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Metal Vessel & Household Systems

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METAL VESSELS



The djinn are lifeforms created from the Rukh that retained the memories and personalities of certain people from the different races of Alma Torran. They rule over Dungeons and are able to change the level of their Dungeon's difficulty. They sleep deep inside their dungeon, until a lone candidate proves themselves worthy by discovering the chamber and overcoming the tests laid out by the djinn. The djinn, in the end, is a pure power that a King uses for better or for worse.


STAGES



Upon obtaining a Metal Vessel, you will NOT have full control over its power. Just like in the series, you must train to unlock further abilities. Each tier provides their own perks and has it's own requirements:
  • SQUIRE: Being a Squire is the first stage a king candidate must go through in their metal vessel training.
    • You must be at least C-Tier.
    • This stage requires no initial training.
    • There is a household member limit of 1 total.
    • You may only create up to 2 abilities that revolve around the djinn's magic that are C-Tier or lower.
    • You are able to access the Sealed Metal Vessel form.



  • KNIGHT: Being a Knight is the second stage a king candidate must go through in their metal vessel training.
    • You must be at least B-Tier.
    • This stage requires 2,000 words worth of training.
    • There is a household member limit of 3 total.
    • You may only create up to 4 abilities that revolve around the djinn's magic that are B-Tier or lower.
    • You are able to access up to the Weapon Equip form. ( Magicians: You are not able to use any abilities created for your primary in this form. )



  • KING: Being a King is the final stage a king candidate must go through in their metal vessel training.
    • You must be at least A-Tier.
    • This stage requires 3,000 words worth of training.
    • There is a household member limit of 5 total.
    • You may only create up to 7 abilities that revolve around the djinn's magic that are A-Tier or lower and 1 Extreme Magic ability.
    • You are able to access up to the Djinn Equip form. ( Magicians: You are not able to use any abilities created for your primary in this form. )





FORMS



A king candidate will gradually have access to three different forms for their metal vessel based upon the stage they are at. The forms are as follows:
  • SEALED METAL VESSEL: This form requires the user to be at least a Squire. This form does not alter the physical appearance of the Metal Vessel. It may be wielded like any other item / weapon with the added power of the djinn within.
    • It deals C-Tier ability damage.
    • It adds B-Tier item durability on top of the base.
    • It does not have any sustain requirements.



  • WEAPON EQUIP: This form requires the user to be at least a Knight. This form alters the physical appearance of the Metal Vessel to appear like a weapon. It may be wielded like any other item / weapon with the added power of the djinn within.
    • It deals B-Tier ability damage.
    • It adds A-Tier item durability on top of the base.
    • It requires 10 magoi to activate and 5 magoi to sustain and has a cooldown of 6 posts. ( Magician: It requires 20 magoi to activate and 10 magoi to sustain and has a cooldown of 6 posts. )
    • It gains the ability to utilize magoi absorption.
    • It gains a unique passive effect that is generally created by the staff member who ran the dungeon or other staff members.
    • It must resemble a legitimate weapon regardless if the metal vessel is one or not.



  • DJINN EQUIP: This form requires the user to be at least a King. This final form transforms the user into a unique form akin to the djinn and includes a weapon equip that may be wielded like any other item / weapon with the added power of the djinn within.
    • The weapon deals A-Tier ability damage.
    • It adds Ω-Tier item durability on top of the base.
    • It requires 20 magoi to activate and 10 magoi to sustain and has a cooldown of 8 posts.  ( Magician: It requires 40 magoi to activate and 20 magoi to sustain and has a cooldown of 8 posts. )
    • It gains the ability to utilize magoi absorption.
    • It gains a unique passive effect that is generally created by the staff member who ran the dungeon or other staff members.
    • The user gains access to register 1 extreme magic ability.
    • The user may use A-Tier flight magic.
    • The weapon must resemble a legitimate weapon regardless if the metal vessel is one or not.
    • The equip must have semblance to the magic to theme of the dungeon. Various aspects may change such as clothing, physical features, and complexion. They all have a third eye that is present on their forehead.





MAGIC ABSORPTION



Using either the Djinn Weapon Equip or Full Djinn Equip forms, a King Candidate is able to absorb surrounding instances of their Djinn's theme/magic. Absorption works in a the following ways:
  • The user may only absorb the natural resources of a given area that pertains to the theme and / or magic of their Djinn. However, you may not absorb the "idea" of the theme/magic. (ie. absorbing "holiness" if your theme/magic is "holy".) The natural resource must be physical/tangible.
  • The user may absorb an ability of the same theme and / or magic which will nullify the ability in the process. However, you may not absorb your own abilities or the after effects generated by your abilities. (ie. a fire magic ability that causes a massive wildfire.)
  • The user must be within 10 meters of the ability/resource in order to absorb successfully and every successful absorption restores 50 magoi to the user.
  • If the djinn's magic is a combination of multiple magic types, they may absorb each of the types the magic consists of for reduced gain. Instead of gaining the full amount, they will only gain 25 magoi.
  • The user may only absorb twice within a single thread unless a logical amount of time has passed within the same thread. (ie. absorb twice one day, rest/sleep, absorb twice another day.) However, in between each absorption, you must wait 5 posts.



GENERAL INFORMATION



  • Anything related to djinn must be submitted in the appropriate registration area located here.
  • All abilities created for the metal vessel cost half the magoi it would originally for the tier. The exception for this is magicians who must pay full cost for abilties.
  • Abilities do not have to be trained, they are rewarded with vessel training
  • An individual character is allowed to own up to 2 metal vessels. You may not use more than one djinn at the same time. (ie. you may use djinn x's abilities and/or forms in one post. then, place x's abilities and/or forms on cool down. then, use djinn y's abilities and/or forms etc.)
  • If you are in full equip you will be unable to use magic tools or weapons as the equip covers it.
  • If you own a metal vessel, you may not obtain a dark metal vessel (unless your character is BLACK RUKH) or a household vessel.
  • If the king candidate is not touching their metal vessel, they are unable to use their djinn. If an ability and/or form is active before the user loses touch of the metal vessel, then the ability and/or form is put on cool down.
  • A player may currently have up to two NPC's as a household vessel which will automatically become a plot npc of their tier. Requires the same amount of threads together in order to rank up.
  • When a metal vessel breaks completely, the djinn must be transferred to another metal object. The new metal vessel must be of deep personal value to the king candidate by having at least 10 threads using and/or referencing the object or it can be made deeply personal through a 5,000 word training thread.


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DARK METAL VESSELS



The dark metal vessels are much different from metal vessels. While a metal vessel user uses a djinn to produce their power, dark metal vessel users don't use djinn. They use black rukh to use magic and supplement their power. A unique action that they are able to do is transform themselves into an artificial being labeled as a dark djinn. They do this by fatally stabbing themselves with their dark metal vessel. Black rukh will start to consume them until they become a giant dark djinn. Each of these dark djinn have different abilities depending on the dark metal vessel. Despite their differences, their appearances are similar. However, the dark djinn is much more monstrous.


REQUIREMENTS



In order to obtain a dark metal vessel, there is a certain base criteria that must met before staff will consider you a candidate for one. We will expect a certain amount of quality out of the plot you submit for anything required as well.
  • You must be at least C-Tier.
  • You must complete a decent amount of plot based on your character committing or building up to a large scale act of evil. (ex. causing a large area to become deprived, mass murder, maliciously eliminating an important npc.)
  • If the plot is approved, you will need to enter an official plot thread to successfully complete the scenario.
  • However, upon failing, you must wait and remain active for at least two months before trying again.



STAGES



Upon obtaining a Dark Metal Vessel, you will NOT have full control over its power. Just like in the series, you must train to unlock further abilities. Each tier provides their own perks and has it's own requirements:
  • SERVANT: Being a Servant is the first stage a dark king candidate must go through in their dark metal vessel training.
    • You must be at least C-Tier.
    • This stage requires no initial training.
    • There is a household member limit of 1 total.
    • You may only create up to 2 abilities that revolve around the djinn's magic that are C-Tier or lower.
    • You are able to access the Sealed Dark Metal Vessel form.



  • LORD: Being a Lord is the second stage a dark king candidate must go through in their dark metal vessel training.
    • You must be at least B-Tier.
    • This stage requires 2,000 words worth of training.
    • There is a household member limit of 3 total.
    • You may only create up to 4 abilities that revolve around the djinn's magic that are B-Tier or lower.
    • You are able to access up to the Weapon Equip form. ( Magicians: You are not able to use any abilities created for your primary in this form. )



  • TYRANT: Being a Tyrant is the final stage a dark king candidate must go through in their dark metal vessel training.
    • You must be at least A-Tier.
    • This stage requires 3,000 words worth of training.
    • There is a household member limit of 5 total.
    • You may only create up to 7 abilities that revolve around the djinn's magic that are A-Tier or lower and 1 Extreme Magic ability.
    • You are able to access up to the Djinn Equip form. ( Magicians: You are not able to use any abilities created for your primary in this form. )
    • You are able to utilize Dark Djinn Assimilation. ( Magicians: You are not able to use any abilities created for your primary in this form. )





FORMS



A dark king candidate will gradually have access to three different forms for their dark metal vessel based upon the stage they are at. The forms are as follows:
  • SEALED DARK METAL VESSEL: This form requires the user to be at least a Servant. This form does not alter the physical appearance of the Dark Metal Vessel. It may be wielded like any other item / weapon with the added power of the dark djinn within.
    • It deals C-Tier ability damage.
    • It adds B-Tier item durability on top of the base.
    • It does not have any sustain requirements.



  • WEAPON EQUIP: This form requires the user to be at least a Lord. This form alters the physical appearance of the Dark Metal Vessel to appear like a weapon. It may be wielded like any other item / weapon with the added power of the dark djinn within.
    • It deals B-Tier ability damage.
    • It adds A-Tier item durability on top of the base.
    • It requires 10 magoi to activate and 5 magoi to sustain and has a cooldown of 6 posts. ( Magician: It requires 20 magoi to activate and 10 magoi to sustain and has a cooldown of 6 posts. )
    • It gains the ability to utilize magoi absorption.
    • It gains a unique passive effect that is generally created by the staff member who ran the plot trial or other staff members.
    • It must resemble a legitimate weapon regardless if the metal vessel is one or not.



  • DARK DJINN EQUIP: This form requires the user to be at least a Tyrant. This final form transforms the user into a unique form akin to the dark djinn and includes a weapon equip that may be wielded like any other item / weapon with the added power of the dark djinn within.
    • The weapon deals A-Tier ability damage.
    • It adds Ω-Tier item durability on top of the base.
    • It requires 20 magoi to activate and 10 magoi to sustain and has a cooldown of 8 posts.  ( Magician: It requires 40 magoi to activate and 20 magoi to sustain and has a cooldown of 8 posts. )
    • It gains the ability to utilize magoi absorption.
    • It gains a unique passive effect that is generally created by the staff member who ran the plot trial or other staff members.
    • The user gains access to register 1 extreme magic ability.
    • The user may use A-Tier flight magic.
    • The weapon must resemble a legitimate weapon regardless if the metal vessel is one or not.
    • The equip must have semblance to the magic to theme of the dungeon. Various aspects may change such as clothing, physical features, and complexion. They all have a third eye that is present on their forehead.





DARK DJINN ASSIMILATION



The Dark Djinn Assimilation is the perfect fusion between Dark Djinn and Dark King Candidate. Using this form can be deadly when used improperly but has great results if wielded efficiently. A Dark King Candidate may only utilize this form under certain conditions.
  • The user must be in Full Dark Djinn Equip form and must impale their torso with their Weapon Equip. The damage will not affect the user until after the Dark Djinn Assimilation goes on cooldown. However, this damage is not fatal to the user unless previously fatally wounded.
  • All applicable black rukh perks must be active at the time of assimilation.
  • The form may only be used once per thread.
  • The user is capable of doing A Tier damage with any part of their body.
  • The user may use any abilities created for their dark metal vessel.
  • Any damage taken that is Ω-Tier or below is reduced by one tier for the duration of the form.
  • While it has no casting cost, it costs 20 magoi and 20 stamina per post to sustain the form. However, it may not be deactivated unless you are either unconscious or dead from magoi / stamina loss.
  • In this form, the user will be unable to distinguish between friend or foe due to a large collection of negative emotions within the user due to the amount of black rukh being used.



MAGIC ABSORPTION



Using either the Dark Djinn Weapon Equip or Full Dark Djinn Equip forms, a Dark King Candidate is able to absorb surrounding instances of their Dark Djinn's theme/magic. Absorption works in a the following ways:
  • The user may only absorb the natural resources of a given area that pertains to the theme and / or magic of their Djinn. However, you may not absorb the "idea" of the theme/magic. (ie. absorbing "holiness" if your theme/magic is "holy".) The natural resource must be physical/tangible.
  • The user may absorb an ability of the same theme and / or magic which will nullify the ability in the process. However, you may not absorb your own abilities or the after effects generated by your abilities. (ie. a fire magic ability that causes a massive wildfire.)
  • The user must be within 10 meters of the ability/resource in order to absorb successfully and every successful absorption restores 50 magoi to the user.
  • If the djinn's magic is a combination of multiple magic types, they may absorb each of the types the magic consists of for reduced gain. Instead of gaining the full amount, they will only gain 25 magoi.
  • The user may only absorb twice within a single thread unless a logical amount of time has passed within the same thread. (ie. absorb twice one day, rest/sleep, absorb twice another day.) However, in between each absorption, you must wait 5 posts.



GENERAL INFORMATION



  • Anything related to djinn must be submitted in the appropriate registration area located here.
  • All abilities created for the metal vessel cost half the magoi it would originally for the tier. ( Magicians: This rule does NOT apply to this class / race. Their abilities will be normal cost. )
  • Abilities do not have to be trained, they are rewarded with vessel training
  • An individual character is allowed to own up to 2 metal vessels. You may not use more than one djinn at the same time. (ie. you may use djinn x's abilities and/or forms in one post. then, place x's abilities and/or forms on cool down. then, use djinn y's abilities and/or forms etc.)
  • If you are in full equip you will be unable to use magic tools or weapons as the equip covers it.
  • If you own a dark metal vessel, you may not obtain a metal vessel (as Solomon's Djinn are more prone to choosing characters of WHITE RUKH) or household vessel.
  • If the dark king candidate is not touching their dark metal vessel, they are unable to use their dark djinn. If an ability and/or form is active before the user loses touch of the dark metal vessel, then the ability and/or form is put on cool down.
  • A player may currently have up to two NPC's as a household vessel which will automatically become a plot npc of their tier. Requires the same amount of threads together in order to rank up.
  • When a dark metal vessel breaks completely, the djinn must be transferred to another metal object. The new dark metal vessel must be of deep personal value to the dark king candidate by having at least 10 threads using and/or referencing the object or it can be made deeply personal through a 5,000 word training thread.
  • Due to inactivity or not meeting the expectations given to your character, your dark metal vessel may be revoked by staff and you will have to reapply all over again.


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HOUSEHOLD VESSELS



Household members are people who help king candidates throughout their struggles. They are close companions to their king candidate to the point where they may ultimately dedicate their lives to helping them. In rare cases, this bond may not be permanent. However, those who keep this bond are able to utilize the same power as their candidate. This power is formed from the bond that you have with them to defend and assist them in their struggles.


REQUIREMENTS



In order to obtain a household vessel, there is a certain base criteria that must met before you may qualify for one.
  • You must have at least 3 topics with the king candidate. Alternatively, this may be waived if you assisted the king candidate in the dungeon they obtained their metal vessel in. For dark king candidates, you will have to have assisted them in the process of obtaining their dark metal vessel.
  • In order to keep the household vessel, you must keep a strong relationship with your king candidate and must never break this bond unless you wish to forfeit your power.
  • In order to make a pact with your king candidate, you must type up a certain amount of words. The word count for obtaining a household vessel comes at a cost of 3,000 words. Once completed, a familiar of the djinn will appear and grant the power onto your vessel. The thread must involve the king candidate and they must complete the word count as well.



STAGES



Similar to a metal vessel, you will NOT have full control over its power. Just like in the series, you must train to unlock further abilities. Each tier provides their own perks and has it's own requirements:
  • COMPANION: Being a Companion is the first stage a household member must go through in their household vessel training.
    • You must be at least C-Tier.
    • This stage requires no initial training.
    • The king candidate must be at the Squire / Servant stage.
    • You may only create up to 2 abilities that revolve around the djinn's magic that are C-Tier or lower.
    • You are able to access the Budding Bond form.



  • ADVISOR: Being an Advisor is the second stage a household member must go through in their household vessel training.
    • You must be at least B-Tier.
    • This stage requires 2,000 words worth of training.
    • The king candidate must be at the Knight / Lord stage.
    • You may only create up to 4 abilities that revolve around the djinn's magic that are B-Tier or lower.
    • You are able to access up to the Blooming Bond form.



  • GENERAL: Being a General is the final stage a household member must go through in their household vessel training.
    • You must be at least A-Tier.
    • This stage requires 3,000 words worth of training.
    • The king candidate must be at the King / Tyrant stage.
    • You may only create up to 7 abilities that revolve around the djinn's magic that are A-Tier or lower and 1 household assimilation ability.
    • You are able to access up to the Complete Bond form.
    • You are able to utilize Household Assimilation to transform into a dungeon beast from that dungeon. Any household for a dark king candidate will gain access to a form an ability that fuses the dark metal to them or transforms them into a dark rukh life form.





FORMS



A household member will gradually have access to three different forms for their household vessel based upon the stage they are at. The forms are as follows:
  • BUDDING BOND: This form requires the user to be at least a Companion. This form does not alter the physical appearance of the Household Vessel. It may be wielded like any other item / weapon with the added power of their candidates djinn.
    • It deals C-Tier ability damage.
    • It adds B-Tier item durability on top of the base.
    • It does not have any sustain requirements.



  • BLOOMING BOND: This form requires the user to be at least a Advisor. This form alters the physical appearance of the Household Vessel in the way that it partially fuses with the user.  It may be wielded like any other item / weapon with the added power of their candidates djinn.
    • It deals B-Tier ability damage.
    • It adds A-Tier item durability on top of the base.
    • It requires 10 magoi to activate and 5 magoi to sustain and has a cooldown of 6 posts.
    • It gains a passive unique passive made by staff, normally the one who ran the dungeon, and the players in the pact.
    • At this stage the player should pick a dungeon beast or type of dungeon beast to base their weapon and passive on, as the weapon or form it grants should be a partial hint of the future form.
    • As most of these are items instead of standard weapons they tend to deal form with the djinns magic or by slightly changing the user such as forming small claws or other weapons based on the db.



  • COMPLETE BOND: This form requires the user to be at least a General. This form alters the physical appearance of the Household Vessel in the way that it completely fuses with the user.  It may be wielded like any other item / weapon with the added power of their candidates djinn.
    • It deals A-Tier ability damage.
    • It adds Ω-Tier item durability on top of the base.
    • It requires 20 magoi to activate and 10 magoi to sustain and has a cooldown of 8 posts.
    • It gains a passive unique passive made by staff, normally the one who ran the dungeon, and the players in the pact.
    • The form it takes a vessel when activated should show your body partially (about half) resembling the dungeon beast form it's themed around.
    • The way the form does damage could be through magically enhanced weapons or items or with biological features related to the form. When the dungeon beast form is achieved still grants the ability damage buff and the passive from the form when active.
    • The user is able to use their Household Assimilation ability. However, using the assimilation ability forces a permanent Dungeon Beast transformation. The household member is able to chose which dungeon beast they transform into as long as the transformation is registered within the dungeon their djinn originates. A Dark Household vessel gains access to a form made of dark metal or mutates them into a dark rukh life form.
    • The assimilation ability can be used to activate the growth ability associated with dungeon beasts up to 50m starting off the form with an ability of some kind.





GENERAL INFORMATION



  • Anything related to djinn must be submitted in the appropriate registration area located here.
  • A household vessel does not have to be metal and may be anything inanimate.
  • All abilities created for the household vessel cost half the magoi it would originally for the tier.
  • Abilities do not have to be trained, they are rewarded with vessel training.
  • If you own a household vessel, you may not obtain a metal vessel, dark metal vessel, household vessel, or divine staff. You may not obtain a household vessel if you already own any of those items as well.
  • If the household member is not touching their household vessel, they are unable to use their vessel. If an ability and/or form is active before the user loses touch of the vessel, then the ability and/or form is put on cool down.
  • If a king candidate has lost and/or destroyed their metal vessel, none of the members of their household can use their household vessel until it has been recovered or repaired.
  • You can have multiple household vessels as long as each vessel comes from the same king candidate. However, each household vessel must come from a different djinn that the candidate owns. You may not use more than one vessel at the same time. (ie. you may use djinn x's abilities and/or forms in one post. then, place x's abilities and/or forms on cool down. then, use djinn y's abilities and/or forms etc.)
  • When a household vessel is destroyed, the djinn's power must be transferred from one object to another. In order to transfer the power, you must repeat the 3,000 word count ritual all over again with your king candidate and requires an object the household member has used/referenced for 3 threads.


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Extreme Magics

Extreme Magic is the pinnacle technique of a Djinn Equip and represents the strongest form of magic on Magi World. Extreme Magic does not need to be trained separately and comes along with mastery over your Metal Vessel or Dark Metal Vessel's final training. Here are a few things to know regarding Extreme Magics:

Chants and Casting

Much like the initial djinn equip, performing an Extreme Magic requires a full chant. This is not just one or two words but a full sentence the user must recite. The chant often contains a reference to the djinn's theme along with a request or command for how or why its power is to be wielded. While this chant is being performed, a giant magic circle will appear behind the user glowing brightly. This will make it known to any one nearby that a large scale magic is taking place and makes it difficult to execute an Extreme Magic within the heat of a close range battle. It is advised to either create significant distance between your opponent and yourself before casting or have some other means of pre-occupying any present threats such as having allies or Household members nearby to protect you. If the chant is interrupted before the Extreme Magic is executed then you must begin again from the top.


Scale/Range

When it comes to these powerful spells in terms of how big they should be or how they can travel. These spells generally mimic natural disasters and should show this in their power. If a spell is coming from its' user or it is a stagnant AoE the spell can be up to 500m-800m in size. While something of a smaller size, such as 200m-400m, can generally travel, moving with their user or on their own up to 600m away. Alternatively, the spell could be concentrated around the user's body and allow them to travel up to 1000m in total distance. While they should generally be a big destructive spell, it is not mandatory and they may have supplementary or defensive effects as the magic type they use allows.

Potency

The power behind an Extreme Magic is immense and reaches Omega-tier potency. This allows the spell to contain two instances of A-tier effect. While Extreme magic may have two instances of A-tier effects, it has the destructive power of four A-tier abilities in terms of clashing. This can be stacked onto one aspect of the Extreme Magic or split up between multiple effects. For offensive and defensive EMs this can translate to damage being able to hit/block twice or have a piercing effect against typical A-tier defenses if presented as a single strike. For supplementary effects the duration can reach up to 5 posts, however, if the potency is split then the effect duration can drop to 4 posts or less depending on how you decide to allocate the Extreme Magic's focus. Keep in mind that the Extreme Magic should stick to a theme and should not be so versatile as to cover all bases.
Omega Factor

The omega factor is a big part of what makes an Extreme Magic unique from Household assimilation abilities or Omega abilities from shards. An omega factor is a boost to the spell in the form of an additional A-tier effect or a unique function that would not normally be possible with abilities. This includes such things as giving a construct the ability to persist longer than normally allowed, extending the spell's duration through absorbing or taking magoi from those killed, or even the spell temporarily replacing or buffing the djinn weapon for a time being. While you can always go for another effect, this is a great chance to push your djinns theme and get something truly unique.

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