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Powers and the Magical Forms Regardless of the nature of his power or how it was received, a character can only use his powers in his magical boy form, with a few exceptions (noted below). His magical item is required to transform, a sequence that can be as over the top and flowery as you like. Characters can stay in their magical forms indefinitely, but getting knocked out will typically revert them to their normal forms (only getting mostly knocked out and dramatically fluttering in and out of consciousness doesn't count less you want it to). While in their form magical boys are especially hardy against most mundane forms of assault, but aren't unkillable. Major blood loss, severe head injuries, or massive trauma to vital organs can still kill them, but something that would break a normal human's arm might simply fracture theirs instead. They're also capable of jumping and falling about two stories without injuring themselves. Their magical forms do, of course, come with costumes! Every character will start with one of three basic outfits for their characters, which can increase in complexity with each level up. If your character does have some sort of hidden form that isn't in the style of then magical girl or Super Sentai genres, parts of that transformation may still be included in their outfits (e.g.: a werewolf might have wolf ears and a matching tail when transformed). The basic outfits are... - Black slacks/dress shorts, a black vest, and a white dress shirt - Black slacks/dress shorts, a white shirt, and a black cape - A Super Sentai-style suit of a single color with white accents The first two outfits can be accessorized with a necktie, bow tie, ribbon tie, cravat, hat, or pair of gloves of any single solid color. Please choose only one accessory per level, but all characters may have a simple mask in addition to any accessories they have. With each level characters can have one major addition to their costumes. This could be a new accessory, a different style of shirt, fancier gloves, different shoes, new splashes of colors--whatever you like! Use your imagination and go nuts. Powers that can be used outside of one's magical boy form are largely limited to physic powers and passive physical attributes. Someone that can speak to animals can still get a impression of one's mood better than most people. Someone mostly immune to ice-based magic may not get cold as easily as others. Someone strong enough to juggle bicycles may still be able to throw one without straining himself. Powers for Normal Characters Elemental Magic: The manipulation of classic elements like fire, water, air, and earth as well as non-traditional ones such as metal, plants, shadows, and lightning. These skills are primarily used for offensive purposes, but creative mages can use them to form shields and other means of defending themselves as well. Low level users can only use very simply and straightforward attacks, but at high levels they could potentially cause small earthquakes, melt steel with their flames, grow a seed into an adult tree within a few minutes, or summon up enough water to flood a city block. Healing and Support Magic: Healing mages specialize in healing, support, and defensive skills. Their offensive skills are weak, but their defensive capabilities are exceptional. They're able to cure illnesses, remove poisons and curses, and heal physical injuries. At low levels they can only cure colds, heal injuries bad enough to need a few stitches, and remove simple poisons, but at high levels they can heal fatal illnesses, mend life-threatening injuries, and purify a body of deadly poisons. Summoning Magic: Summoners have the ability to summon animals, monsters, and even certain mythological figures to assist them in battle. A summoner is generally restricted to calling only one type of creature, but they have a great deal of versatility among that category. A summoner with an affinity for cats can summon tigers and Cait Sith just as well as they can summon housecats. At low levels summoners can only summon a few creatures at a time, but at high levels they can call upon dozens of living creatures and even manipulate inanimate objects. Superhuman Attributes: Moreso than normal magical boys, characters with superhuman attributes have exceptional speed, strength, or endurance compared to others. If you choose this power, you should try to choose a focus for your character but leave the other two stats static as they level up--i.e.: your character is twice as strong, tough, and fast as others, but they gradually get three, four, and five times faster than most people as their power grows. At low levels your character should just be operating on an Olympic-level sort of fitness, but at high levels speed-focused characters can dodge highway traffic with ease, strong characters can pick up and toss about semis, and durable characters can shrug off being stuck by highway traffic. Psychic Powers: The ability to read thoughts and emotions, as well as manipulate objects with one's mind. Though these characters are capable of doing and learning a great deal with their powers, actively using their powers leaves them vulnerable to psychic attacks. At low levels characters are only able to pick up surface thoughts and emotions and move small objects, but at high levels they're capable of implanting thoughts, ideas, and emotions into the minds of others, and can toss around small cards with their telekinesis. Levels Below is an outline of what general strength the character should be at each landmark level -- one, three, six, and ten. You should reference this when filling out your level up form. Level One: At level one characters can easily take on average humans and basic monsters and win, though they'll find themselves struggling against particularly strong vanilla mortals as well. Level Three: At level three a character is both competent and powerful. Normal humans don't stand a chance unless they have power weapons or pull off a sneak attack. This is the halfway point of what most magical boys obtain (in RPG terms, the rough equivalent of hitting level 30 of 100). Level Six: At this point your character has, more or less, learned everything they'll need to know. While their potential for power isn't capped, every level they gain after this will only net them minor power boosts compared to their previous levels. At level six, they gain the ability to teleport their magical item to their side. Level Ten: At level ten your character is akin to a force of nature. A fight between two level tens can destroy several city blocks--if they're being careful. Regaining Powers The minimum amounts are... Levels 2-3: Two months Levels 4-5: Three months Level 6: Four months Levels 7-9: Five months Level 10: Seven months In order to level up, you will have to provide links to activity proving your character's involvement. More details are on the level up page, but some examples of how quickly a character could get from level one to level two are below: - Someone who rarely practices and has no romantic relationships or close friendships can take 12-18 months to gain a level, if they ever do at all - Someone who regularly practices but has no close relationships can get a power boost 6-10 months. - Someone that rarely practices and has no friends but is in a romantic relationship can get a power boost in 5-9 months. - Someone that regularly practices and has an unrequited crush and a very close friend can get a power boost in 3-6 months. - Someone that practices daily, is in a steady relationship, and has many close friends can get a power boost in 2-3 months. |