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[✗] [Magic Lore] - Ancient Fighting Styles


Zamaru42
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[Magic Lore] - Ancient Fighting Styles

Background/Origin

    In the beginning of time, the creator made from nothing the progenitors of the four races and handed them tools of great power made from divinity itself. These men of great power were experts of combat using their cultural weapons to perform inhuman feats that cannot be reproduced today. It is written that with these tools, the four brothers led their peoples and together fought and defeated the first evil. While Iblees was sealed away, the mortal races were ravaged by his foul curses. In response to these curses, the almighty creator infused every descendent with divine power in the form of our blessings.

While no mortal could ever attain the inhuman feats of the legends of old, modern scholars have rediscovered fragments of the lost fighting styles of most the four brothers and a crude way to channel the remnants of the divine power of our blessings to temporarily through weapons project magical feats. Sadly, nothing could be learned of Mali’s style with a falchion. It is assumed the elven races focused instead on druidism.

     

Magic Explanation

    The fighting styles are specific maneuvers and weapon styles channeled via the use of physical energy and the remains of the Divine energy that lurks within all mortals created by the original four brothers and the received blessings. Each style focuses on a specific weapon. The Hammer for Urguan, the axe for Krug and the sword for Horen. While any style can be learned and used by any race with a blessing from the creator, each one is grounded in the culture of the race itself. This is a Misc magic, requires no further connection to a higher being and it is taught by a master of the style. Almost all of the maneuvers can only be used with the corresponding weapon type in hand.

Each style is its own 1 slot magic and a character could learn multiple styles though would be limited with what weapon they can be using at once, as a specific weapon type is required to use any ability of the corresponding style. Mortals could at most use two styles together and would get accumulated exhaustion with either use of either style.

In regards to the ‘Resource pool’ of this magic, a character can use a quantity up to its tier rank of abilities before being unable to use any more abilities. The effects of exhaustion will be added for clarification at the end of the post.

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Way of the Legionnaire

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The way of the Legionnaire is the fighting style designed by Urguan and his descendents. It focuses mainly on their natural affinity to the earth and uses the benefits of their heavy weapon to influence the battlefield. This style is focused on very defensive abilities while trying to deal slow but often crippling blows. 

Abilities/Spells

Enhanced blow - T1 - Combative
The first and most basic ability of the Legionnaire style is quite simple in its design. A hammer user channels their energy and might to temporarily augment the weight of their weapon.

Ooc Mechanics:
This ability takes 2 emotes to use. One emote to channel, One emote to attempt a strike. Results vary on the tier of the user. At Tier 3, can be used to send part of the wall from ‘Fissure’ as a projectile up to Tier level X 2 blocks away. The projectile is a block of stone 2 feet by 2 feet that sail towards a foe at throwing speeds.
T1: Adds a fourth of its weight for the single strike
T2: Adds up to a third of its weight to the weapon for the strike
T3: Adds up to half of the weight of the weapon for the strike
T4: Can double the weight of the weapon for the strike.
T5: Can triple the weight of the weapon for the strike, but destroys non-magical weapons on use and doubles use of exhaustion.

Redlines:
1. This doesn’t make the user stronger, it simply makes his weapon heavier for his strike. If the attack were to miss, they would deal with the consequences of flailing a very heavy hammer without much control.
2. Cannot be used on thrown weapons.

Fissure - T2/T5 - Combative
With a mighty skilled use of an augmented strike to the ground, a Hammer user can channel their energy into the ground and rise up the ground in front of him into a wall.
Further mastery of this ability lets the user summon a larger wall or other cover for other allies.

Ooc Mechanics:
This ability takes 2 emotes to use. One to two emotes to Channel depending on size, One emote for the movement of swinging and on the following Emote the wall(s) are risen.
T2: A single wall rises in front of the blow, it can be Up to Five feet tall and four feet wide.
T3: A single wall rises front in front of the blow, it can be up to Six feet High and Five feet wide, it can also curve to further protect the user.
T4: Same as T3, but the user can now Summon his wall up to Four squares away from him.
T5: The user can now split his wall into different sections using the same ‘Mass’ within a range of 8 blocks away from him. He can now summon up to eight feet by eight feet of wall. Ex: Two walls of 5 feet high, 5 feet wide. One in front of himself and one to cover an ally. Splitting the wall requires an extra emote of channeling.

Redlines:
1. A wall can only be summoned under another person with their consent, this generally launches them as if they were on a trampoline with generally funny results.
2. The wall can only be made of Dirt or Stone. This has no effect with metal, gem, wood or sand surfaces.
3. The wall lasts for about 7 emotes rounds before returning to its previous position leaving the ground back to its previous state. (To avoid griefing issues)
4. I cannot be used to squeeze people into a prison.
5. The walls are 1 foot thick. This mass cannot be reduced or augmented.

Aftershock - T3 - Combative
Advanced users of this fighting style learn to project their energy into vibrations channeled into their weapon. If correctly used, the user can strike a surface to spread out the vibrations through materials often causing semi localized earthquakes to knock their opponents to the ground. Masters of the style later learn to funnel their effect in a specific direction instead of everything around them.

Ooc Mechanics:
This ability takes 3 emotes to use. One to Channel, One to manifest the vibrations, One to strike. Hitting the ground causes it to shake violently usually causing people in a close radius to fall. The effect lasts only a few seconds(one emote round).
T3: 6 Block Aoe (Diameter)
T4: 8 Block Aoe or 5 Block straight line. (Diameter)
T5: 10 Block Aoe or 8 Block Straight line. (Diameter)

Redlines:
1. Has no significant impact on larger structures.
2. Effects friend and foes except Users of the style.

Dwarvish Toss -T4 - Combative
The Masters of this fighting style have learned the intricate details of the vibration of their weapon. They can channel their energy within and then toss the weapon towards foes out of melee range. The Vibrations channeled within cause the item to return to its master once it reaches its maximum range.

Ooc Mechanics:
3 Emotes, One Emote to channel, One Emote to manifest the Vibration on the hammer, One to throw.
You throw a hammer, it flies away. You can then use One emote to have it return to you.

Redlines:
1. The weapon quickly loses its vibrations. If you do not quickly have it return, it loses its potency and cannot be returned via this magical effect. You have three Emote rounds to have it return.
2. Cannot pull the weapon out of the hands of someone holding it.
3. Distance and strength of throw is within the strength of the Magic user. The only aspect to this ability is to return the weapon once thrown.

     

    Tier Progression

Tier 1 - Initiate
Can use one ability per fight and learns how to use ‘Enhanced blow’

Tier 2 - Apprentice
Can use two abilities per fight, learns how to summon a defensive wall with Fissure. The weight from ‘Enhanced blow’ rises. Can also send sections of his wall as a projectile.

Tier 3 - Adept
Can use three abilities per fight, Learns the basics of vibrating their weapon to be able to use the Aftershock maneuver. They learn to create a bigger wall that can curve around its summoner. The weight of ‘Enhanced blow’ is also raised.

Tier 4 - Expert
Can use four abilities per fight, Learns to control the vibration of their hammer to have it return once thrown. They learn to create walls at range and how to focus Aftershock’s effect in a straight line.

Tier 5 - Master
Can use five abilities per fight, Learns how to channel their energy to segment their walls into multiple pieces. Can triple the weight of the weapon but also destroys it in the process. Aftershock reaches its maximum range.

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Way of the Berserker
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Followers of the way of the berserker use the axe and abandon all sense of defense in exchange for pure offensive abilities. Followers of this style are feared not only for the efficacy but because they tend to due to their fury to temporarily ignore less fatal wounds. They do not hold back and sometimes may in the haze of combat forget friend and foe in their delirious combat style.

Abilities/Spells

Furious Strike - T1/T3 - Combative
The first maneuver is about empowering a strike of your axe, if the attack were to hit. The inflicting wound would be augmented by adding a shearing effect to the blade. This ability also deals potent damage to shields and wooden structures.

Ooc Mechanics:
Three Emotes, First Emote to channel, second Emote to manifest the shearing effect, third Emote swing. The effect is visible, showing almost shark like teeth upon the weapon. These are pseudo-physical, only having an effect when released upon a strike. It releases shredding like effect on hit. 

Further mastery (T3) allows a second strike before rechannelling is required but at the cost of extra exhaustion.

Redlines:
1. This ability has negligible effects against heavily armored opponents.
2. Has a visible component to the shearing effect.
3. The ability lasts for a number of rounds equal to your rank in the style.

Inspiring shout - T2/T4 - Combative
An initiate of the style learns to release a primal shout filled with their fury. The sudden energy infused shout shaking allies out of their fear and filling them with adrenaline that keeps pain at bay temporarily.

Ooc Mechanics:
Two Emotes, One to channel, second to release the Shout. A visible wave of energy is sent out. Allies ignore pain for a duration of emote rounds twice your rank in this style. Effects allies in a Rank x Three block radius.

Redlines:
1. Doesn’t heal anything, simply fills you and allies with adrenaline to either keep on fighting or for your allies to push past the pain to run away.
2. Does nothing against Magical fear. (If it exists)

Angerbound weapons - T3 - Combative
A berserker is always dangerous, through their anger and energy advanced users of this fighting style can create temporary physical manifestations of their fury into an Axe or Axes. This is the only known maneuver that doesn’t require a weapon as it temporarily grants them to the warrior.

Ooc Mechanics:
3 Emotes. One to channel, second and third to manifest the weapons. They act as the equivalent of Iron weapons. They last for your rank x 4 Emote rounds. This is the only ability that doesn’t require having an Axe in hand.

Redlines:
1. These weapons are for all intent and purposes physical. You can be disarmed and if they leave your hands they vanish into nothing.
2. You cannot summon these weapons if your hands are tied.
3. This is the only ability that doesn’t require having an Axe in hand. (Incase you somehow missed the information written twice above)
4. Can only be summoned in an empty hand.

Bloodlust Trance - T5 - Combative
The most fearful ability of the berserker, the fighter enters a blood fueled trance and begins attacking foes, then eventually friends until 15 Emote rounds have passed or he finds no armed foe within sight. During their Trance, the pain and blood of their enemies fuel their rage, inflicted wounds cause the berserker to heal slightly from the strikes. 

Ooc Mechanics:
4 Emotes to manifest, Costs 2 exhaustion. Emote one and two to channel, Emote three and four to Manifest visible signs of the rage. During the rage, wounds inflicted by the berserker heal himself for one fourths (¼) of the wounds inflicted. This ability counts as concentration.

Redlines:
1. Doesn’t heal mortal wounds or Bone damage. It seals flesh in a painful searing effect that leaves a scar.
2. You still feel pain, you aren’t unstoppable.
3. You fight your enemies, then any allies if still present. You ignore unarmed opponents.

Tier Progression

Tier 1 - Initiate
Can use one ability per fight and learns how to use ‘Furious strike’

Tier 2 - Apprentice
Can use two abilities per fight, Learns to use their energy into an inspiring shout.

Tier 3 - Adept
Can use three abilities per fight, Learns to summon his own axes when required. Can now use Furious strike twice before rechanneling but doubles the exhaustion.

Tier 4 - Expert
Can use Four abilities per fight, Inspiring shout reaches it maximum range.

Tier 5 - Master
Can use five abilities per fight, Masters the style and can now use Bloodlust Trance

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Way of the Knight
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The way of the knight is the style used by the descendents of Horen, it focuses mainly on the use of bladed weapons that aren’t polarms. Practitioners of the style follow the ancient knights code. Their maneuvers focus on a show of power and abilities to disable their opponents in hopes that they can be brought to justice. 

Abilities/Spells

Stunning smite - T1-T5 - Combative
While channelling the through the sword, a follower of the way of the knight may summon lightning into his strike. This energy itself doesn’t harm opponents but can stun or numb the impacted location. 

Ooc Mechanics:
Three Emotes to Use, One to Channel, One to manifest the lightning, One to strike.
The lightning itself does no physical damage, but does a taser like effect. Hitting a limb will numb the whole appendage for Three Emote rounds. Hitting the chest or head area will stun for two Emote rounds. This has no effect against leather armored foes. The ‘Smite’ last in the weapon for Rank x 2 Emote rounds before fading away. This ability goes through Metal surfaces.
T3: Can add an extra channel emote to allow a second strike before recharging.
T5: Can add another extra channel Emote to allow a third strike before recharging.

Redlines:
1. Physical contact must be kept on the weapon, or the effect is dismissed.
2. Cannot Kill anything with the magical effect.
3. Has no effect against leather armor.

Flash of thunder. - T2 - Combative
The uncontrolled use of energy in a sudden surge causes a loud thunderous flash to be summoned from the blade. Those unprepared in proximity find themselves temporarily blind and all temporarily deaf from the sudden noise.

Ooc Mechanics:
Three Emotes, Two to channel, One to Flash. Releases a blinding flash of lightning from the weapon that also emits a loud thunder sound. Those that haven’t covered their eyes in advance are blinded (1 emote round) and everyone is deafened (3 emote rounds) unless they’re wearing protection.

Redlines:
1. Can’t burst eardrums. 

Static Echo - T3-T5 - Combative
For when you need a bit more ‘Persuasion’. Static echo is a maneuver that permits an adept of the style to create a temporary clone of their blade made of lightning that hovers begin them. It follows the movement of the blade of its master and strikes with its original with a half second delay (next emote) allowing for a more devastating onslaught of attacks. Although very useful, it is the most draining of the abilities of this style and requires more constant channelling.  

Ooc Mechanics:
3 Emotes to use, 2 Emotes of channel, 1 Emote to manifest. Last Rank x 2 Emote rounds. Take 2 levels of exhaustion to use. The weapon releases a painful shock if it makes contact with the opponent and leaves painful burns on exposed skin.
T3: One Strike before vanishing.
T4: Two strikes before vanishing. Take an Emote to reset the blade between extra strikes.
T5: Three Strikes before vanishing. Take an Emote to reset the blade between extra strikes.

Redlines:
1. The Echo cannot use stunning smite, nor can it give static charges via ‘Charged parry’
2. The weapon is physical and can be blocked but doesn’t deal physical damage. (Doesn’t cut)
3. The weapon has no effect against leather armor.
 

Charged Parry/Discharge - T5 - Combative
The most sophisticated technique of the style requires the user to channel their energy faintly upon the blade. During the charged period, metal contact with the blade will cause a visible static charge to be added to the item. The charges are harmless by themselves but if three or more charges are added to a foe, a master of this style can channel a discharge in the form of a bolt of lightning which rushes towards the fully charged target dealing immense damage to opponents. If any other target has 3 charges, the discharge leaps from the target unto the next.

Ooc Mechanics:
4 Emotes to activate, Two to channel, One to manifest the lightning, Four to focus. Lasts 15 Emote rounds. Once the blade is charged, any contact with metal or skin leaves a static mark. These marks are harmless until three of them are on a foe. ( Sword, Armor or skin. As long as he is in contact with the item it counts for a charge.) When three charges are present, you can begin the lightning discharge ability. It takes three emotes (2 emotes of channel, 1 of release) and costs its own exhaustion. A bolt of lightning is sent from the blade up to 8 blocks away towards the charged Opponent. The bolt deals immense damage to the body and nervous system if any other people are within 5 blocks of the target also have 3 charges, the bolt leaps unto them repeating up to 2 times. (Target + 2 extra.)

Redlines:
1. If an opponent gets rid of an item and lowers his total of charges to under 3, the bolt arcs to the ground and does absolutely nothing. You still gain the exhaustion.
2. If your concentration is broken during the discharge channelling, the user is hit by a painful lightning backlash through the arm holding the weapon. The arm is numb for 3 Emote rounds afterwards.
3. The bolt goes in a straight line, enemies behind cover will be protected from the ability.

 

Tier Progression

Tier 1 - Initiate
Can use one ability per fight and learns how to use the ‘Stunning smite’ maneuver.

Tier 2 - Apprentice
Can use two abilities per fight, learns how to produce the Flash of Thunder maneuver through his sword.

Tier 3 - Adept
Can use three abilities per fight, Learns to summon a ‘Static Echo’, Can channel for an extra Emote round to allow two Stunning strikes back to back.

Tier 4 - Expert
Can use four abilities per fight, Learns to channel the ‘Static Echo’ for an extra Emote round, which lets it potentially get another swing before it vanishes

Tier 5 - Master
Can use five abilities per fight, Masters the style and can now use Static parry/Discharge. They can channel an extra Emote round in both ‘Static Echo’ and ‘Stunning strike’ for more uses before it expires.   

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General rules

Using multiple Style

In regards to characters mastering multiple styles, as mentioned below all styles share the same Exhaustion. Using a maneuver from the Way of the knight would count for your uses for the way of the Legionnaire if you were to dual-wield both weapon types. Though for each Style mastered by a single character after their first one, they learn to push the limits of their body a little more, allowing the use of One extra ability per fight.

Exhaustion 

All styles follow the same guidelines for exhaustion and share their quantity of use of their abilities.  A user can use up to their rank in abilities per fight before being unable to use any of their style maneuvers. Furthermore, practitioners of the Ancient styles suffer fatigue over the use of their abilities following a similar structure. They first show signs of heavy sweating, then heavy breathing, followed by shaking and then blurred vision. Some abilities may require more than 1 use of their resources for more demanding maneuvers. You can never go over your limit, you collapse before getting any result. The player is required to show progressive signs of fatigue after the use of their capabilities.

Channelling

The basis of all fighting styles is the ability to channel their physical stamina through the divine energy left from the creator into their weapon. Through specific control they send this energy into their weapon and perform certain maneuvers based upon the fighting styles of the four brothers which manifest specific magic effects. Channelling is a visible effect generally expressed in a flowing energy that goes from the arms into the held weapon. This energy can have any colour but often will be representative of the Fighting style being used.

The Way of the Legionnaire’s energy is often of a metal colour or glems like a specific gem. The Way of the Berserker often expresses itself as Red or Black like energy and the Way of the Knight’s energy is often Purple, Yellow or gold.

Once a weapon is sufficiently infused by channeling, a maneuver can be manifested.

General Red Lines

1.You cannot use any of these abilities without their corresponding weapon. You need a bladed weapon for the Way of the Knight, you need a Bludgeoning weapon for the Way of the Legionnaire and a Slashing weapon for Way of the Berserker.
 

2.Learning any style lowers the maximum tier of mana-based magics you can learn by 1 rank for each style. Roleplay wise, the abilities take a toil on your body and being a powerful mage would lead to suicide. OOCly, This is to avoid mages of any kind to T5 these and their main magic and create godlike characters.
 

3.A character must have at least one of the blessings of the creator to learn any of these abilities. (This can be changed by the LT, I simply have a hard time finding a solution)
 

4.You cannot use more maneuvers than you are capable at your rank. You will simply fall unconscious from exhaustion before getting any result.
 

5.Breaking concentration: Any forceful impact during the channel, Manifestation or  phase of any ability will cause the effect to stop and will still cause the same exhaustion to be gained.

 

Purpose (OOC)

    This lore offers an option to people who want to maintain a Martial character while offering them options to dabble in magic without being forced into the deific route. The styles are grounded in the cultural elements of the races they come from and their source doesn’t clash with any current lore in my understanding. 

It offers more options for Combat roleplay without being a full mage or just stabbing people and hopefully none of the abilities are overpowered and will give more variety to those interested in learning and using it. The middle ground between being a mage and being purely a martial character.

While this magic offers little to no out of combat options, I honestly believe its addition will have a significant positive impact on what martial characters can learn and thrive towards.

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This is incredibly overpowered, there's a lot of issues that I can already see with this.

 

An example:

1 hour ago, Zamaru42 said:

T4: Can double the weight of the weapon for the strike.
T5: Can triple the weight of the weapon for the strike, but destroys non-magical weapons on use and doubles use of exhaustion.

A single strike with a mace - with this spell - can easily one-shot an opponent, now couple that along with weapons are heavy like Pure-Carbarum (Which already weights thrice that of steel. With a Pure-Carbarum Mace, and a T5 Enhanced blow -- It'll deal a strike 9 times the weight of steel.) 

 

Redlines are vague and super uninspired. This is a broken mess, I'm afraid. I suggest that you focus on granting this piece more flavor and whatnot, rather than focusing on just making another 'combat magic'.

 

Edit: Pure-Carbarum is 3x the weight of steel.

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29 minutes ago, Spoons said:

This is incredibly overpowered, there's a lot of issues that I can already see with this.

 

An example:

A single strike with a mace - with this spell - can easily one-shot an opponent, now couple that along with weapons are heavy like Pure-Carbarum (Which already weights twice that of steel. With a Pure-Carbarum Mace, and a T5 Enhanced blow -- It'll deal a strike 6x the weight of steel.) 

 

Redlines are vague and super uninspired. This is a broken mess, I'm afraid. I suggest that you focus on granting this piece more flavor and whatnot, rather than focusing on just making another 'combat magic'.


Thanks for the input, I hadn't thought about that. I had only in mind iron, but other metals should be considered.
You are totally correct, I was simply trying to avoid abilities that 'Make weapon sharper'
Any other issues you can bring up would be very useful so I can work on improving the issues as a whole. I 100% expected this first draft to not work out, but without input I can't really work on its core issues.

35 minutes ago, ScreamingDingo said:

no

I understand that it may be a lot of work, but could you give me a bit more to work with?
Is the concept the issue? it being overpowered and in what way? Any information would be very enlightening in a potential rework to make this possible.
I don't have the experience writting magic lore as some of you guys have so I'm all ears.

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This reads like a mechanic meant for other games such as League of Legends or Darkest Dungeon. It just doesn't feel like it would fit within LotC and wouldn't provide interesting roleplay (since it just gives characters basic movesets almost like playing a card game) and might even make CRP more obtuse. Not only does it feel like it doesn't fit thematically but also the omission of an Elven Path seems really arbitrary. Thematically it also doesn't make sense for someone to be able to spec within each tree.

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2 minutes ago, Aengoth said:

This reads like a mechanic meant for other games such as League of Legends or Darkest Dungeon. It just doesn't feel like it would fit within LotC and wouldn't provide interesting roleplay (since it just gives characters basic movesets almost like playing a card game) and might even make CRP more obtuse. Not only does it feel like it doesn't fit thematically but also the omission of an Elven Path seems really arbitrary. Thematically it also doesn't make sense for someone to be able to spec within each tree.


Thanks for the input, to be honest I had a draft for the Elvish path but it just didn't work out.
Every attempt I could think felt too much like air evocation so I removed it.

-Make things less like 'Abilities', more like mechanics to play with?

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This lore has been denied. 

Thank you for your submission, but the piece covers grounds of physical rather unbound changes to weaponry which do not make much sense lorewise. Conceptually the piece doesn't function like a magic or have solid grounds to be one to begin with- to save time both on behalf of yourself and the LT I have manager-denied this piece and would not advise resubmission of it, though I appreciate your calmness to negative feedback and criticism. 

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