Djinn
Djinn (Jin) are artificial life forms created from Rukh. They rule over Dungeons and are able to change the level of their Dungeon's difficulty. They sleep deep inside their Dungeon, until a Dungeon Capturer proves themselves worthy by finding their Chamber. Those who house Djinn within Metal Vessels are referred to as "King Vessels", and are prophesied to be contenders to rule the entire world. Typically Magicians and Djinn would not get along very well, but more trained Magicians are capable of preventing the Magics of Djinn and their own from interfering with one another.
Djinn Stages and Progression
Like the majority of systems on this site, Djinn are separated into different stages. There are a total of 3 stages of Djinn Specialization, each with their own expectations of progression.
- Page - Being a Page is the first stage a King Vessel must go through in their Djinn training. A Page must be at least D-tier, can only perform a Djinn Weapon Equip, and can only have 1 member of his or her household. As a Page you can create up to 2 abilities which revolve around your Djinn's theme. These cannot surpass B-Tier.
- Knight - After Page comes Knighthood. To become a Knight, the King Candidate must be B-tier. At this time a person can perform an actual Djinn Equip, and have 3 members as a part of their household. Training from Page to Knight has a word count requirement of 4,000 words. This training should include learning your full Djinn Equip form, along with learning to better understand the power of your vessel. As a Knight you can create a total of 4 abilities for your Djinn. These cannot surpass A-Tier.
- King - Being a King is the final stage of owning a Djinn. In order to become a King, their rank must be Ω. The strongest techniques on the site, Extreme Magics, can be performed at this level. Furthermore a person can have up to 5 members as a part of their Djinn's household. Training from Knight to King has a word count requirement of 8,000 words. This training should include learning of extreme magic and gaining full control of your metal vessel. As a King, you can make up to 7 abilities for your Djinn, as well as a single Extreme Magic ability. The abilities can be up to Ω-Tier, while the Extreme Magic is in a class of its own.
Basic Djinn Info
There are several things to know about Djinn and how you use them.
- Every Djinn has a single magic "theme" or "element". For instance Amon's is fire, and Baal's is lightning. All of your abilities must revolve around this theme.
- You get to choose the appearance of your Djinn and Weapon Equips; however they have to relate to the given Djinn. Eg. A fire Djinn Equip can't look like an icy or watery armor.
- A Djinn's abilities all follow the Intelligence Ability Guidelines. While using Djinn or Weapon Equip, you lose access to all your other abilities unless they apply to the weapon type the equip offers. Eg. A strength spec user could use abilities registered to a sword if the djinn equip has a sword type weapon. But they could not use said abilities if their djinn weapon was a polearm or a club.
- The act of Djinn/Weapon Equiping is a sustained ability. As such, the weapon of these forms deal ability damage by default and once per post they can make use of a passive effect granting them a power related to the Djinn's theme. The scale of these effects must never exceed 5m in size and supplementary in nature. But no matter what, they Must originate from or surround the weapon itself and possess the same tier of potency as the weapon. Eg. Amon's ability to melt what it cuts or Paimon's ability to generate a gust of wind that can blow away projectiles.
- Magician's cannot use their magic while Djinn Equipped and their Borg will not function as it would interfere with the Djinn's magic.
Weapon Equip
This is for Dungeon Capturers who are not yet able to perform full Djinn Equip [Pages], or just want to use the Weapon Version. The user first surrounds the Metal Vessel with Magoi and compresses around it to form the Djinn's Weapon. Using this same principle to surround the body allows one to fully Djinn Equip. This is the proper way to use a Djinn's power, rather than just exploding the power outwards.
There are several things to take note about Djinn Weapon Equips:
- A Weapon Equip creates a weapon out of the Metal Vessel, regardless if the Vessel itself is a weapon or not.
- The Weapon Equip costs 10 magoi to form and 5 magoi per turn sustained.
- The Weapon Equip is capable of doing C-tier ability damage.
- The Weapon Equip itself requires Omega-tier damage to destroy.
- After being deactivated, a Weapon Equip cannot be used again for another 5 posts.
*You must register a Djinn Weapon Equip within the Djinn Section of the Ability forum.
Djinn Equip
A Djinn Equip (Masō) is an ability of a Dungeon Capturer to take the form of a Djinn.
When you use Djinn Equip, you try to take the exact appearance of the Djinn. The user does not take the appearance of the Djinn in terms of personal features (facial features, body hair, etc) but rather the cloths, jewelry or even skin complexion (like gills or skin color). A common trait with Full body Djinn equips is a third eye on the forehead.
There are several things to know about Djinn Equips:
- While in Djinn Equip form, the user can fly around at a constant pace of 15m/s.
- The Djinn Equip costs 20 magoi to cast and 10 magoi per turn sustained.
- The Djinn Equip is capable of doing A-tier ability damage.
- The Djinn Equip itself requires Omega-tier damage to destroy.
- Once deactivated, a Djinn Equip cannot be used again for another 8 posts.
- Upon obtaining Djinn Equip, a King Vessel can create ANOTHER ability which does not take up one of your normal Djinn Ability Slots. This ability costs half of the Magoi a regular ability of that tier would cost, and it automatically has a cool-down of 3 posts. Eg. An A-Tier fire spell would normally cost 40 Magoi. During the Djinn Equip it would only cost 20 Magoi.
You must register a Djinn Equip within the Djinn Section of the Ability forum.
Extreme Magics
Extreme Magic ( Kyokudai Mahō) is a magic that is used by those who have mastered Djinn Equip. When performing extreme magic, the user first has to recite a chant, usually related to the chant that activates their Djinn's abilities. While performing the chant, the metal vessel symbol appears and their particular element gathers but isn't ready to be used until the chant is over.
An Extreme Magic is the most powerful ability on the site. Only one can be registered per Djinn. These don't follow any guidelines but will still be balanced. These abilities are twice as strong as Ω-Tiered abilities, meaning that in order to defend against an Extreme Magic, a person would have to use an Ω-Tiered defense.
Although they don't follow any specific guidelines, they will be graded VERY harshly, and will be balanced in some way or another.
Absorption
The perk to having an elemental Djinn (that is, a Djinn with a theme that revolves around some of the more basic magic types) is that you can absorb outside sources of said element in order to regain Magoi. This works through several methods, and can only be utilized twice per topic:
- One can do this by using either their weapon in Weapon Equip form or through their Weapon and/or Body in Djinn Equip Form.
- You can absorb the natural resources of the given area which pertains to the element of your Djinn (but it must ACTUALLY be present). You can also directly take in a single ability of said element, simultaneously nullifying it in the process.
- Every time you absorb these resources, you regain 50 Magoi/Stamina. You can do this a total of two times in a single topic.
- After absorbing once, you must wait 5 posts until you can do it again.
- You cannot absorb your own abilities, only those of other characters.
Vessel Destruction
A Metal Vessel can only be destroyed by Ω-Tiered techniques or a number of techniques which add up to deal Ω-Tiered damage to it. Once destroyed, the Djinn cannot be placed within the same object, even if the latter is repaired.
A person can transfer the Djinn by performing a ceremony. This works like training spells and traveling in the sense that it costs words. In order to transfer a Metal Vessel, a person must type up 5,000 Words, detailing how the new object becomes one of deep personal value for the wielder.
Last edited by Solomon's Proxy on 10/11/14, 06:16 pm; edited 4 times in total