Refracted Light Mods (
modsoflight) wrote2017-04-09 09:33 pm
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Echoes
When you seek your bed this night, it seems as if any other night. You are, after all, a citizen of one of the two great nations that have forever fought for dominance on this world. Blessed in the light of the crystals and the benevolence of your liege, you intend for tomorrow to be no different from today - you will continue in your service and in search of your many goals, as you have done for your entire life.
But sleep brings strange dreams this night.
You find yourself adrift in a sea of gentle green and white light. A warm, comforting and parental voice speaks to you. It has no distinct gender, being both male, female, and neither all at once, but it is warm and kind, overflowing with tenderness for you.
"Great one of old," it says, "it is time to once again awaken. The world is in peril, but the will of mortals is to live on even in the face of adversity. See. Remember. Awaken."
Images flood your mind as knowledge flows into you. It, like the sensation around you, is warm and comfortable. It's like coming home. You see things as they were - a life, a lifetime ago. Memories from another time, another world even. This world, though you have been born and raised within it, is not truly your own - not at first. You lived a life before, on a world apart from here.
And your heart is steeled with a greater knowledge. After your time in your past life had passed, you were brought here, to this land, to this world, for a reason. As you reach out to grasp the memories, they seem to dissipate before you, with only mere fragments remaining in your heart.
The voice speaks again.
"Be not dismayed, child. You remember now, at least a little. In time, you will remember more, perhaps all. But memories are not all that define mortal life. Tell me, child, who are you?"
And with that query, a flood of questions enters your mind. You may answer or ignore them, as you will. Upon answering, you will awaken.
Echoes are traces of memories from a time and world beyond the existent world. Those who possess the Echo are souls reborn from other worlds, brought forth from the Lifestream to aid a world in need at its most dire hour. The Echo enables people to go beyond the constraints of their world, bringing forth abilities, items, and knowledge that should not exist within their world.
Once an Echo has awakened within a person, it will begin to expand, revealing more of their past lives and abilities to them. Once an Echo has been awakened, it begins to expand, in some cases at an exponential rate.
New characters begin with a small amount of Echo Points that can be spent to acquire Echoes. Echoes can range from simple memories to items, mundane or empowered, or even skills and abilities.
New characters currently start with 5 EP
Regains:
A player may, at any point, spend EP they have been awarded by the mods for participation in events to regain an ability, item or memory. However, these do not all surface at once. Items might appear in their room or in a familiar spot, or possibly even in the heat of battle such as an Echo Sword replacing the character's normal sword when drawn. Memories often resurface as flashes of insight during a conversation that might trigger it, or through dreams. Finally, abilities often resurface during the heat of battle, although they might also trigger randomly even if the character isn't doing something that said ability would be particularly helpful for. Players are encouraged to be creative when doling out their regains and using them to make a scene funnier or more dramatic.
Memories, specifically, are regained on a percentage scale and cap at 100%. There's no hard rules on what constitutes 1% of memories, players are encouraged to fill it in as is appropriate. With memories, it applies to what a character would have reasonably remembered during their lifetime, so intimate knowledge of every time that character used the bathroom wouldn't necessarily apply but vivid memories of major life events or general world knowledge would. Characters who have multiple reincarnation cycles (such as Link or Zelda from the Legend of Zelda series) must regain a full 100% of their memories before they begin regaining things from an earlier cycle, and must unlock all their abilities from one cycle before they can begin regaining from the prior cycle.
EP Cost:
This is generally a rough guide to how much EP a particular ability or skill might cost. If you have questions on where an ability might fall, please ask in the comments below. EP and expenditure must be tracked in your profile page. EP expenditure doesn't require approval, but if a power looks to be more powerful than the corresponding cost that was picked by the player implies, the mod team may withhold some EP from future gains and if it seems to be a pattern may have further conversations with the offending player. Please spend EP responsibly.
Regains:
Small, mundane physical item or trinket: 1 EP
Small physical regain (eye or hair color, tattoos or birth marks, etc.): 1 EP
1% of character's past memories (maximum 100%): 2 EP
Large, mundane physical item that may have mechanical function such as a sword or a coffee maker: 2 EP
Large physical regain (claws on arm, wings, etc): 2 EP
Huge, mundane physical item that may have mechanical function such as an oven or car: 3 EP
One general-use and weaker skill (equivalent of a basic offensive or healing spell such as Fire or Cure): 3 EP
Major physical regain (return to original race or species): 3 EP
Small trinket with lower-impact powers such as a protective amulet: 4 EP
Large physical item with lower-impact powers such as a Sword of Flame: 5 EP
One general-use mid-tier skill (equivalent of a basic mid-range offensive or healing spell such as Fira or Cura): 5 EP
ALL ECHOES BELOW THIS LINE ARE CURRENTLY LOCKED AND INACCESSIBLE
Small trinket with moderate-impact powers such as a Ring that wards away death spells: 6 EP
One general-use high-tier skill (equivalent of a basic strong offensive or healing spell such as Firaga or Curaga): 7 EP
Large physical item with mid-tier powers such as a bow that fires lightning bolts: 7 EP
Small-trinket with high-impact powers such as a Ring of Invisibility: 9 EP
One limited-use Legendary skill (equivalent of a powerful offensive spell such as Flare or Holy): 10 EP
Large physical item with high-impact powers such as a Bloodsword: 10 EP
Artifact-level physical item such as Excalibur: 12 EP
Large, powerful vehicle such as Magitek Armor: 15 EP
One enormous, powerful vehicle such as a giant mecha or highly advanced airship: 20 EP
One limited-use Forbidden skill (equivalent of a world-changing spell such as Meteor or Ultima): 25 EP
One Weapon-class vehicle such as a large upgraded mecha or Ultima Weapon: 35 EP
Trance:
A powerful secret weapon of sorts at the disposal of those who have an Echo, Trance is a temporary enhanced state a character can enter at moments of heightened emotion like anger, desperation, determination and even sadness. In this state a character changes into an alternate form and sees a large boost in their abilities, both physical and magical becoming much stronger but afterwards will feel both physically and mentally drained as the heightened state exacts a large toll on the wielder. A character can only enter Trance once in a single post.
In addition to their heightened abilities, characters in Trance will have temporary access to higher tier Echoes at no EP cost. As characters grow in strength they will also be able to access abilities they would normally not be able to utilize on their own, such as powerful combination moves or forms that require energy from another source.
In order to access Trance, you must be at a particularly dramatic scene that would be important to your character. In such a scene, another player may nominate you for Trance. Trance does not have to be from combat, it might occur during a negotiation scene or even when the character is struggling against the clock to find some kind of discovery, and the abilities attained by Trance may instead be memories or knowledge. Once nominated, the mods will determine if the scene meets the requirements for a character to attain Trance, and will tag the thread notifying the player that they have entered Trance.
Trance also has a visual cue, the character with flash and glow with brilliant light that overwhelms their body as the power flows through them. It's very remarkable - and extremely conspicuous.
But sleep brings strange dreams this night.
You find yourself adrift in a sea of gentle green and white light. A warm, comforting and parental voice speaks to you. It has no distinct gender, being both male, female, and neither all at once, but it is warm and kind, overflowing with tenderness for you.
"Great one of old," it says, "it is time to once again awaken. The world is in peril, but the will of mortals is to live on even in the face of adversity. See. Remember. Awaken."
Images flood your mind as knowledge flows into you. It, like the sensation around you, is warm and comfortable. It's like coming home. You see things as they were - a life, a lifetime ago. Memories from another time, another world even. This world, though you have been born and raised within it, is not truly your own - not at first. You lived a life before, on a world apart from here.
And your heart is steeled with a greater knowledge. After your time in your past life had passed, you were brought here, to this land, to this world, for a reason. As you reach out to grasp the memories, they seem to dissipate before you, with only mere fragments remaining in your heart.
The voice speaks again.
"Be not dismayed, child. You remember now, at least a little. In time, you will remember more, perhaps all. But memories are not all that define mortal life. Tell me, child, who are you?"
And with that query, a flood of questions enters your mind. You may answer or ignore them, as you will. Upon answering, you will awaken.
Echoes are traces of memories from a time and world beyond the existent world. Those who possess the Echo are souls reborn from other worlds, brought forth from the Lifestream to aid a world in need at its most dire hour. The Echo enables people to go beyond the constraints of their world, bringing forth abilities, items, and knowledge that should not exist within their world.
Once an Echo has awakened within a person, it will begin to expand, revealing more of their past lives and abilities to them. Once an Echo has been awakened, it begins to expand, in some cases at an exponential rate.
New characters begin with a small amount of Echo Points that can be spent to acquire Echoes. Echoes can range from simple memories to items, mundane or empowered, or even skills and abilities.
New characters currently start with 5 EP
Regains:
A player may, at any point, spend EP they have been awarded by the mods for participation in events to regain an ability, item or memory. However, these do not all surface at once. Items might appear in their room or in a familiar spot, or possibly even in the heat of battle such as an Echo Sword replacing the character's normal sword when drawn. Memories often resurface as flashes of insight during a conversation that might trigger it, or through dreams. Finally, abilities often resurface during the heat of battle, although they might also trigger randomly even if the character isn't doing something that said ability would be particularly helpful for. Players are encouraged to be creative when doling out their regains and using them to make a scene funnier or more dramatic.
Memories, specifically, are regained on a percentage scale and cap at 100%. There's no hard rules on what constitutes 1% of memories, players are encouraged to fill it in as is appropriate. With memories, it applies to what a character would have reasonably remembered during their lifetime, so intimate knowledge of every time that character used the bathroom wouldn't necessarily apply but vivid memories of major life events or general world knowledge would. Characters who have multiple reincarnation cycles (such as Link or Zelda from the Legend of Zelda series) must regain a full 100% of their memories before they begin regaining things from an earlier cycle, and must unlock all their abilities from one cycle before they can begin regaining from the prior cycle.
EP Cost:
This is generally a rough guide to how much EP a particular ability or skill might cost. If you have questions on where an ability might fall, please ask in the comments below. EP and expenditure must be tracked in your profile page. EP expenditure doesn't require approval, but if a power looks to be more powerful than the corresponding cost that was picked by the player implies, the mod team may withhold some EP from future gains and if it seems to be a pattern may have further conversations with the offending player. Please spend EP responsibly.
Regains:
Small, mundane physical item or trinket: 1 EP
Small physical regain (eye or hair color, tattoos or birth marks, etc.): 1 EP
1% of character's past memories (maximum 100%): 2 EP
Large, mundane physical item that may have mechanical function such as a sword or a coffee maker: 2 EP
Large physical regain (claws on arm, wings, etc): 2 EP
Huge, mundane physical item that may have mechanical function such as an oven or car: 3 EP
One general-use and weaker skill (equivalent of a basic offensive or healing spell such as Fire or Cure): 3 EP
Major physical regain (return to original race or species): 3 EP
Small trinket with lower-impact powers such as a protective amulet: 4 EP
Large physical item with lower-impact powers such as a Sword of Flame: 5 EP
One general-use mid-tier skill (equivalent of a basic mid-range offensive or healing spell such as Fira or Cura): 5 EP
ALL ECHOES BELOW THIS LINE ARE CURRENTLY LOCKED AND INACCESSIBLE
Small trinket with moderate-impact powers such as a Ring that wards away death spells: 6 EP
One general-use high-tier skill (equivalent of a basic strong offensive or healing spell such as Firaga or Curaga): 7 EP
Large physical item with mid-tier powers such as a bow that fires lightning bolts: 7 EP
Small-trinket with high-impact powers such as a Ring of Invisibility: 9 EP
One limited-use Legendary skill (equivalent of a powerful offensive spell such as Flare or Holy): 10 EP
Large physical item with high-impact powers such as a Bloodsword: 10 EP
Artifact-level physical item such as Excalibur: 12 EP
Large, powerful vehicle such as Magitek Armor: 15 EP
One enormous, powerful vehicle such as a giant mecha or highly advanced airship: 20 EP
One limited-use Forbidden skill (equivalent of a world-changing spell such as Meteor or Ultima): 25 EP
One Weapon-class vehicle such as a large upgraded mecha or Ultima Weapon: 35 EP
Trance:
A powerful secret weapon of sorts at the disposal of those who have an Echo, Trance is a temporary enhanced state a character can enter at moments of heightened emotion like anger, desperation, determination and even sadness. In this state a character changes into an alternate form and sees a large boost in their abilities, both physical and magical becoming much stronger but afterwards will feel both physically and mentally drained as the heightened state exacts a large toll on the wielder. A character can only enter Trance once in a single post.
In addition to their heightened abilities, characters in Trance will have temporary access to higher tier Echoes at no EP cost. As characters grow in strength they will also be able to access abilities they would normally not be able to utilize on their own, such as powerful combination moves or forms that require energy from another source.
In order to access Trance, you must be at a particularly dramatic scene that would be important to your character. In such a scene, another player may nominate you for Trance. Trance does not have to be from combat, it might occur during a negotiation scene or even when the character is struggling against the clock to find some kind of discovery, and the abilities attained by Trance may instead be memories or knowledge. Once nominated, the mods will determine if the scene meets the requirements for a character to attain Trance, and will tag the thread notifying the player that they have entered Trance.
Trance also has a visual cue, the character with flash and glow with brilliant light that overwhelms their body as the power flows through them. It's very remarkable - and extremely conspicuous.
Echo Gain
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Cashing in another 5 EP on the sword described in Yusuke's app (it's large and has a low chance of a status ailment, so I think this is the appropriate EP cost).
Re: Echo Gain editted!
SPENDING ECHO POINTS LIKE CANDY
Re: Echo Gain
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Re: Echo Gain
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Re: Echo Gain
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Spending 3 EP on Fei's slightly more basic deathblow Senretsu
Spending 2 EP on memories
Re: Echo Gain
1% of her memories (2 EP)
Access to the basic spell, Fire Ball (works similarly to Fire except that it launches one or more orbs, adding up to simliar damage) (3 EP).
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2EP: Memory of Captain Carrot promising Angua he would kill her himself if she went bad, along with the relieved feelings that came with his words.
3EP: A Werewolf's aura of menace, that makes anything that was ever a prey animal to wolves (like most sentient species) have an instinctive fear of her when she focuses on them too hard. Obviously, anyone cool enough can resist this effect.
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Trance Nomination
Echo Questions
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In my app, I noted that when I get around to giving Yusuke his Persona, I'd like to play it as Yusuke first regaining the ability to summon and the first three skills on its skill list (Bufu, Giant Slice, Sukukaja) and climb the list over time from there. First question, is this kosher, and second, how many EP would that run me, being a sorta-big thing off the bat?
Once it's done, the guidelines in place for other spells will work in terms of regaining those spells, so that part's simple.
Third question, while I'm here: How many EP would eventually upgrading to his evolved Persona run? (If you don't have any idea yet, that's fine, but I figure asking now while I'm thinking of it can't hurt. The base 'how much is purse' question is more important, since I may use leftover and event EP on that Very Soon, depending.)
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For upgrading the Persona, it gives a reasonably high tier ability with the absorbtion of ice and high dodge against Fire, so you're probably looking at 12-15 EP.
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Re: Echo Questions
Re: Echo Questions
Re: Echo Questions
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2. We'll want to subdivide this one, the copies themselves would be a 3 EP spell but for them to be able to cast magic that actually harms people would jump the spell to beyond the current EP level. For 3 EP you can make the spell so that the illusions will seem to cast magic but the magic does nothing.
3. Depending on the degree you want, this can start at 3 EP to grow someone maybe 50%, and if you want to go bigger you can upgrade it along the tiers.
4. 3 EP, range would probably be about 20 feet but you can upgrade it with more EP expenditure (and remove the ground limit)
5. 5 EP but it'll be slow, upgrading the speed would be more.
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Just wondering, though, what tier would you place the full-powered duplication spell at?
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Re: Echo Questions
Given this, would the collar be a 'moderate effect', 6 EP item, or a 'strong effect', 9 EP item?
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Re: Echo Questions
Re: Echo Questions
Re: Echo Questions