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Can only write essays about fictional things
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About Dust: Dust:
- Dust is, essentially, raw elemental power, which provides Mankind with the sort of mystical energy needed to fight, survive, and thrive in an otherwise unforgiving world.
- No one is sure as to the exact origin of Dust, though there are several legends. It is found mostly underground as colorful, gem-like crystals in mines all over the world.
- They are measured primarily in Units.
- More info located here.
About Dust Types
- There are 18 unique types of dust (listed below), each highly distinct from one another.
- Each type technically has two names: an Archaic name, and a Modern name.
- Archaic names were the very first names given to the different types of Dust when they were originally discovered, and have been used for hundreds of years.
- Modern names are, quite obviously, modernized and simplified versions of Archaic names.
- Thanks to debates over which names are more accurate, all Official Listings list both.
- Archaic Name first, followed by the Modern Name.
- EG: Pure/Normal Dust
- Certain types of dust will have unique reactions to other types of dust, shown in these charts.
- EG: Water Dust reacts violently with and destroys Rock, Steel, and Fire Dust
- EG: While Grass and Electric Dust will to the same to Water Dust
- Because of this, attempting to mix Dust types while they are in use is a very dangerous, potentially life-threatening practice.
- Humans, Faunus, and Grimm alike all have affinities to certain types of dust, which can come with both great advantages, and despairing disadvantages.
- All humans have an affinity for Normal, and a secondary type unique to the individual.
- For Grimm and Faunus, their affinities depend entirely upon their species.
About Dust Effects
- Each type of dust can have various effects, depending on how they are used. These effects are arranged into three categories:
1) Primary / Channeled Effects
- Primary effect make up the most basic use of dust, in all it's forms. This is something initiated primarily by one's own Aura.
- Any given type of dust has a specific trait associated with it.
- EG: Blaze/Fire Dust is associated with fire, flames, and heat.
- When channeled, the Dust will essentially give the weapon an enchantment, that grants it that Dust's Type. It glows the same color as the Dust, and (with practice) may manifest a more elemental appearance.
- EG: A Blaze/Fire Channeled weapon will glow Red, and may emit heat or even flames.
- However, the process of Channeling requires 4 units of Dust, which is entirely consumed upon use, and the effect fades upon doing damage to an enemy.
2) Augmented / Status Effects
- Augmented Effects are an advanced form of Channeling, with a very different use.
- Because it is a more advanced technique, Augmentation is something that must be taught properly before students can utilize it without putting themselves in danger.
- Through Augmenting, there is a chance to afflict various statuses when damage is made, regardless of whether one is Channeling Dust or not during the attack.
- Without proper training, it isn't possible to Channel and Augment with two different types of dust, thanks to how dangerous mixing Dust can be.
- The amount of dust consumed and the type of status effect are related. More debilitating status effects tend to cost more dust to augment. For example, Freeze costs 4 units to attempt, while Taunt only costs 2.
3) Secondary / Glyphic Effects
- These effects are very unique, and are only able to be utilized by those with a Glyph Semblance.
- Like Channeling and Augmentation, Glyphs require Dust to use, usually 2 Units.
- Unlike Channeling and Augmentation, they cannot increase the damage to attacks or cause statuses, but they make up for it easily thanks to the sheer reliability and variety of Glyphic effects, whereas Channeled effects have specific uses and Augmented effects tend to have similar results.
Please note that these are only basic guidelines. Creativity is KEY!
List of Dust Types & Effects Pure/Normal Dust
- Channeled Effect: Glows White, and will do Pure/Normal Type-Damage.
- Glyph Effect: Pure Energy, near useless in Glyph format. You just get a fancy, intangible magic circle. In any other form, it is essentially gunpowder+
- Status Effect: N/A
Blaze/Fire Dust
- Channeled Effect: Glows bright Orange, and will do Blaze/Fire Type-Damage. Weapon may emit heat or even appear wreathed in flames.
- Glyph Effect: Repellant - Anything that comes in contact with the glyph will be forcefully propelled into the opposite direction.
- Status Effect: Burned - 4 Units Target's attack gets cut in half, and loses 5% HP per turn.
Impact/Fighting Dust
- Channeled Effect: Glows a dark Red, and will do Impact/Fighting Type-Damage. Weapon may appear to hit much harder, or___.
- Glyph Effect: Power Amplification - Anything sent through a glyph increases in speed and has greater impact.
- Status Effect: Flinched - 3 Units Target is unable to move for this turn.
Tide/Water Dust
- Channeled Effect: Glows a true Blue, and will do Tide/Water Type-Damage. Weapon may appear to have a watery sheen, or may be covered with underwater caustics.
- Glyph Effect: Anti-gravitational - It creates a field free of gravity, stretching outwards. Potentially, one could slowly float upwards (or to the side, depending on the angle of the glyph) for minutes. Google "Portal 2 Excursion Funnel" for clarification.
- Status Effect: N/A
Gale/Flying Dust
- Channeled Effect: Glows a sky Blue, and will do Gale/Flying Type-Damage. Weapon may appear to have a visible breeze constantly circling it.
- Glyph Effect: Wind control, weather - A gust of wind, violent or otherwise in any direction, originates from the glyph.
- Status Effect: N/A
Verdant/Grass Dust
- Channeled Effect: Glows a deep Green, and will do Verdant/Grass Type-Damage. Weapon may __.
- Glyph Effect: Cleanse - This glyph has the ability to cure status ailments such as poison and burn.
- Status Effect: Sleep - 3 Units Target falls asleep and cannot move until struck. Takes 2x damage when struck and wakes up.
Toxic/Poison Dust
- Channeled Effect: Glows a sickly Purple, and will do Toxic/Poison Type-Damage. Weapon may appear to be covered in a viscous, purple-ish liquid.
- Glyph Effect: Decay - (If used on living beings, Sickness). For example, when applied to steel, rust occurs.
- Status Effect: Poisoned - 4 Units Target loses 10% HP per turn.
Shock/Electric
- Channeled Effect: Glows a brilliant Yellow, and will do Shock/Electric Type-Damage. Weapon may emit blue and yellow sparks, which dance across the weapon.
- Glyph Effect: Accelerant - It can make a stationary object mobile, or make a person go faster.
- Status Effect: Paralyzed - 4 Units Target's speed is cut in half, and is required to roll 4 or higher on a d10 to move.
Earth/Ground Dust
- Channeled Effect: Glows a dull beige, and will do Earth/Ground Type-Damage. Weapon may appear to be covered in a fine layer of constantly-sifting sand.
- Glyph Effect: Deccelerant - It can make a mobile object stationary.
- Status Effect: N/A
Mind/Psychic Dust
- Channeled Effect: Glows a pale Pink, and will do Mind/Psychic Type-Damage. Weapon may __.
- Glyph Effect: Portal teleportation - Two Psychic glyphs are required, so this is the only instance in which a glyphic effect requires more than one glyph to operate. If someone walks into one of these glyphs, they will pop out of the other. For another example, please Google Portal or Portal 2.
- Status Effect: Panic - 3 Units Target loses its orientation and must roll 5 or higher to not attack itself/it's teammates[
Crag/Rock Dust
- Channeled Effect: Glows an earthy brown, and will do Crag/Rock Type-Damage. Weapon may __.
- Glyph Effect: Barriers - The glyph takes a solid form.
- Status Effect: N/A
Tundra/Ice Dust
- Channeled Effect: Glows a faded Blue, and will do Tundra/Ice Type-Damage. Weapon may become cold, or be covered with a layer of frost or ice.
- Glyph Effect: Stasis, Restraints - Will cause whatever is entrapped in it to become immobile. Everything outside of it is fair game.
- Status Effect: Frozen - 4 Units Target is prohibited from dodging. Critical barrier against the target lowered to 10, after 3 crits Frozen must be reapplied.
Swarm/Bug Dust
- Channeled Effect: Glows a bright Green, and will do Swarm/Bug Type-Damage. Weapon may __.
- Glyph Effect: Illusion/Duplication - Anything passing through the glyph will get an illusion double. Multiple illusions may be produced.
- Status Effect: Feared - 3 Units Afflicted must make a roll of 5 or higher to hit their target.
Drake/Dragon Dust
- Channeled Effect: Glows a powerful Purple, and will do Drake/Dragon Type-Damage. Weapon may __.
- Glyph Effect: Attractor - Draws in any nearby objects, as if it contains condensed gravity. Think of a black hole, but not nearly as powerful, nor will it suck you in for all eternity.
- Status Effect: Intimidated - 3 UnitsTargets Special Attack gets cut in half.
Spectral/Ghost Dust
- Channeled Effect: Glows a dark Purple, and will do Spectral/Ghost Type-Damage. Weapon may __.
- Glyph Effect: Phasing - For example, when applied to wall, the wall can be passed through.
- Status Effect: Cursed - 4 Units Half the damage the target does is returned to the target. [If a cursed player Deals 50 damage to a target, they take 25 damage as well.]
Shade/Dark Dust
- Channeled Effect: Glows a shadowy black, and will do Shade/Dark Type-Damage. Weapon may appear covered in shadows, or emit a thick, black mist.
- Glyph Effect: Light manipulation - It can either snuff out the light, or draw light to it.
- Status Effect: Taunt - 2 Units Target attacks the user of the ailment.
Tempered/Steel Dust
- Channeled Effect: Glows a metallic Silver, and will do Tempered/Steel Type-Damage. Weapon may appear to become coated in chrome or iron, or may appear to gain weight.
- Glyph Effect: Reinforcement - When put on an object, the object becomes far more durable.
- Status Effect: N/A
Pixie/Fairy Dust
- Channeled Effect: Glows a rosy Pink, and will do Pixie/Fairy Type-Damage. Weapon may appear to sparkle, as though covered in glitter.
- Glyph Effect: Restoration - This glyph is capable of healing animate or inanimate objects that are on top of it.
- Status Effect: Charmed - 4 Units Target now fights for the other team for one turn.
Original Explanations: Dust was first given to humanity many years ago, through means nobody is entirely sure about. What we do know is that dust is an invaluable weapon against the Grimm and source of power for much of the society built up after we begun our fight against them. Dust is, after all, raw elemental power. If unleashed improperly, the results are…catastrophic.
Dust comes in a total of 18 types, each highly distinct from one another. Each dust type has varying effects that can be split into three categories: Channeled/Primary Effects, Glyphic/Secondary Effects, and Augmented/Status Effects. Primary effects will come into play when Dust is in it's basic, channeled form. For example Blaze Dust, also known as Fire Dust, will emit heat in it's crystallized and raw forms. These traits are adopted during Channeling, where an item obtains the Primary, now Channeled, effect of the Dust in question. (i.e. A Flame Channeled weapon will emit heat or possibly become alight.)
An Augmented effect can be used alongside the Channeled effect, though it is not required. An Augmented effect harnesses other latent abilities of Dust, afflicting various maladies and statuses when damage is made. However this is an advanced version of Channeling, and requires instruction to properly utilize. It is possible to specialize in your learning of Augmentation, however most academies nowadays teach all types of Augmentation simultaneously.
Glyphic effects are used solely by those with the semblance to do so, and can be permanently imbued in an item by a Glyph user of significant power. This practice takes over a decade of continual Glyph use and specific study to accomplish, so those capable of it are even rarer than Glyph users themselves. When using a Glyphic effect, one sacrifices both the use of Channeled and Augmented effects. This is easily balanced out by a Glyph's extremely high rate of success and the sheer variety of Glyphic effects, whereas Channeled effects have specific uses and Augmented effects tend to have similar results.
The nomenclature of Dust has changed in very recent times, as well. It's a rather exciting thing! We are changing titles dubbed centuries ago. With this change there are now two separate names for every Dust type. These are Archaic and Modern names. Archaic names were chosen years ago, based on what our ancestors deemed to be a notable trait. These names, while accurate, are rather convoluted and frankly out of date. With this in mind, the Modern nomenclature is coming to light. These still keep the spirit of the names, making note of their important traits, but these new names focus on their Elemental aspects, given that those are the most used by the general populace in this day and age. These names are new however, and there is some debate as to which should be used. For the purposes of simplicity, both names of every given Dust type are provided, with Archaic being first and Modern being second.
Edited by Coons, Jul 20 2015, 01:01 AM.
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