magical power. Sorcerers may make one custom perk at level 3 that is individual to their Demon Tool or Demon Book. ⇨⇨⇨Necromancer ⇨ Witches of the Necromancer path focus on raising the dead and using minions such as mummies and evil spirits to fight on their behalf. Necromancers automatically gain exclusive access to the Necromancy skill tree. They also gain an additional perk point to spend on any magic skill tree of their choosing per level. All necromancers use a special Book of the Dead that aids them in their dark arts. Necromancers may make one custom perk at level 3 that is individual to their Book of the Dead. ⇨⇨⇨Occultist ⇨ Occultist witches focus on animal-based magics and are also able to be the occult races of vampires and werewolves. Occultists unlock either the vampire or werewolf skill trees of their choosing if they desire to be born as a werewolf or bloodsucker. Additionally, all Occultists gain exclusive access to the Transformation magic tree. These animages are also able to create five additional custom spells dedicated to a unique animal type.
⇨☾⇨ Level I. ⇨⇨⇨+100 Points in Mana ⇨⇨⇨+1 Magic Skill ⇨⇨⇨+2 Stat Points ⇨⇨⇨+2 Custom Spells ⇨⇨⇨+4 Perk Points
⇨☾⇨ Level II. ⇨⇨⇨+100 Points in Mana ⇨⇨⇨+2 Stat Points ⇨⇨⇨+2 Custom Spells ⇨⇨⇨+4 Perk Points
⇨☾⇨ Level III. ⇨⇨⇨+100 Points in Mana ⇨⇨⇨+1 Magic Skill ⇨⇨⇨+2 Stat Points ⇨⇨⇨+2 Custom Spells ⇨⇨⇨+4 Perk Points
⇨☾⇨ Level IV. ⇨⇨⇨+100 Points in Mana ⇨⇨⇨+2 Stat Points ⇨⇨⇨+2 Custom Spells ⇨⇨⇨+4 Perk Points
⇨☾⇨ Level V. ⇨⇨⇨+200 Points in Mana ⇨⇨⇨+1 Magic Skill ⇨⇨⇨+2 Stat Points ⇨⇨⇨+2 Custom Spells ⇨⇨⇨+4 Perk Points ⇨⇨⇨+1 Signature Skill
Ephemeral Ozymandias Crew
Obsessive Prophet
Offline
Ephemeral Ozymandias Crew
Obsessive Prophet
Offline
Posted: Thu Jul 22, 2021 7:27 pm
⇨☾⇨ Meister Class Description:
Meisters are warriors with exceptional soul wavelengths who battle using Demon Weapons and soul skills. If the Meister and the Demon Weapon have compatible soul wavelengths then their souls are bound together and the stronger their teamwork is then the more deadly in combat the Meister will be. Meisters are capable of manipulating their soul wavelengths to achieve greatness and proficiency with their weapon partner. Whether it be blades, scythes, guns, axes, blunt weapons, etc. However, meisters who choose not to use a Demon Weapon are given access to martial arts and the unique ability to weaponize their wavelength.
⇨☾⇨ Meister Class Notes:
⇨ On character creation, the player may choose to make a Demon Weapon NPC as part of their character. Alternatively, a different RPC of the Weapon class can be chosen if all players agree. If the Demon Weapon RPC goes inactive for a period exceeding one month without any notice or communication then the RPC may be controlled by the Meister's player. ⇨ All Meisters gain access to at least one soul skill of their choosing upon character creation. ⇨ All Meisters may make one custom perk at level three based on any of the soul skills. ⇨ Meister class characters always pay the spirit and action cost of a soul technique on behalf of their Weapon. As such, Meister class characters are the only ones who have full access to all soul skills. ⇨ Meisters may choose one of the following paths.
⇨☾⇨ Meister Class Paths:
⇨⇨⇨Dual Schemer ⇨ Meisters of the Dual Schemer Path are traditionalists who have an exceptionally strong wavelength with their Demon Weapon. Dual Schemers gain access to the Soul Perception skill tree. They are also able to perform Soul Perception techniques at one level higher while wielding their Demon Weapon. While remaining loyal to one Demon Weapon partner, the meister gains one additional perk point per level. ⇨⇨⇨Oracle ⇨ Those of the Oracle Path are meisters who can immediately access the Soul Resonance skill tree. They are able to resonate with others from double the distance and at one level higher. Additionally, Oracles can partner with one additional Demon Weapon without drawbacks. ⇨⇨⇨Pugilist ⇨ Pugilist Meisters do not have a demon weapon and instead focus on hand-to-hand combat, granting them access to the Martial Arts skill tree. Madness impacts Pugilists at one level lower at a minimum of level one. Finally, the Pugilist gains access to the Soul Wavelength skill tree.
⇨☾⇨ Level I. ⇨⇨⇨+50 Points in Stamina ⇨⇨⇨+50 Points in Spirit ⇨⇨⇨+1 Weapon or Soul Skill ⇨⇨⇨+2 Stat Points ⇨⇨⇨+2 Custom Techniques ⇨⇨⇨+4 Perk Points
⇨☾⇨ Level II. ⇨⇨⇨+50 Points in Stamina ⇨⇨⇨+50 Points in Spirit ⇨⇨⇨+2 Stat Points ⇨⇨⇨+2 Custom Techniques ⇨⇨⇨+4 Perk Points
⇨☾⇨ Level III. ⇨⇨⇨+50 Points in Stamina ⇨⇨⇨+50 Points in Spirit ⇨⇨⇨+1 Weapon or Soul Skill ⇨⇨⇨+2 Stat Points ⇨⇨⇨+2 Custom Techniques ⇨⇨⇨+4 Perk Points
⇨☾⇨ Level IV. ⇨⇨⇨+50 Points in Stamina ⇨⇨⇨+50 Points in Spirit ⇨⇨⇨+2 Stat Points ⇨⇨⇨+2 Custom Techniques ⇨⇨⇨+4 Perk Points
⇨☾⇨ Level V. ⇨⇨⇨+100 Points in Stamina ⇨⇨⇨+100 Points in Spirit ⇨⇨⇨+1 Weapon or Soul Skill ⇨⇨⇨+2 Stat Points ⇨⇨⇨+2 Custom Techniques ⇨⇨⇨+4 Perk Points ⇨⇨⇨+1 Signature Skill
Posted: Sat Jul 24, 2021 9:28 am
⇨☾⇨ Soul Archetypes Description:
Soul archetypes are the soul wavelength classification that every character has. There are five archetypes to choose from and only one can be selected. While every soul wavelength is unique to the individual, there are five general categories of souls called Hero, Outlaw, Sage, Ruler, and Jester. Each archetype has common personality traits but these are not mandatory and every archetype is morally neutral. For example, you can make an evil hero archetype.
Each of the five archetypes has wavelengths that they can be compatible with, completely incompatible with, and neutrally compatible with depending on the soul. Meisters and demon weapons must have either compatible or neutral archetypal soul wavelengths. Your archetype also determines what skills you are good at and what you struggle with. Any class can choose any archetype that they wish. The benefit of choosing an archetype that enhances your class is that you become even more specialized in your class's combat style. However, you can also choose an archetype that is quite different from what your class specializes in for the purpose of making yourself more well-rounded. Your character can only have one archetype.
⇨☾⇨ Hero
Everyone is the hero of their own story, even villains. Heroic souls have a slow but loud hum to their wavelength. Hero souls tend to be brave and convicted but foolhardy at times. Heroes gain 1 point to their strength stat and lose 1 point to their wisdom. Heroes start with two additional perks for heavy weapon skills if of the Meister or Weapon classes. If of the witch class then a heavy weapon skill tree is unlocked. Heroes receive +25 stamina per character level for a total of 125 at level 5. In soul resonance, heroes are highly compatible with rulers and sages. They are neutrally compatible with all other archetypes. ⇨☾⇨ Outlaw
Outlaws tend to be individually minded and free-spirited but impulsive. These free souls have a quick and smooth tempo to their wavelength. Outlaws gain one point to their dexterity and lose one point in wisdom. They also start with two additional light weapon perks if Meister or Weapon class. Alternatively, Witches gain access to one light weapon skill tree of their choosing. Outlaws receive +25 stamina per character level for a total of 125 at level 5. In soul resonance, outlaws are highly compatible with sages and incompatible with rulers. They are neutrally compatible with all other archetypes. ⇨☾⇨ Sage
Sage souls strive to learn as much as possible and they tend to have a deep sense of insight. As such, the sage wavelength is slow and calming. Sages gain one point in wisdom and lose one point in strength. Sages are highly compatible with every archetype which gives them a special advantage in finding a Meister or Weapon match. If the sage is a Witch then they gain two perks in a magic skill and +25 mana per level up for a total of 125 at level 5. If the sage is a Meister or Weapon then they can gain a perk in soul skills with +25 spirit per level for a total of 125 spirit at level 5. In soul resonance, sages are highly compatible with heroes, outlaws, rulers, and jesters. ⇨☾⇨ Ruler
Ruler souls tend to value order and have the tenacity to defeat chaos. Their wavelength is generally quiet with an occasional blip. Rulers are tough but slow and inflexible. They gain 1 point to guts but lose 1 point in dexterity. Rulers gain two perks in a soul skill if Meister class. They unlock a soul skill if Weapon class. They also unlock an additional magic tree if Witch class. Rulers gain +25 spirit per level up for a total of 125 at level 5 if Meister or Weapon class. Witch Rulers are able to hide their soul from soul perception at 1 level higher. Madness techniques influence rulers at one level lower at a minimum of level one. In soul resonance, rulers are highly compatible with heroes and sages and incompatible with outlaws. They are neutrally compatible with all other archetypes. ⇨☾⇨ Jester
Jester souls tend to be agents of chaos and are complete wildcards. Their wavelength is a constant bombastic explosion and they are not inherently compatible or incompatible with any other archetypal wavelength besides compatibility with sages. Jesters of the Meister class gain access to the madness skill as well as a perk in that skill. Jesters who have succumbed to madness gain an additional perk in the madness skill tree. Jesters are highly compatible with sages in soul resonance. Jesters are neutral with all other archetypes. Jesters gain +25 to any one resource pool for their choosing up to 125 at level 5.
Ephemeral Ozymandias Crew
Obsessive Prophet
Offline
Ephemeral Ozymandias Crew
Obsessive Prophet
Offline
Posted: Sat Jul 24, 2021 10:20 am
⇨☾⇨ Character Stats Description:
Think of character stats as the unique talents of your RPC. They do not have any direct bearing on combat prowess but they play an essential role in how far you can advance in certain types of skill trees. The first stat is strength which governs how far your character can advance in the heavy weapons skill trees such as scythes, greatsword, and heavy guns as well as even the brutish werewolf magic. Next is dexterity which is all about light weapons like katanas, kusarigama, pistols, etc, and fast-moving bloodsucker magic. The third stat is wisdom which determines advancement in mainly magic and soul skills such as pyromancy, arcane, cryomancy, necromancy, soul perception, soul resonance, etc but also polearms weapons like staves. The final stat is guts which is connected with mainly soul and magic skills such as soul wavelength, madness, regeneration magic, etc as well as blunt weapons.
Outside of combat but for character flavor, the higher a stat is the more it influences miscellaneous actions like in real life. For example, a high-strength character will have recognized weight lifting prowess. A high dexterity character could be called the quickest draw in the west. A high wisdom character could be renown as a great wizard and deeply insightful character. Finally, a high guts character could be known for their remarkable perseverance and connection with souls.
⇨☾⇨ Stat Points:
Every character begins with one point in every stat before classes and archetypes are applied. Classes and archetypes can add points or take points away from a stat. A stat is maxed out when it hits six points. With two points in a stat you gain access to tier one perks in the applicable skill tree, with four points you unlock tier two, and with six points you unlock tier three.
For every level up you gain two additional stat points to place into any stat that you wish. You have the option to take one point away from a stat as well. By taking away a stat point you can either unlock one skill tree or take two additional perk points. You can take away up to two stat points upon level up for a total of four more perk points or two additional skills or two perk points and one additional skill. This is all optional based on whether you choose to min/max your character.
⇨☾⇨ Stats and Skills: ⇨⇨⇨Strength: Scythes, Greatsword, Big Guns, Gauntlets, Martial Arts, and Werewolf. ⇨⇨⇨Dexterity: Samurai, Gunslinger, Knives, Kusarigama, Projectiles, and Bloodsucker. ⇨⇨⇨Wisdom: Pyromancy, Cryomancy, Electromancy, Arcane Magic, Polearms, Soul Resonance, and Soul Perception. ⇨⇨⇨Guts: Soul Wavelength, Madness, Regeneration Magic, Necromancy, Transformation Magic, and Blunt Weapons.
Posted: Sat Jul 24, 2021 10:49 am
⇨☾⇨ Skill Trees and Perks Description:
Skill trees determine how powerful your character is in a particular fighting style. Skills fall into three broad main categories of weapon, soul, and magic skills. Weapon skills are generally reserved for Weapon class with heavy weapons usually falling under the Strength stat and light weapons typically falling under Dexterity. Soul skills are mostly used by Meisters and tend to fall under the Wisdom and Guts stats. Magic skills are commonly reserved for Witches and most of those skills are under the Wisdom stat. The higher your relevant stat is to a skill the further you can advance in that skill tree. As your character collects souls and gets stronger their stats will increase and they will gain power in their skills.
Every skill tree has three tiers. To unlock the first and lowest tier you need two points in a relevant stat. For example, to unlock the first tier of pyromancy you need two points in Wisdom. To unlock the second tier you need four points. Finally, unlocking the third and final tier requires six points. Each tier consists of perks that range in power according to what tier the perk is in. There are six perks in the first tier, four in the second tier, and two in the third tier. You may choose up to four perks in the first tier, two in the second tier, and one in the third tier. First-tier perks are considered basic powerups, second-tier perks are powerful abilities, and third-tier perks are ultimate abilities. You gain perk points from your class on level up and you can choose to spend them on perks at any time with one point per perk. Additionally, you can refund and reallocate perk points at any time you want without resubmitting your character's profile.
Some perks require a lower tier perk in order to access them. These perks will replace the lower tier perk as they are a powerful version. As such, the perk point spent on the weaker version is refunded and can be spent elsewhere.
⇨☾⇨ Spells and Techniques:
Every skill tree has a handful of techniques that can be unlocked by tier. Once the first tier is unlocked, the level 1-2 spells or techniques can be learned. When the second tier is available, the level 3-4 spells or techniques are learned. Finally, when the third tier is unlocked the one ultimate spell or technique of level 5 is learned. Spells are given by magic skills and techniques are given by weapon and soul skills but they function in essentially the same way. Spells and techniques are automatically added to the character profile for use once the appropriate tier is unlocked without needing to train.
All spells and techniques are considered equal to each other in terms of power meaning that a weapon technique can destroy a magical spell and vice versa. If one technique/spell is a higher level than the opposing technique/spell then when they clash the higher-level technique/spell wins. If two equally leveled spells/techniques collide then they cancel each other out and neither attack is successful. Perks are able to change these dynamics through power-ups.
⇨☾⇨ Resource Pools:
Weapon, soul, and magic skills each use different resources when casting or performing them. Weapon skills use stamina, soul skills use spirit, and magic skills use mana. The higher level the spell or technique the more resources it will utilize as such:
⇨⇨⇨Level 1 spells and techniques use 10 stamina, mana, or spirit points. ⇨⇨⇨Level 2 spells and techniques use 20 stamina, mana, or spirit points. ⇨⇨⇨Level 3 spells and techniques use 30 stamina, mana, or spirit points. ⇨⇨⇨Level 4 spells and techniques use 40 stamina, mana, or spirit points. ⇨⇨⇨Level 5 spells and techniques use 50 stamina, mana, or spirit points.
⇨☾⇨ Level Five Signature Skill:
Once a character reaches level five they have become far more powerful than they were when their journey began. They have been on many adventures and have learned quite a few skills. As such, a level five character may choose their signature skill which is the one and only skill that they have access to in which they can have all perks. The signature skill tends to be the character's favored fighting style.
⇨☾⇨ Legendary Skills: Legendary skills are rare and powerful skill trees that can be unlocked by a small number of characters. Legendary skill trees are unlocked by obtaining the requisite number of souls at level five, maintaining a high level of activity, and making a positive impact on the guild story. A character is approved for an available legendary skill slot when they meet these requirements and are approved by the majority of the guild moderator team by vote. A part of this voting process is reviewing the posts of the character that led them to obtain the legendary skill. If a moderator's character is being considered for a legendary skill then that moderator may not have a role in the voting process.
Legendary skills are a privilege for a character to have and as such the moderators require a consistent level of activity. Posting at least once per week is expected unless there are extenuating circumstances that must be communicated to the guild moderators. Legendary skill slots may also be revoked at the discretion of the moderators if necessary due to abuse or bad behavior.
The legendary skills are Reaper (Meister or Weapon), Kishin (Meister), Death Scythe (Weapon), Grigori (Meister), Demon Eye (Necromancer Witch or Occultist Witch), and Dragon Sorcerer (Sorcerer Witch). At this time, there can only be one Reaper and a new character must be made for it once you unlock it. There can only be one Kishin and an RPC can obtain that status. Two characters can unlock Grigori status. Two characters can awaken the Demon Eye. Finally, two characters can become Dragon Sorcerers. Legendary skills give all perks and techniques to the character automatically regardless of perk points and stat points.
Ephemeral Ozymandias Crew
Obsessive Prophet
Offline
Ephemeral Ozymandias Crew
Obsessive Prophet
Offline
Posted: Sat Jul 24, 2021 10:00 pm
⇨☾⇨ Madness Description:
A sound soul rests in a sound mind and a sound body. Madness corrupts the mind, which disrupts the peace of the soul and body. Madness comes in tiers, with each one debilitating the user more. Despite the damage Madness can do, it can also strengthen one's soul wavelength if they give into it. Acting without inhibitions allows the body, mind, and soul to transcend the limitations put upon them by 'normal society'. However, this kind of power will always come at a cost.
⇨☾⇨ Tier One
The user has begun to fall under the influence of Madness. It is not possible to determine through soul perception if a soul is afflicted with tier one because the Madness is subtle. Users under Madness are able to act fairly normal.
↯ Soul wavelength attacks are tinged with Madness; wavelength boons of the user are negated unless of the Madness skill tree. ↯ Soul perception is usable, but it gives misinformation. Souls perceived, of any kind, are seen in triplicate. The three locations are given with three hundred feet of each other, but it isn't possible to discern which soul is real through soul perception alone. ↯ Soul resonance is possible, but this soul will corrupt all other souls in resonance with two posts of exposure. ↯ The user is mostly normal, but may adopt a verbal or physical quirk from the affect of Madness.
⇨☾⇨ Tier Two
The user is under tier two madness. It becomes quite clear that the user is mad, but allies will have to act fast to get this user under control. The user will have difficulty determining hallucinations are unreal.
↯ Soul wavelength attacks are tinged with Madness; wavelength boons of the user are negated unless of the Madness skill tree. ↯ Soul perception is usable, but it gives misinformation. Souls perceived, of any kind, are seen in triplicate. The three locations are given within three hundred feet of each other, but it isn't possible to discern which soul is real through soul perception alone. All souls are viewed as demon souls. Those perceiving the user in question will feel paranoia but will be unable to determine the source of this uneasiness every time they detect the user. ↯ Soul resonance is possible but immediately corrupts the other souls in resonance with an increased tier in Madness. The resonance breaks after one post, unless Madness Resonance is gained from the Madness skill tree. ↯ Something is seriously off with the user. Their verbal and physical quirks are totally different. It is impossible to mask this misbehavior unless the user is reputably unpredictable.
⇨☾⇨ Tier Three
The user's alliances are negated. The user has fully succumbed to Madness. If they serve anyone at all, it is the Kishin. However, some under Madness are thrown into complete and utter anarchy. The user cannot determine reality from hallucinations. Their presence inflicts hallucinations on those nearby, and full scale waking nightmares to those struck with their soul wavelength directly.
↯ Soul wavelength attacks function one level higher in strength. Other Madness skill tree wavelength boons apply. ↯ Soul wavelength attacks increase Madness tier in other souls by one. ↯ Soul perception is completely unusable. ↯ Access to non-Madness skill trees are negated. ↯ The user is not themselves. They laugh maniacally and crave violence. Nothing they do or say makes sense to anyone but themselves, if it makes sense to themselves at all.
Posted: Sat Jul 24, 2021 10:13 pm
⇨☾⇨ Soul Resonance System:
Meisters and Weapons must be in sync to fight well together. This can extend behind knowing each other's minds and getting familiar with each other's bodies. Knowing someone's soul is something that takes time and effort, but it is deeply rewarding. Meisters and Weapons that can resonate their soul wavelengths become much stronger than they would be apart.
By default, soul resonance lasts one post per level of the team. A level one Meister and level one Weapon could Resonate for one post. If the team is at different levels, like a level three Meister and a level two Weapon, the duration is the lowest level's limit minus one post. In this scenario, the level two Weapon would have a two post duration, minus one, meaning a level three Meister and level two Weapon would resonate for one post at maximum. There is no duration minimum, meaning a level two Meister and a level one Weapon would be entirely unable to Resonate because it couldn't endure even one full post. Resonance duration limits can be impacted by skill trees and perks.
In Resonance, the team becomes stronger because they are so in-sync. This means many attacks are strengthened. Resonance also gives the M/W pair the capacity to use Soul Resonance Abilities, which are earned through skill trees. ↯ Wavelength attacks channeled through a weapon are one level higher. ↯ Gives access to Soul Resonance Abilities up to the lowest level teammate's level. ↯ Resonance teams, when no one is under any tier of Madness, collectively resist afflicted Madness by one tier less, and may entirely negate tier one Madness affliction for the duration of the Resonance. ↯ Resonance teams can communicate with each other telepathically as their soul connection is strong enough to permit access to each other's minds in low doses. ↯ Soul Perception can be activated from the location of any person in the team, even if that person is not the one using the Perception technique. This means Meister A can perceive from Weapon C's position even though Weapon C is on the other side of a building. Data collected from Soul Perception is innately shared with all members of a Resonance team.
⇨☾⇨ How do you achieve soul resonance?
↯ It requires five paragraphs of training from each member. Meister/Weapon pairs should learn to Resonate with each other as soon as possible because it will improve their knowledge of each other and teamwork capability even when they are not actively Resonating. ↯ Once this requirement is met, Resonance is always successful unless the Meister and Weapon are quarreling. Their souls will be in disarray. ↯ Resonating with other M/W pairs or including a second Weapon or Meister (called Chain Resonance) will require five paragraphs of training with each new member. Having completed a mission with the desired party at some point in the past will meet this requirement as well, but only in the circumstance that one M/W pair is trying to resonate with another M/W pair. ↯ The best way to Soul Resonance with multiple people is to have pairs Resonate with each other first; i.e., M/W pair one resonate with each other and M/W pair two resonate with each other before trying to sync their Resonance. If any other combination occurred to Resonance, each person would require five paragraphs of training with their desired Resonance partner. ↯ If the Chain Resonance join is successful, the post duration is reset for Resonance. This reset only occurs once; Resonance with more or less people at another time in battle is not possible.
Ephemeral Ozymandias Crew
Obsessive Prophet
Offline
Ephemeral Ozymandias Crew
Obsessive Prophet
Offline
Posted: Mon Jul 26, 2021 4:10 pm
⇨☾⇨ Gunslinger Skill Tree⇦☽⇦
Gunslingers are the fastest guns in the west. As such, their skills focus on run and gun, fast-firing with handguns, and especially six-shooter revolvers. By investing perk points into this tree, you will be given a lot of unique abilities that will allow you to devastate all others on the battlefield. All perks require a pistol with an ammo capacity of six rounds. Additionally, the guns use pieces of soul wavelengths rather than traditional bullets. Additionally, the perks will only augment gunshots that are designated as gunslinger techniques. This is a Dexterity skill and a Light Weapon skill. Must be Weapon class.
⇨ Gunshot | Scaled Level | Tier 1 | Stamina This technique is the simple staple of the gunslinger. Simply point and shoot and apply the level of the technique you want to use. While gunshots are quick, they are able to be dodged by meisters, weapons, and witches alike. Bullets can also be blocked by appropriate level enemy techniques. You get a maximum of six rounds before you need to reload.
⇨ Reload | Level 1 | Tier 1 | Stamina No need to keep ammo on your person, simply use this technique and your pistol will reload automatically. Keep track of your shots because you will run out before you know it!
⇨ Fancy Shootin' | Level 2 | Tier 1 | Stamina The user fires their gun into the ground before the bullet travels under the surface and resurfaces from the ground beneath the enemy.
⇨ Shooting Gallery | Level 3 | Tier 2 | Stamina The gunslinger fires two shots in quick succession. Once they land on a target or surface, the second round explodes and damages targets within a thirty-foot radius.
⇨ Unload | Level 5 | Tier 3 | Stamina The player fires their pistol three times in a row with each successive round exploding to cause even more damage. The first round is a level five explosion. The following two rounds are each level two explosions. This technique requires only one action but can only be used once per battle.
Posted: Tue Jul 27, 2021 12:49 pm
⇨☾⇨ Necromancy Magic Tree⇦☽⇦
Necromancy is the dark art of raising dead minions to fight on the command of the conjurer. All necromancers have access to a book of the dead which allows them to channel their magical power to summon either mummies or evil spirits. As a conjurer progresses in power, they are able to control their thralls for longer and give them heightened power. When a minion has concluded its duration they are reduced to ash and cannot be revived again. This is a Guts skill. Must be Witch class and Necromancer path.
☾ Conjure Minion | Scaled Level | Tier 1 | Mana The necromancer channels a scaled amount of mana into their book of death. Once they do so, a massive incantation circle surrounds the area and conjures either a mummy or a spirit. Mummies are able to ensnare targets in their bandages and spirits can be conduits for other spells. The level applied to this spell determines the level of technique that the conjured minion can tank before being destroyed. Level one characters can conjure up to two minions for three posts. Level two characters can conjure up to four minions for five posts. Level three characters can conjure up to six minions for seven posts. Level four characters can conjure up to eight minions for nine posts. Finally, level five characters can conjure up to ten minions for eleven posts. When a minion has been destroyed or has hit its expiration then it is reduced to ash and cannot be raised again.
☾ Bandage Binding | Level 1 | Tier 1 | Mana The conjurer uses magic channeled through the book of death to command a mummy to wrap bandages around a target's body. If the target is captured then it requires a spell or technique above level one to break out of the bandages.
☾ Phantom Blast | Level 2 | Tier 1 | Mana The necromancer can shoot magic through an evil spirit to transmute the spell into a dark orb of black magic. The orb will retain the effects of the original spell while also inflicting necrosis on enemies it comes into contact with. Finally, the orb increases the level of the technique fired through it by one. This spell has a five post cooldown.
☾ Demonic Possession | Level 3 | Tier 2 | Mana The conjurer can command an evil spirit to possess an ally or teammate. In so doing, the evil spirit gives the ally an extra 100 mana. While possessed, the ally can seem more vicious or relatively unchanged depending on the individual. Either way, the possessed person can feel the demonic presence of the evil spirit.
☾ Binding Sarcophagus | Level 4 | Tier 2 | Mana By channeling magic into the book of the dead, the necromancer can command a minimum of five mummies to bind one enemy in bandages. The bandages are so numerous that they wrap an entrapped target in a thorough sarcophagus-shaped bandage coffin. Cannot move or use techniques or spells at level four or below. Requires a level five-technique to break out of the bindings.
☾ Anubis Awakened | Level 5 | Tier 3 | Mana A sarcophagus rises from the ground when the grand necromancer channels an immense amount of mana into the book of death. When the lid of the sarcophagus drops, the giant mummy king steps through. He is able to stomp and create tremors in the ground. He is also immensely difficult to kill and must be destroyed by a level five technique or spell.
Ephemeral Ozymandias Crew
Obsessive Prophet
Offline
Ephemeral Ozymandias Crew
Obsessive Prophet
Offline
Posted: Wed Jul 28, 2021 6:26 pm
⇨☾⇨ Samurai Skill Tree⇦☽⇦
The Art of the Sword is the ancient discipline of mastering medium-bladed weapons. While this skill tree alludes often to samurai and katanas, it is effective with any type of medium sword. The Samurai skill tree is all about mastering wielding swords and following the Path of a Warrior. Specifically, mastering the ability to wield hundreds of swords with fluid yet powerful proficiency. Those who master this art are named God of the Sword and receive wide acclaim as a perfect warrior. While discipline and honor are the core tenets of this skill, there are some who are able to pervert it and choose instead to dedicate themselves to the Path of a Demon. This is a Dexterity skill and a Light Weapon skill. Must be Weapon class or Meister class.
⇨ Sword Slash | Scaled Level | Tier 1 | Stamina The samurai is able to apply a tiered amount of stamina to a blade that they are swinging. In so doing, the blade is able to cut through weaker techniques or spells as well as cause level-based damage. A stabbing maneuver can also suffice under the usage of this technique.
⇨ Bladed Block | Scaled Level | Tier 1 | Stamina The samurai is able to use a blade to block incoming techniques or spells. By applying a scaled amount of stamina while using a blade to rebut an enemy technique, they are able to block the technique. Additionally, they can maneuver their sword as such that they can reflect a weaker technique back toward the target.
⇨ Sword Fang | Level 1 | Tier 1 | Stamina After previously positioning three swords so that they stand parallel to one other in the ground, the samurai strikes all of their blades simultaneously with a powerful swing directed near their sunken tips, causing the entirety to slash upwards in a single violent movement that is reminiscent of a fang. Requires the Infinite One perk to perform.
⇨ Vertical Line | Level 2 | Tier 1 | Stamina Commonly performed as a branch of Sword Fang, the samurai has three Infinite Swords float in front of them vertically. The samurai then hits the end of each sword's grip one by one. Each sword glows with energy as its cutting power is drastically improved and able to cut through anything. This technique gains one rank in effectiveness against magical defenses. Requires Sword Fang to learn.
⇨ Three-Shot Path | Level 3 | Tier 2 | Stamina Grabbing three swords, the samurai jumps into the air and throws them simultaneously with tremendous force, using both hands.as each stands perpendicular to the ground along a single line, they can then be used as an improvised path that the samurai can traverse to approach the enemy, whilst retrieving another sword in the process or throw another blade so that it collides with the others, sending the entirety hurtling towards the opponent. This technique makes dodging one enemy technique one rank easier. Requires the Infinite One perk to perform.
⇨ Addition Mode | Level 4 | Tier 2 | Stamina This technique allows the samurai to attack the opponent with multiple swords, each strike in which hits the target sticks to the opponent. This process is then repeated a further eleven times in quick succession, from various angles and positions around the victim, ultimately leaving a total of twelve swords attached to their body. The extent of the injuries caused as a result of this technique, vary from minor to fatal, dependent entirely on how much the user desires to exact upon the target. If one sword makes contact with the target then they all do. If contact is made then escaping the swords requires a technique or spell of at least level four. Requires the Infinite One perk to perform.
⇨ Multiplication Mode | Level 4 | Tier 2 | Stamina A follow up for Addition after all twelve swords are on the victim, the samurai proceeds to strike the entirety of the surrounding blades again in quick succession, with the final devastating blow dislodging the weapons so that they land in a circular formation around the target. This results in doubling the damage that was already previously inflicted on the victim, as each of the twelve swords slices into their flesh once again. As the total twenty-four strikes are received within such an incredibly short period. A level five technique or spell is required to counter this. Requires the Addition Mode technique to perform.
⇨ Jumbled Lineup | Level 5 | Tier 3 | Stamina The samurai swings their sword in a circular motion, causing all of the blades in the immediate vicinity to be propelled upwards. all of the blades in the immediate vicinity to be propelled upwards. By then utilizing the collisions between the swords to keep them aloft, the samurai is able to ensure that they are continually surrounded by a large quantity of blades regardless of their subsequent movements, whilst integrating even more into the technique as and when necessary. Due to the close proximity and number of the involved swords, Mifune can unleash the full potential of their expert swordsmanship to then bombard the enemy with an unrelenting stream of attacks from all directions. This technique lasts for five posts and can only be used once per battle. Requires the Infinite One perk to perform.
Posted: Fri Jul 30, 2021 4:12 pm
⇨☾⇨ Kusarigama Skill Tree⇦☽⇦
Blend into the shadows. Control your breathing. And wait for your target to let his guard down. Tune in to your targets. Predict his thoughts and actions. Strike your target before he notices you. These are the tenets of the assassin. The kusarigama is among the signature weapons of the greatest assassins. Chain scythes can be used in close-range combat, and also long-range as the scythe blades can be thrown at an opponent as an attack, or as a means to trap them to make them wide open for a close-range attack. Chain scythe masters are able to adjust the length of the chain to ensnare opponents or reach greater ranges. They are also able to incorporate smoke generation to aid in stealth or surprise attacks. This is a Dexterity skill and a Light Weapon skill. Must be Weapon class.
⇨ Assassination | Scaled Level | Tier 1 | Stamina The Kusarigama fills the area with smoke to blind the assassin from view before attempting to ambush the target from behind. This smoke makes the assassin's movements silent to others and conceals them from soul perception for one post. The level of soul perception technique required to discover the assassin is equal in level to the amount of stamina applied to this technique.
⇨ Ensnared Reap | Scaled Level | Tier 1 | Stamina The chain of the kusarigama extends by five feet per level of the technique while one scythe is being thrown at a target. The chain can be manipulated mid-air to wrap around the target and completely ensnare them. To break out of or dodge the chain requires a technique or spell of the same level. Once the target is ensnared, any offensive kusarigama technique is one level harder to dodge.
⇨ Sickle Slash | Level 2 | Tier 1 | Resource Stamina is channeled into one of the scythes. As they slash at the target a crescent blade of energy is released that is nearly invisible to the naked eye as it lashes out twenty feet.
⇨ Trap☆Star | Level 3 | Tier 2 | Stamina The Chain Scythe's chain forms coils around the user before extending outwards, forming the shape of a five-pointed star slightly above the ground so that anything that enters the area will be instantly sensed by the Meister and bound in the chains before they can escape. The ability to sense an opponent even extends to the area underground, by using the vibrations traveling to the chains to sense their opponent's Soul Wavelength. Soul perception techniques are one level stronger during this technique's duration. This trap lasts for five posts.
⇨ Shield☆Star | Level 4 | Tier 2 | Stamina This technique creates a defensive, pentagram-shaped shield in the shape of a star. This star of chains is fifty feet by width and height and is filled with a mysterious energy. It is capable of defending from powerful techniques and spells up to level four. This technique is even stronger during soul resonance, however, and requires a level five technique to break through.
⇨ Fallen☆Star | Level 5 | Tier 3 | Stamina One of the scythes is thrown while the chain is extended and forms a massive five-pointed star shape over the entire area (topic) before the scythe returns to where it was thrown from. The chain can potentially extend by hundreds of feet using this method. The entire area fills with smoke and completely blocks out any soul sensory capabilities for the following five posts. Additionally, at any point during the technique's duration the entire star can fill up with crimson energy that leads to a massive explosion. This technique can only be used once per battle.