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Armaments
Topic Started: Oct 24 2011, 01:44 AM (32 Views)
EndlessDreamers
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"A strange phenomena has occurred. Strange armored creatures began to appear around the world and attack humans. They exhibited powers that were beyond human comprehension and baffled scientists around the world. They also seemed to have a thirst for human beings. The few that survived these attacks developed strange symptoms where eventually their very blood crystallized around strange stigmata like marks on their bodies, creating small pieces of armor in the shapes of bracelets, anklets, collars, and other various items on the victims. These victims seemed to exhibit no other symptoms until a few months later when strange abilities began to manifest. Those who were afflicted were capable of doing superhuman things, though on a scale much lower than that of the armored creatures. As time passed, more of these humans appeared. It has been a year since the armored creatures appeared and while a large majority have been destroyed, there remains a multitude that still prowls the world."

Armaments are a strange living metal that bonds with your blood and possibly even more, though the extent is unknown. These are gained from an infection spread from a wound given by the strange creatures that are currently roaming around the world. Those who survive the attacks tend to show strange stigmata like injuries somewhere on their body from which the armaments appear. The armaments end up fusing with the blood of their host, meaning that the armament will only materialize and work for them.

Internally, depending on their personality, the armament will take a different form, however the major component is that they can't be removed. They are somehow attached in some way, shape or form to their host. While they can be attached to or hovering over the skin, the distance will always remain the same. They cannot be removed.

Each armament usually covers the area of a single limb: A single arm, a single leg, the torso, the back or the head. When activated, no two armaments on a single person can be touching. That means that you can't have five armaments active on a single arm. You could possibly have five armaments and all of them on a single arm, but if they were all on the skin, only one could be active at a time. However, as stated before, floating armaments that 'hover' away from the skin are quite possible.

All armaments stay at rest in their stage of dormancy, which is also referred to as level one. These forms are the least intrusive and tend to be just a bracelet, a watch, a collar, a pair of earrings, a necklace, even possibly a ring. They tend not to stand out other than that they tend to be very well crafted regardless of what they are.

When activated, they grow depending on the level of activation. They grow linearly depending on the level of activation up to covering an entire limb. So a level five activation will have it covering around half of the limb. The design depends on the subconscious of the wearer, so they can become more intricate as they get larger or they can stay at the same level of intricacy.

Material wise, when thrown up against anything that is not another armament, they have the strength of a diamond with the ductility and elasticity of steel. So, it can take hits and it won't shatter. Most bullets, even anti-armor rounds, will be stopped or repelled.

However, against other armaments, they have a resonance which makes them much more vulnerable. Against another armament (whether directly or through a power of the armament), it just has the properties of normal steel. That means a strong enough hit can bend, break or even destroy it. So while a useful shield against normal humans, other armament users can do some serious damage. This, of course, can only be bypassed by defensive armaments who's major focus is to increase their defensive capacity.

If an armament breaks, its powers dissipate until it can reform. It does this from the blood of its user over the time period of a week with the user still able to function. This can be sped up to 24 hours if the user is willing to feel like they've been hit by an enormous truck for that time period due to blood loss. This can only be the user's blood, as it has bonded with the blood of that person.

The only way to destroy an armament is kill the user. Once the user dies, the armament will dissolve in to a liquid form and disappear.

Types of Armaments

Every Armament has an overall category of power. These are split in to three larger overall categories.

o Control Type - Control of an element or some sort of concept. These types of armaments become more powerful as they level up, so it ends up with more destructive power. This only grants power, not control. So, if you have something that only affects a single person, you won't be able to affect two or three people with an increase in level, just affect one more.

o Equipment Type - Turn in to weaponry or armor with various properties. These types of armaments tend to get stronger or more damaging as they level up. A sword would cut more, a hammer would smash more, a piece of armor would defend against more.

o Transformation Type - Transform a part of the body. These armaments become stronger as they level up, and tend to focus on physical aspects. These are primarily the physical upgrades of the power tier.

From there, categorizations tend to get a bit more specific. These affect what kinds of powers can be taken from these armaments.

o Within Control type, it usually is the single thing that you control, like a single element, concept, etc.

o Within Equipment type, it usually is the general class of equipment that the armament forms, such as defensive, offensive, etc, or the specific type of equipment it forms.

o Within Transformation type, it either focuses on a specific type of transformation, such as within an animal, or an overall class of transformation type, such as offensive, defensive, etc.

Activation

There are two states of an armament, dormant and active. Dormant refers to level one, where it is not activated and thus there is no drain on the user. However, even in its dormant stage, the power involved with the armament can be used slightly.

If you learn how to, you can 'activate' the armament and increase the power. This gives you more power, up to level 10 which is on par with the monsters that are terrorizing the world. As they are more activated, the armaments get larger, eventually covering an entire limb.

However, there is a catch. The human body can only take so much punishment and armaments naturally drive the body well past its normal level of ability. After level 2 you begin to get weaknesses. This is because you are pushing super human limits on a human body.

Also, the more activated a power is, the less 'human' you become and the less control you have. For some, that's no problem, but there is a definite chance of getting 'stuck' and becoming one of the creatures.

You can have multiple of these armaments activated at one time, but weaknesses do stack. Also, strengths of some cannot cover weaknesses of others. So enhanced endurance cannot make your weakness of 10 minutes before your energy runs dry become 20.

It can, however, mean you have more energy in those 10 minutes. Also, there is the definite danger of the more armaments you have active, the more weaknesses you have and the higher chance of losing control. Two level 2 armaments activated is the same as a level 4 activated energy wise. So having ten armaments on level 10 will give you maybe a second before you possibly drop dead.

Activation Level Layout

Level 2 Power - (Low level power. Low damage potential.) (1 power, 1 sub-power)
Level 3 Power - Level 1 Weakness (Low level power. Actual damage potential, but still 'human'.) (2 powers, 1 sub-power)
Level 4 Power - Level 1 Weakness (Medium level power. Going slightly beyond human.) (2 powers, 2 sub-power)
Level 5 Power - Level 2 Weakness (Medium level power. Definitely superhuman, but more x-men than superman.) (3 powers, 2 sub-powers
Level 6 Power - Level 3 Weakness (Medium level power. High level x-men supernatural.) (3 powers, 3 sub-powers)
Level 7 Power - Level 4 Weakness (High level power. Ranging on potential to take out multiple normal humans at once.) (4 powers, 3 sub-powers
Level 8 Power - Level 5 Weakness (High level power. Building destruction potential.) (4 powers, 4 sub-powers)
Level 9 Power - Level 6 Weakness (High level power. City block destruction potential.) (5 powers, 4 sub-powers)
Level 10 Power - Level 7 Weakness (Final level power. City threatening power.) (5 powers, 5 sub-powers)

Keep in mind that even though level 10 is capable of making a huge fire storm that can cover a huge radius while also blasting fireballs in all direction while still having the ability move, a level 7 weakness is akin to taking a level 7 power to the gut in a sense. So while a level 10 is AMAZING to use, USING it in anything other than an emergency is stupid as fucking hell.

Powers and Sub-powers

A power is just a basic power.

Keep in mind these can't be too broad. Fire balls or fire walls are powers. Fire manipulation is a bit too broad. So a power is what you can do. So by the time you reach level 10, you can use 5 various powers involved with the overall scheme of that armament. So say we keep with the fire example. At level 10, you have the capability to use fireballs, summon walls of fire, bring out fire golems, cover yourself in fire armor AND summon a fire sword. This means you can do it even at level 1 (though they'll be pretty low power in doing that). This is just so that your armaments don't only become more powerful but more useful at the same time. Though, keep in mind that spamming more abilities requires more concentration and more energy. So spending XP on unlocking new levels is not only useful for more power but also versatility.

What are sub powers?

Sub-powers are enhancements to your current powers. They aren't powers in their own right but rather they can be used to increase something about your other ones. Imagine it as a specialization. Those fireballs you had before? They're homing now. Those fire golems? They can think for themselves slightly. Of course, each sub power can only give you a small modification, so to get a golem that can think just as well as you can, you'll have to use all five sub powers only on the golems. Of course, use of more sub powers uses more energy, so you can choose if they are active or not.

So, again. Higher level activation ONLY increases the raw power of the power. So more powerful, more destructive, faster. It does not add on new capabilities. That is what sub-powers are for. Since you only get five (for nowish), you have to choose wisely which of your powers you want to activate.
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