This world project, simply put, is a hybrid of futuristic science fiction and fantasy. It exists on Earth, with real cities being the backdrop of the world's supposed end(s).
In truth, there are Apocalypse Legend(s) because no one part can die at once. In the first incarnation of this world project, the cities of New York, San Francisco, London, and Rome were destroyed, by the reuniting of the five Endworld Relics.
This round, there are new cities for all to explore, but the cause of the end(s) will remain a mystery.
The world has changed much since the year 2000 A.D.
Some say that the beginning of the Old Order began with a President of the United States. They say that his tyranny caused the third World War to begin, and thus, darkness began to reign.
In WW3, it was essentially the U.S. Army versus China. Whilst the United States Army won, the world's economy went into a fast downfall.
With the downfall came the rise of many great corporations, feeding on the worries, the happiness, and the many other emotions of the worlds' peoples.
Then, with the merging of some of these corporations came Macharumi Inc. and Teekal Corp.
They soon became great rivals, dealing in favors and countless products required to make the world run. Weapons, food, utilities. These companies sold them and bought power with the money.
Soon, the governments of the world had no power to rival Mach and Teek.
Now, the quarrel, feud some even say, has gotten to a boiling point.
And the bubble is just about to burst.
Note: There is always new storyline/history in the Legends of the End thread.
In the beginning of the world project, only the following Gemstones, Cybernetics, and Gears are available for starting characters. However, if I contact you and tell you that you may start a character with a special item, you may do so once. There is a limitation of three characters, as of this moment.
>3i. Basic Gemstones
Ruby – Fire Magic
Sapphire – Water Magic
Pearl – Wind Magic
Emerald – Poison Magic
Yellow Topaz – Lightning Magic
Green Topaz – Earth Magic
Diamond – Light Magic
Jet – Dark Magic
Onyx – Harm Magic
Amethyst – Health Magic
Opal – Arcana Magic
Crystal – Mind Magic
>3ii. Basic Cybernetics
Speed Chips – Inserted into legs/arms to allow for faster muscle processing, allowing the muscles to work faster
Neuro-processor – Inserted into a small module at the back of the neck, the processor allows the brain to see possibilities and interpret data more easily.
Strength Chips – Inserted into a muscle group, the chips double the possible force exertion from said group. However, strength of muscle does not equal speed.
Opto-tacts – Contacts that are genetically fused to your eyes. They grant keener eyesight and astute observations
Agili-Packs – A small biological chip inserted into the brain that increases reflexes and flexibility.
Nervos Stimulator – Three small spheres inserted into your nervous system to allow for either more health or a greater resistance against impact.
>3iii. Basic Gears
Arthros – A biological armor carapace. Its toughness is equal to steel, but cannot be removed.
Pedian – A self-imposed evolution that allows for four legs, as if you have become a centaur.
Helicere – A biological modification to your genes that allow for fangs and slightly venomous spit.
Canna – A self-generated aura that amplifies the effect of bullets, swords, and magic. Continuous usage will cause psychotic episodes.
Nakewe – A self-generated aura that decreases the speed of bullets and magic casting.
Sholit – A genetically attuned familiar of an avian. It can generate enough electrical power to shut down a small computer.
Karnad – A genetically attuned weapon. It will not leave its "gene-owners’" possession unwillingly.
Each person must have a character, except myself. In making this character, you need to give them one of the three alliances: Macharumi, Renegade, or Teeckal.
If you chose Macharumi as your alliance, choose a gemstone and add it to your characters’ profile. You may not choose Opal or Crystal as your starting gemstone, however. They are still readily available.
If you chose Teeckal, choose one of the basic cybernetic equipment and add it to your characters’ profile.
If you chose Renegade, then choose a basic Gear and add it to your character’s profile.
Use the following template as a guide. Background stories
Name: Age: Alliance: Appearance and Apparel: Background [optional]: Skills: Don't be ridiculous. No flying and that sort of gizmo stuff... and no god modding either. Weapons: Basic weapons apply. Magic may not be used in such weapons. Armor: Think simple, and less armored than kevlar. Bonuses: Leave this blank. Doom Points: 5 Level Points: 3 posts of either magic, tech, or defense.
WITH YOUR FIRST BONUS, YOU MAY BUY IT FOR 5 DOOM POINTS AT A FACTION BASE.
When you complete a task, you receive Doom Points [DP]. You may use these points to purchase items or bonuses. Listed here are the 5 possible bonuses, their leveling system, and their costs. The first bonus costs 5 DP, but beyond that, they cost as listed.
If you possess a corporation point, you may either exchange it for a DP or 3 posts for one Bonus.
Otherwise, you gain the skills by leveling up by however it tells you.
Arcanum Bonus – Costs 25 DP to obtain.
1.Your gemstone may become one of its allies for two posts. Use once every five posts.
>>Req. Magic Posts: 0
2.Your gemstone is upgraded to an Anima gemstone of the same kind.
>>Req. Magic Posts: 6
3.Your gemstone may become an opposite gemstone for two posts. Use once every five posts.
>>Req. Magic Posts: 18
4.Your gemstone is upgraded to a Spiritua gemstone of the same kind.
>>Req. Magic Posts: 32
5.Your gemstone becomes a weapon smaller than a longsword.
>>Req. Magic Posts: 70
Your gemstone is upgraded to a Mythos gemstone of the same kind.
>>Req. Magic Posts: 144
Technos Bonus – Costs 20 DP to obtain.
1.Your cybernetics is enhanced and has double effect.
>>Req. Tech Posts: 0
2.Your cybernetics may be traded for a level 2 cybernetics.
>>Req. Tech Posts: 8
3.Your cybernetics is enhanced again and has triple effect.
>>Req. Tech Posts: 20
4.Your cybernetics may be traded for a level 3 cybernetics.
>>Req. Tech Posts: 44
5.Your cybernetics is enhanced again and has quadruple effect.
>>Req. Tech Posts: 92
Your cybernetics may be traded for a level 4 cybernetics or custom one, in the event that one does not exist.
>>Req. Tech Posts: 188
Bios Bonus – Costs 15 DP to obtain.
1.You gain a slight strength bonus [10%] and slight resistance to two magical arts.
>>Req. Def Posts: 0
2.You gain a below average strength [25%] bonus and decent resistance to the same magical arts.
>>Req. Def Posts: 10
3.You gain an average strength bonus [50%] bonus and full resistance to the same magical arts. Your Gear may become its Evolution level.
>>Req. Def Posts: 25
4.You gain a slight defensive bonus [10%] and slight resistance to the Anima magical arts from the previous levels.
>>Req. Def Posts: 55
5.You gain immunity to psychotic episodes and slight resistance to the same Spiritua magical arts from the previous levels.
>>Req. Def Posts: 115
6.You gain immunity to mental harm and slight resistance to the same Mythos magical arts from the previous levels. Your Gear may become its Finality level.
>>Req. Def Posts: 230
Genas Bonus – Costs 10 DP to obtain.
1.You gain resistance to simple poisons and diseases.
>>Cost to Obtain: 0
2.Your skin mutates to become a feathery, so as to provide a slight armor bonus. [10%]
>>Cost to Obtain: 5DP or 400 Credits
3.You gain resistance to normal poisons and diseases.
>>Cost to Obtain: 10DP or 600 Credits
4.Your skin mutates to become scaly, so as to provide an average armor bonus. [50%]
>>Cost to Obtain: 15DP or 800 Credits
5.You gain immunity to most common poisons and diseases.
>>Cost to Obtain: 20 DP or 1000 Credits
Guilu Bonus – Costs 15 DP to obtain.
1.You gain a 5% total discount.
>>Cost to Obtain: 0
2.You gain a 10% total discount.
>>Cost to Obtain: 10DP or 600 Credits
3.You gain a 15% total discount.
>>Cost to Obtain: 15DP or 800 Credits
4.You gain a 20% total discount.
>>Cost to Obtain: 20DP or 1000 Credits
While the gemstones are powers and spell holders themselves, here are the known forms of the Gemstones powers and spells. Anima and Mythos powers must be gained through the Arcanum Bonus before becoming useable. Spiritua powers are given based on your character.
Ruby – Fire Magic >>>Wrought of the basic element, fire magic changes bodily functions and creates flame where there is none. It's counter is water magic.
>>Generate a small fireball
>>Create a heat field Anima Power: Causes your skin to heat up to two hundred degrees fahrenheit, without causing harm to yourself. Mythos Power: Causes your touch to give second degree burns. Your eyes lose all trace of their original looks, as they become glassy and purely black.
Sapphire – Water Magic >>>This branch is the manipulation of the simple element, warping it into its three forms and controlling such forms. It is countered by fire magic.
>>Create a cups worth of water/mist
>>Water Walk Anima Power: Causes your skin to turn slightly bluish, giving you a 25% resistance against water and ice and a 25% weakness against lightning. Mythos Power: Causes your touch to freeze. Your iris' and pupils become purely white.
Pearl – Wind Magic >>>Wind magic is based off of the air and similar elements. It is meant to change and maneuver the material into a useable form. It is countered by poison magic.
>>Control simple wind
>>Summon small gust Anima Power: Causes your skin to turn paler. granting you double speed. Mythos Power: Your hair flares out and is subject to psychic control and may become as sharp as knives. It becomes slightly prismatic.
Emerald – Poison Magic >>>Bound by the arcane forces, the natural venoms of the world are put to use for warfare or for good. It is countered by wind magic.
>>Ooze acid out of hands
>>Have slight resistance to poisons [5%] Anima Power: Causes your skin to become greenish, making the edges of your fingers and nails seep a mediocre poison. Mythos Power: Causes your stare to be sickening and for your eyes to become purely bright neon green. They glow in the dark.
Yellow Topaz – Lightning Magic >>>Created out of electricity and raw natural energy, this branch of magic controls the material and bends it into more destructive forms. It is countered by earth magic.
>>Spark Touch
>>Numb body part to resist pain feeling. Anima Power: Causes your skin to glow and spark, allowing you to inherently summon a lightning bolt every five magic posts. Mythos Power: Causes your hair to become golden blonde and light up. Sparks run through it and allows you to not feel pain from electricity.
Green Topaz – Earth Magic >>>This art is the binding and control of the ground beneath and elsewhere. It controls stone and other similar elements as well. It is countered by lightning magic.
>>Ground self
>>Turn earth into an iron weapon, no mechanicals Anima Power: Causes your skin to become several shades darker, granting you the gift of Gaia, allowing you to create quakes.
The greater the magnitude, the more spellforce is drained. Mythos Power: Causes your hands to become covered in stone plates, similar to rough skin patches. These give you 35% resistance to technology and biological processes.
Diamond – Light Magic >>>Control of Sol and its light, this art is filled with tricks of the righteous and those who use it zealously. It is countered by dark magic.
>>Deflect a simple mage attack
>>Create a small mirage Anima Power: Wraps your skin in pure light, giving you the appearance of always being in sunlight. This grants you 50% resistance to fire and water/ice, but a 45% weakness against dark and harm. Mythos Power: Warps your genes and gives you angelic wings that can sustain natural flight.
Jet – Dark Magic >>>Based on the control of Luna and her light, this branch uses trickery and shadow for its unnatural ends. It is countered by light magic.
>>Create a perpetual shadow over a target for 2 posts, usuable for 2 times per fight.
>>Instill slight fear in a target Anima Power: Casts a shadow upon your skin, giving you the appearance of always being in darkness. This grants you a 50% resistance against wind, poison, and lightning, but a 50% weakness against light, fire, and water. Mythos Power: Warps your genes to give you heightened speed and accelerated healing.
Onyx – Harm Magic >>>This art, if it could be called one, is the manipulation of the physical world for pain and possible destruction. It is countered by health magic.
>>Make a target puke
>>Make a target piss in their pants Anima Power: Causes your nails to sharpen and lengthen, creating a dagger-like effect on your hands. Upon striking skin, it causes slight burns. Mythos Power: Turns your eyes pure black and gives you the ability to send a bolt of fire, lightning, and ice every two posts.
Amethyst – Health Magic >>>Health magic utilizes the natural powers in the world to cleanse, infuse, and mend wounds. It also grants clarity of mind and other various helpful bodily functions. It is countered by harm magic.
>>Heal a basic cut
>>Heal a small bruise Anima Power: Grants an aura around your feet, flowing out about 6 feet. Any friendly beings in this aura are immune to poison and 25% resistant to harm magic. Mythos Power: Grants an aura around your hands, flowing about a foot. Anything touched by the aura for three posts is generally regenerated.
Opal – Arcana Magic >>>Bound out of all natural magics, this branch can do almost anything, for a price or loss of power. It has no magical counter.
>>Divine a target's weak spot
>>Create a small weapon out of damaging magic. Anima Power: Grants an aura around your hands, extending about 2 feet. Any spell effects cast out of your hands have double range. Mythos Power: Generated based on the character.
Crystal – Mind Magic >>>By using the natural auras around people, mind magic users can see and tap into others by manipulating their mental auras. It has no magical counter.
>>Read a target's mind
>>Predict a small movement from a target. Anima Power: Allows you to project strong feelings into a target, if you are experiencing those feelings. Mythos Power: Allows you to tap into one's mind for information.
Speed Chips – Inserted into legs/arms to allow for faster muscle processing, allowing the muscles to work faster. Basic Increase: 2x Demon Chips - Manipulates mental and physical interface allowing for even greater speed. Basic Increase: x4 Devil Toxin - Causes your brain to create more red blood cells and stimulates brain/body interface. Basic Increase: x6 God Implants - These cause your brain to rewire unused parts of the brain to stimulate faster processing and generation of more red blood cells. Basic Increase: x8
Neuro-processor – Inserted into a small module at the back of the neck, the processor allows the brain to see possibilities and interpret data more easily. Psion-networker - This replaces the neuro processor if one is present, otherwise, is grafted directly onto your brain. It allows you to reach out and stimulate a mind to become nicer or give mental pain. You retain advanced senses from the neuro-processor. Temporal-adaptor - This is added to the module at the back of the neck and requires a previous processor or networker. This chip allows you to interface with the aether realms and to summon creatures based on your battle posts and your mental capacity.
Strength Patch – Inserted into a muscle group, the chips double the possible force exertion from said group. However, strength of muscle does not equal speed. Basic Increase: x2 Bicep Card - Inserted directly into the arms, these chips grant overall strength bonus and as such, do not grant speed. Basic Increase: x3 Tummy Tanker - This nickname for a subtlely implanted chip gives the allusion that one is fat, but instead, its actually a body slimming chip that grants greater strength. Basic Increase: x4 Spirit Pierce - A silver ring put where any piercing would go. It modifies the skin for greater strength. Basic Increase: x5
Opto-tacts – Contacts that are genetically fused to your eyes. They grant keener eyesight and astute observations. Eagle-tacts - Contacts that are genetically fused to your eyes. They double your range of vision and sense of detection. Eye of the Wind - This learned skill allows you to see through most objects. Nicknamed Byakuugan.
Agili-Packs – A small biological chip inserted into the brain that increases reflexes and flexibility. Basic Increase X1.5 Ref-Packs - A small chip inserted into either the arms or the legs, giving you more reflexes and flexibility. Basic Increase: x2 Lightning Charges - A small chip inserted into the chest, allowing you grace and flexibility as well as godly reflexes. Basic Increase: x3
Nervos Stimulator – Three small spheres inserted into your nervous system to allow for either more health or a greater resistance against impact (10%). Cumulative with greater and lesser stimulation Shield Stimulator - Five small pill shaped implants inserted into your nervous system to give you higher resistance against impact (15%). Cumulative with greater and lesser stimulation Barrier Stimulator - Seven ring-like implants injected into your nervous system to give you heightened resistance against impact (20%). Cumulative with greater and lesser stimulation
In order for a genetic gear to be upgraded, you must pay 15 Doom Points at your base in order to "evolve" the gear. Once a gear has "evolved", it must be used in twenty battle posts before you are able to pay 30 Doom Points in order to evolve the gear into its "finality" limit.
Arthros – A biological armor carapace. Its toughness is equal to steel, but cannot be removed.
>Evolution: Sheldros - Arthros merges into your skin, allowing greater mobility. You gain a shield of genetic steel with a power based on your genetic bloodline. Submit one to me and I will approve and/or modify.
>>Finality: Sorcos - You gain a genetic weapon, based on your bloodline. Submit one to me and I will approve and/or modify.
Pedian – A self-imposed evolution that allows for four legs, as if you have become a centaur.
>Evolution: Morphoc - A modification of your body that allows you to shift between a regular human and Pedian. You also gain steel strength feet/hooves.
>>Finality: Talismos - Allows you to have four hands and shift between regular form.
Helicere – A biological modification to your genes that allow for fangs and slightly venomous spit.
>Evolution: Venocra - A genetic modification that allows you to accumulate mediocre poison spit and fire it up to seven feet.
>>Finality: Mabinox - A special modification that turns your spit into a highly acidic and poisonous substance that doesn't harm you.
Canna – A self-generated aura that amplifies the effect of bullets, swords, and magic. Continuous usage will cause psychotic episodes.
>Evolution: Arcosu - A modification to the aura that nullifies the chance of psychotic episodes.
>>Finality: Domine - A modification to the aura that doubles its range up to eight feet.
Nakewe – A self-generated aura that decreases the speed of bullets and magic casting.
>Evolution: Shadonk - A manipulation of the aura into a slightly incorporeal shield.
>>Finality: Abizaal - A forced manipulation of the aura into a weapon with triple the effect of Nakewe.
Sholit – A genetically attuned familiar of an avian. It can generate enough electrical power to shut down a small computer.
>Evolution: Efelam - The familiar can grow larger or become a medium or small land creature. It gains the extra ability to shoot a firebolt per post.
>>Finality: Celis - The familiar can grow to the size of a bear or become a large or smaller land creature. It gains the third ability to fire three ice shards per post.
Karnad – A genetically attuned weapon. It will not leave its "gene-owners’" possession unwillingly.
>Evolution: Posira - Grants you a small armor of genetic material similar to steel. May have an ability of the Karnad.
>>Finality: Negato - Grants your Karnad the ability to become a Posira with the same abilities and your Posira may become your Karnad.
世界中で一人のあなたを守るよ
This world project, simply put, is a hybrid of futuristic science fiction and fantasy. It exists on Earth, with real cities being the backdrop of the world's supposed end(s).
In truth, there are Apocalypse Legend(s) because no one part can die at once. In the first incarnation of this world project, the cities of New York, San Francisco, London, and Rome were destroyed, by the reuniting of the five Endworld Relics.
This round, there are new cities for all to explore, but the cause of the end(s) will remain a mystery.
世界中で一人のあなたを守るよ
The world has changed much since the year 2000 A.D.
Some say that the beginning of the Old Order began with a President of the United States. They say that his tyranny caused the third World War to begin, and thus, darkness began to reign.
In WW3, it was essentially the U.S. Army versus China. Whilst the United States Army won, the world's economy went into a fast downfall.
With the downfall came the rise of many great corporations, feeding on the worries, the happiness, and the many other emotions of the worlds' peoples.
Then, with the merging of some of these corporations came Macharumi Inc. and Teekal Corp.
They soon became great rivals, dealing in favors and countless products required to make the world run. Weapons, food, utilities. These companies sold them and bought power with the money.
Soon, the governments of the world had no power to rival Mach and Teek.
Now, the quarrel, feud some even say, has gotten to a boiling point.
And the bubble is just about to burst.
Note: There is always new storyline/history in the Legends of the End thread.
世界中で一人のあなたを守るよ
In the beginning of the world project, only the following Gemstones, Cybernetics, and Gears are available for starting characters. However, if I contact you and tell you that you may start a character with a special item, you may do so once. There is a limitation of three characters, as of this moment.
>3i. Basic Gemstones
世界中で一人のあなたを守るよ
Each person must have a character, except myself. In making this character, you need to give them one of the three alliances: Macharumi, Renegade, or Teeckal.
If you chose Macharumi as your alliance, choose a gemstone and add it to your characters’ profile. You may not choose Opal or Crystal as your starting gemstone, however. They are still readily available.
If you chose Teeckal, choose one of the basic cybernetic equipment and add it to your characters’ profile.
If you chose Renegade, then choose a basic Gear and add it to your character’s profile.
Use the following template as a guide. Background stories
Name:
Age:
Alliance:
Appearance and Apparel:
Background [optional]:
Skills: Don't be ridiculous. No flying and that sort of gizmo stuff... and no god modding either.
Weapons: Basic weapons apply. Magic may not be used in such weapons.
Armor: Think simple, and less armored than kevlar.
Bonuses: Leave this blank.
Doom Points: 5
Level Points: 3 posts of either magic, tech, or defense.
世界中で一人のあなたを守るよ
When you complete a task, you receive Doom Points [DP]. You may use these points to purchase items or bonuses. Listed here are the 5 possible bonuses, their leveling system, and their costs. The first bonus costs 5 DP, but beyond that, they cost as listed.
If you possess a corporation point, you may either exchange it for a DP or 3 posts for one Bonus.
Otherwise, you gain the skills by leveling up by however it tells you.
Arcanum Bonus – Costs 25 DP to obtain.
1.Your gemstone may become one of its allies for two posts. Use once every five posts.
>>Req. Magic Posts: 0
2.Your gemstone is upgraded to an Anima gemstone of the same kind.
>>Req. Magic Posts: 6
3.Your gemstone may become an opposite gemstone for two posts. Use once every five posts.
>>Req. Magic Posts: 18
4.Your gemstone is upgraded to a Spiritua gemstone of the same kind.
>>Req. Magic Posts: 32
5.Your gemstone becomes a weapon smaller than a longsword.
>>Req. Magic Posts: 70
Your gemstone is upgraded to a Mythos gemstone of the same kind.
>>Req. Magic Posts: 144
Technos Bonus – Costs 20 DP to obtain.
1.Your cybernetics is enhanced and has double effect.
>>Req. Tech Posts: 0
2.Your cybernetics may be traded for a level 2 cybernetics.
>>Req. Tech Posts: 8
3.Your cybernetics is enhanced again and has triple effect.
>>Req. Tech Posts: 20
4.Your cybernetics may be traded for a level 3 cybernetics.
>>Req. Tech Posts: 44
5.Your cybernetics is enhanced again and has quadruple effect.
>>Req. Tech Posts: 92
Your cybernetics may be traded for a level 4 cybernetics or custom one, in the event that one does not exist.
>>Req. Tech Posts: 188
Bios Bonus – Costs 15 DP to obtain.
1.You gain a slight strength bonus [10%] and slight resistance to two magical arts.
>>Req. Def Posts: 0
2.You gain a below average strength [25%] bonus and decent resistance to the same magical arts.
>>Req. Def Posts: 10
3.You gain an average strength bonus [50%] bonus and full resistance to the same magical arts. Your Gear may become its Evolution level.
>>Req. Def Posts: 25
4.You gain a slight defensive bonus [10%] and slight resistance to the Anima magical arts from the previous levels.
>>Req. Def Posts: 55
5.You gain immunity to psychotic episodes and slight resistance to the same Spiritua magical arts from the previous levels.
>>Req. Def Posts: 115
6.You gain immunity to mental harm and slight resistance to the same Mythos magical arts from the previous levels. Your Gear may become its Finality level.
>>Req. Def Posts: 230
Genas Bonus – Costs 10 DP to obtain.
1.You gain resistance to simple poisons and diseases.
>>Cost to Obtain: 0
2.Your skin mutates to become a feathery, so as to provide a slight armor bonus. [10%]
>>Cost to Obtain: 5DP or 400 Credits
3.You gain resistance to normal poisons and diseases.
>>Cost to Obtain: 10DP or 600 Credits
4.Your skin mutates to become scaly, so as to provide an average armor bonus. [50%]
>>Cost to Obtain: 15DP or 800 Credits
5.You gain immunity to most common poisons and diseases.
>>Cost to Obtain: 20 DP or 1000 Credits
Guilu Bonus – Costs 15 DP to obtain.
1.You gain a 5% total discount.
>>Cost to Obtain: 0
2.You gain a 10% total discount.
>>Cost to Obtain: 10DP or 600 Credits
3.You gain a 15% total discount.
>>Cost to Obtain: 15DP or 800 Credits
4.You gain a 20% total discount.
>>Cost to Obtain: 20DP or 1000 Credits
世界中で一人のあなたを守るよ
While the gemstones are powers and spell holders themselves, here are the known forms of the Gemstones powers and spells. Anima and Mythos powers must be gained through the Arcanum Bonus before becoming useable. Spiritua powers are given based on your character.
Ruby – Fire Magic
>>>Wrought of the basic element, fire magic changes bodily functions and creates flame where there is none. It's counter is water magic.
>>Generate a small fireball
>>Create a heat field
Anima Power: Causes your skin to heat up to two hundred degrees fahrenheit, without causing harm to yourself.
Mythos Power: Causes your touch to give second degree burns. Your eyes lose all trace of their original looks, as they become glassy and purely black.
Sapphire – Water Magic
>>>This branch is the manipulation of the simple element, warping it into its three forms and controlling such forms. It is countered by fire magic.
>>Create a cups worth of water/mist
>>Water Walk
Anima Power: Causes your skin to turn slightly bluish, giving you a 25% resistance against water and ice and a 25% weakness against lightning.
Mythos Power: Causes your touch to freeze. Your iris' and pupils become purely white.
Pearl – Wind Magic
>>>Wind magic is based off of the air and similar elements. It is meant to change and maneuver the material into a useable form. It is countered by poison magic.
>>Control simple wind
>>Summon small gust
Anima Power: Causes your skin to turn paler. granting you double speed.
Mythos Power: Your hair flares out and is subject to psychic control and may become as sharp as knives. It becomes slightly prismatic.
Emerald – Poison Magic
>>>Bound by the arcane forces, the natural venoms of the world are put to use for warfare or for good. It is countered by wind magic.
>>Ooze acid out of hands
>>Have slight resistance to poisons [5%]
Anima Power: Causes your skin to become greenish, making the edges of your fingers and nails seep a mediocre poison.
Mythos Power: Causes your stare to be sickening and for your eyes to become purely bright neon green. They glow in the dark.
Yellow Topaz – Lightning Magic
>>>Created out of electricity and raw natural energy, this branch of magic controls the material and bends it into more destructive forms. It is countered by earth magic.
>>Spark Touch
>>Numb body part to resist pain feeling.
Anima Power: Causes your skin to glow and spark, allowing you to inherently summon a lightning bolt every five magic posts.
Mythos Power: Causes your hair to become golden blonde and light up. Sparks run through it and allows you to not feel pain from electricity.
Green Topaz – Earth Magic
>>>This art is the binding and control of the ground beneath and elsewhere. It controls stone and other similar elements as well. It is countered by lightning magic.
>>Ground self
>>Turn earth into an iron weapon, no mechanicals
Anima Power: Causes your skin to become several shades darker, granting you the gift of Gaia, allowing you to create quakes.
The greater the magnitude, the more spellforce is drained.
Mythos Power: Causes your hands to become covered in stone plates, similar to rough skin patches. These give you 35% resistance to technology and biological processes.
Diamond – Light Magic
>>>Control of Sol and its light, this art is filled with tricks of the righteous and those who use it zealously. It is countered by dark magic.
>>Deflect a simple mage attack
>>Create a small mirage
Anima Power: Wraps your skin in pure light, giving you the appearance of always being in sunlight. This grants you 50% resistance to fire and water/ice, but a 45% weakness against dark and harm.
Mythos Power: Warps your genes and gives you angelic wings that can sustain natural flight.
Jet – Dark Magic
>>>Based on the control of Luna and her light, this branch uses trickery and shadow for its unnatural ends. It is countered by light magic.
>>Create a perpetual shadow over a target for 2 posts, usuable for 2 times per fight.
>>Instill slight fear in a target
Anima Power: Casts a shadow upon your skin, giving you the appearance of always being in darkness. This grants you a 50% resistance against wind, poison, and lightning, but a 50% weakness against light, fire, and water.
Mythos Power: Warps your genes to give you heightened speed and accelerated healing.
Onyx – Harm Magic
>>>This art, if it could be called one, is the manipulation of the physical world for pain and possible destruction. It is countered by health magic.
>>Make a target puke
>>Make a target piss in their pants
Anima Power: Causes your nails to sharpen and lengthen, creating a dagger-like effect on your hands. Upon striking skin, it causes slight burns.
Mythos Power: Turns your eyes pure black and gives you the ability to send a bolt of fire, lightning, and ice every two posts.
Amethyst – Health Magic
>>>Health magic utilizes the natural powers in the world to cleanse, infuse, and mend wounds. It also grants clarity of mind and other various helpful bodily functions. It is countered by harm magic.
>>Heal a basic cut
>>Heal a small bruise
Anima Power: Grants an aura around your feet, flowing out about 6 feet. Any friendly beings in this aura are immune to poison and 25% resistant to harm magic.
Mythos Power: Grants an aura around your hands, flowing about a foot. Anything touched by the aura for three posts is generally regenerated.
Opal – Arcana Magic
>>>Bound out of all natural magics, this branch can do almost anything, for a price or loss of power. It has no magical counter.
>>Divine a target's weak spot
>>Create a small weapon out of damaging magic.
Anima Power: Grants an aura around your hands, extending about 2 feet. Any spell effects cast out of your hands have double range.
Mythos Power: Generated based on the character.
Crystal – Mind Magic
>>>By using the natural auras around people, mind magic users can see and tap into others by manipulating their mental auras. It has no magical counter.
>>Read a target's mind
>>Predict a small movement from a target.
Anima Power: Allows you to project strong feelings into a target, if you are experiencing those feelings.
Mythos Power: Allows you to tap into one's mind for information.
世界中で一人のあなたを守るよ
Speed Chips – Inserted into legs/arms to allow for faster muscle processing, allowing the muscles to work faster. Basic Increase: 2x
Demon Chips - Manipulates mental and physical interface allowing for even greater speed. Basic Increase: x4
Devil Toxin - Causes your brain to create more red blood cells and stimulates brain/body interface. Basic Increase: x6
God Implants - These cause your brain to rewire unused parts of the brain to stimulate faster processing and generation of more red blood cells. Basic Increase: x8
Neuro-processor – Inserted into a small module at the back of the neck, the processor allows the brain to see possibilities and interpret data more easily.
Psion-networker - This replaces the neuro processor if one is present, otherwise, is grafted directly onto your brain. It allows you to reach out and stimulate a mind to become nicer or give mental pain. You retain advanced senses from the neuro-processor.
Temporal-adaptor - This is added to the module at the back of the neck and requires a previous processor or networker. This chip allows you to interface with the aether realms and to summon creatures based on your battle posts and your mental capacity.
Strength Patch – Inserted into a muscle group, the chips double the possible force exertion from said group. However, strength of muscle does not equal speed. Basic Increase: x2
Bicep Card - Inserted directly into the arms, these chips grant overall strength bonus and as such, do not grant speed. Basic Increase: x3
Tummy Tanker - This nickname for a subtlely implanted chip gives the allusion that one is fat, but instead, its actually a body slimming chip that grants greater strength. Basic Increase: x4
Spirit Pierce - A silver ring put where any piercing would go. It modifies the skin for greater strength. Basic Increase: x5
Opto-tacts – Contacts that are genetically fused to your eyes. They grant keener eyesight and astute observations.
Eagle-tacts - Contacts that are genetically fused to your eyes. They double your range of vision and sense of detection.
Eye of the Wind - This learned skill allows you to see through most objects. Nicknamed Byakuugan.
Agili-Packs – A small biological chip inserted into the brain that increases reflexes and flexibility. Basic Increase X1.5
Ref-Packs - A small chip inserted into either the arms or the legs, giving you more reflexes and flexibility. Basic Increase: x2
Lightning Charges - A small chip inserted into the chest, allowing you grace and flexibility as well as godly reflexes. Basic Increase: x3
Nervos Stimulator – Three small spheres inserted into your nervous system to allow for either more health or a greater resistance against impact (10%). Cumulative with greater and lesser stimulation
Shield Stimulator - Five small pill shaped implants inserted into your nervous system to give you higher resistance against impact (15%). Cumulative with greater and lesser stimulation
Barrier Stimulator - Seven ring-like implants injected into your nervous system to give you heightened resistance against impact (20%). Cumulative with greater and lesser stimulation
世界中で一人のあなたを守るよ
In order for a genetic gear to be upgraded, you must pay 15 Doom Points at your base in order to "evolve" the gear. Once a gear has "evolved", it must be used in twenty battle posts before you are able to pay 30 Doom Points in order to evolve the gear into its "finality" limit.
Arthros – A biological armor carapace. Its toughness is equal to steel, but cannot be removed.
>Evolution: Sheldros - Arthros merges into your skin, allowing greater mobility. You gain a shield of genetic steel with a power based on your genetic bloodline. Submit one to me and I will approve and/or modify.
>>Finality: Sorcos - You gain a genetic weapon, based on your bloodline. Submit one to me and I will approve and/or modify.
Pedian – A self-imposed evolution that allows for four legs, as if you have become a centaur.
>Evolution: Morphoc - A modification of your body that allows you to shift between a regular human and Pedian. You also gain steel strength feet/hooves.
>>Finality: Talismos - Allows you to have four hands and shift between regular form.
Helicere – A biological modification to your genes that allow for fangs and slightly venomous spit.
>Evolution: Venocra - A genetic modification that allows you to accumulate mediocre poison spit and fire it up to seven feet.
>>Finality: Mabinox - A special modification that turns your spit into a highly acidic and poisonous substance that doesn't harm you.
Canna – A self-generated aura that amplifies the effect of bullets, swords, and magic. Continuous usage will cause psychotic episodes.
>Evolution: Arcosu - A modification to the aura that nullifies the chance of psychotic episodes.
>>Finality: Domine - A modification to the aura that doubles its range up to eight feet.
Nakewe – A self-generated aura that decreases the speed of bullets and magic casting.
>Evolution: Shadonk - A manipulation of the aura into a slightly incorporeal shield.
>>Finality: Abizaal - A forced manipulation of the aura into a weapon with triple the effect of Nakewe.
Sholit – A genetically attuned familiar of an avian. It can generate enough electrical power to shut down a small computer.
>Evolution: Efelam - The familiar can grow larger or become a medium or small land creature. It gains the extra ability to shoot a firebolt per post.
>>Finality: Celis - The familiar can grow to the size of a bear or become a large or smaller land creature. It gains the third ability to fire three ice shards per post.
Karnad – A genetically attuned weapon. It will not leave its "gene-owners’" possession unwillingly.
>Evolution: Posira - Grants you a small armor of genetic material similar to steel. May have an ability of the Karnad.
>>Finality: Negato - Grants your Karnad the ability to become a Posira with the same abilities and your Posira may become your Karnad.
世界中で一人のあなたを守るよ