ClanBOB

 

DemonDays

Page history last edited by SlashInfiniti 3 yrs ago

Demon Days

 

An RP made by myself (SlashInfiniti). Usually updated as often as the stupid lazy bastard

has time for. It takes place on the fictional world of Illaedra, and circles around an

ongoing war between Illaedrans and Demons, more specifically a small group of Illaedrans

able to use a type of magic known as Demon Arts. For anything more than this, look at the

shiny sub-topics. Check the update log to see what's new.

 


 

Basic Background

World

Illaedra. A world fairly similar to earth. As far as technology is concerend, the level is more or less present day. More or less because there are some changes. First off, commnications are less than today's standards. No mobile phones at all, or wireless signals, really. Home phones are still good, and existant, as computers are at modern standards, with the exception that networks beyond LANs haven't really caught on. There are also a few slight improvements to weaponry and transportation over things we have. Energy weapons are not only feasable, but reasonably obtainable, and things such as low altitude flight for vehicles is more or less normal.Other than that, tech can be considered modern day.

 

People

The inhabitants of Illaedra are essentially Humans, with a few slighty differences, the most important of which is abilities known as Demon Arts. We'll get into those later. Other differences include the fact that Illaedrens have a much wider spectrum of natural hair and eye colors, and are also a bit stronger for their weight than a human would be.

 

History

As far back as history goes on Illaedra's inhabitants are under attack from the creatures known as Demons. Rather nasty buggers, really, especially considering they tend to move in large groups, and are unable to be killed by most standard means, instead of dying, the demons's body will essentially dissipate, and reappear several days to several weeks later. While an Illaedran can fight off a demon (assuming they're fairly well trained), and with enough numbers on their side, a group of Illaerdans can take demons, the inability to kill their opponents, kinda makes a permanant solution difficult, especially when the opponent comes back, and those they killed don't. This changed about a hundred years back, when a group of Demon Art users formed an organizationg known as the Demon Hunters. All Demon Hunters are armed with pieces of special equipment that allow a demon to be sealed inside it, assuming it is finished with the item. Currently, about 1/10th of Illaedrens are registered as Demon Hunters of various ranks, fortunately keeping the Demon problem much more controlled.

 

Demon Hunters

Essentially, a Demon Hunter is nothing more than a highly trained Illaedran. The route to becoming a Demon Hunter is really fairly basic. A simple combat test, and one cound become a hunter, assuming they recieve a passing score. After that, they are given their new identification, and their Demon Seal, a weapon of their choice that seals souls of demons it takes the life of, preventing resurrection. As far as the job description goes, Demon Hunters serve double duty, recieving rewards for both demons slain, and bounties collected on Illaedran criminals (including several who work with or control demons). Concerning their abilities, it is almost an unspoken requirement for a Demon Hunter to be able to use Demon Arts, since it requires a significantly higher degree of strength and ability to become one without them.

 

Demons

Like Illaedrans, Demons can use Demon Arts (What? you didn't find the name suspicious). They also look alot like Illaedrans, in fact, under normal circumstances, they are indistinguishable. All demons are of S rank, and can use Demon arts freely, though their limits fall nicely into a normal distribution, making there be less and less of stronger Demons. When using Demon Arts, Demons physically transform into creatures more fitting their namesake, though stronger Demons can repress this for the most part, causing the only change to be their glowing crimson eyes, and the appearance of their teeth and nails as claws and fangs. As a point of emphasis, Demons CAN NOT DIE. Ever, under any circumstance. The death of their body, simply causes them to dissolve, only to reawaken an indeterminate amount of time later. This is why seals are necesary.

 

Demon Seals and Demon Arts

First off, regarding Demon Seals, there are no real requirements about the appearance or shape of a Demon Seal, additonally, they aren't really any other special properties other than their sealing function, other than the fact that these weapons glow white when within about 30 meters of a demon.

 

Demon Arts are divided into six classes, and every Illaedren is alligned with one particular type of skill. Regardless, Demon Arts are the result of conscious energy control, usually taking a year or two to learn enough control to develop unique abilites, and be ready for combat. One's allignment detemines two things: 1) How quickly it would take to master a skill for the given energy type, and 2)How strong the resulting skill would be. For example, making a skill in one's native element might only take a couple of weeks worth of training, and the skill would be at 100% of it's potential, whereas a skill one is very weak at would take several months to over a year, and yield something excessively weak compared to what a native user would produce. Now, onto the Explanations of the skill types.

 

Casting

Your basic view of magic. Forming energy into offensive bursts of elemental energy. Because of the difficulty curve of learning new elements, Casters tend to stick with two or three elements, and concentrate on building stronger versions of the spells they have.

 

Casting is generally divided into two groups actually, Elementalists, and Espers, though the division is based upon choice, it's a very rigid division. Espers are psychics, and usually rely on abilities like telekinesis, and telepathy to do things, they also tend to rely on indirect attacks, since that's what they are most useful for. Elementalists, are more suited for direct assaults with the forces of nature, or in the case of Defensive elementalists, more support based spells. Additionally, all casters are capable of creating variousbarriers with their magical energy. Logically, a barrier's strength is based upon how strong the caster is, how distant it is from him/her, and the size of the barrier. The strongest would be a barrier the size of a single point, at a location on the user's body, of course, seeing as this is rather impractical, barriers are usually dome or wall shaped, occasionally matched in size to an perticularly strong attack.

 

Alchemy: 70%; Materialize: 60%; Enchant: 40%; Amplify: 40%; Channel: 30%

 

Alchemy

More or less a compantion to casting, except instead of making a spell, you change the world around you, say by turning the ground at your feet into a spine of steel. Basically, if you think stuff from Fullmetal Alchemist without the transmutation circles, you'll be fine. And remember, materials altered by alchemy revert eventually (side note: for a Master Alchemist "eventually" might mean several months later, or even longer). Alchemy can also be used for mending injuries, though the energy cost for healing living tissue is more excessive than the cost the change your environment.

 

Casting: 75%; Materialize: 40%; Enchant: 70%; Amplify: 60%; Channel: 0%

 

Materialize

A Materializer can make matter out if thin air... well, technically their energy, but regardless, they require nothing to start with other than energy. Obviously, Materializers use a fair amount of energy, but there's really no limit to what a materializer can do given the proper imagination, and enough energy to perform a task. Like alchemy, Materialized matter will fade, but hin this case, the duration is only up to the person materializing stopping the energy flow.

 

Casting: 60%; Alchemy: 75%; Enchant: 40%; Amplify: 5%; Channel: 30%

 

Enchant

Bestowing special properties on non-living items, things like indestructability (DM note: VEEEEEEEERY advanced ability, don't try starting with this), elemental properties, etc. Can also be used to the opposite end, such as weakening things. Also very useful, since a Enchanter can use several abolities at once on multiple targets, though this requires concentration to sustain the effects. There are also permanant effects, which cost extensive amounts of energy, though some things, such as indestructability cannot be made permanant.Needless to say, ehanchanters make very good team players, and are fairly dependant on having good equipment to make better. (Additional note: yes, the special ability Demons Seals have is the result of a special Enchantment.)

 

Casting: 20%; Alchemy: 70%; Materialize: 30%; Amplify: 90%; Channel: 50%

 

 

Amplify

This is the tank more less of Demon Arts. Amplifier abilities work on enhancing the user's(that's right, only the guy using it) abilities. Abilities can include increasing strength, though all abilities have to be maintained, until the user reaches a level of skill where they can trigger the ability instantly only when they need it.

 

Amplifying is simple in principle, magical energy is focused through the body, and is used to strengthen various propertied of it. At a basic level, any Demon Arts user can amplify even a little. This is a more gereal type of amplification though, energy is sent throughout the body evenly, and while not efficiently as could be, is used to boost all abilities. In contrast, most amplifiers tend to only improve certain traits in order to recieve maximum efficiency. As an example, Tessa uses the vast majority of her energy to increase the strength of her leg muscles, increasing bother her running and jumping speed. Regardless of this, though, amplifiers also posess the ability to harden their bodies to attacks of any kind, in fact, beyond the Hii class, it becomes possible to harden the body to any conventional weaponry that isn't enhanced, past Oni class, this is even possible with nothing more than basic amplification. Amplifiers also tend to stay away from weaponry, unless they know how to enchant the weapon as well, as weaposn tend to break rather frequently otherwise.

 

Casting: 10%; Alchemy: 40%; Materialize: 70%; Enchant: 70%; Channel: 50%

 

Channel

The last, rarest, and frankly, most powerful of the types of Demon Arts. A Channeler essentially sends their energy throught an item of their choice, improving both the item, and their own ability in a way fitting the item's properties. The downside to this is that a Channeler has to "acquiaint" themselves with an item before being able to use it, essentially learning the correct way to channel through the item. Meaning they basically have to learn a new skill everytime they try a new item. Additonally, should their item of choice be broken or rendered useles!s, a channeler is essentially SOL, unless they had another thing they are already are able to channel through. Channelers do have the advantage of their abilities being very subtle, making it fairly simple to blend in if they don't show off too much.

 

Channeling involves drawing out abilities from an item, though what the abilities are, and how many can be released are entirely dependent on who is doing the channeling. Channeled abilities will always fall into one (or more than one in the case of Ascention Techniques) of the other five categories, making channelers rather versatile, frankly.. though this is limited by the fact that their abilities depend rather heavily on their equipment. The abilities from each group will usually --USUALLY-- follow these patterns. Casting- a short or long range offensive spell, in the case of weapons, the spell is usually fired as part of an attack. Materialization- usually a specialized weapon, or addition to an item. Enchantment- Almost always an improvement for the item being channeled. Amplify- A very specialized amplification for the user. Alchemy- usually offensive techniques. Channelers can also channel through mutiple items at once, and bring out more than one ability at a time, if they're skilled enough, making them rather unpredictable, since one can challen through one thing, then switch over to a new item, and use a completely different style.

 

Casting: 10%; Alchemy: 10%; Materialize: 10%; Enchant: 60%; Amplify: 20% (Yeah, Channelers kinda suck at everything else, huh?)

 

Ranks and Classes.

Ranks and class are ways that Demon Arts users and Demons alike. A rank is more or less the potential an Illaedran has for growth, it simply gives an idea of their limits, the known limits are the highest point that has been achieved for a person at that rank, as such, very few reach their limit. A class on the other hand, is a strength rating based upon several things, including skill, experience, and the power of their Demon Arts. Obviously, generally there get to be less demons of each class the higher you go. Hunters on the other hand, tend to be clusterd around certain points... well, assuming they don't get killed anyway.

 

Ranks

C rank - Comparatively low potential, slower growth than other ranks, but a C-rank can still reack soem substatial class ratings with effort.

B rank - More or less the middle ground. Can definately achieve more than a C rank, but still not the best.

A rank - Highest ranking, and also has the highest growth, and potential.

 

S rank - Very special rank, given to those closely tied to demon arts, enough that they can use them naturally wiht no training. Extremely rare among Illaedrans, and requires a very specific heritage. This rank is also unique in that there is no specific limit to an S rank, they can reach the limit of their growth below a C rank's maximum, or above an A rank's maximum.

 

Classes

 

Ila

Lowest strength level, exceptionally rare if the person is a combatant, since it's rather easy to move beyond this point.

 

Seda

Fairly common, used mostly for those who have just gotten a grasp of Demon Arts, or those at an equivalent strength.

 

Nen

As far as demons go, this is the most common threat class, not exceptionally strong, but definiately a threat.

 

Rai

This is the minimum class that is needed to pass the Demon Hunter examination, while not AS common as Nen-class demons, there are still quite a few of these out there.

 

Chi

Next rank up from Rai, not really too much that's special about this one.

 

Kaze

Yet another class upward, also one of those spots that Hunters tend to cluster at, likely because most demons beyond this level become more rare.

 

Sui

Yeah, not too much special about this one.

 

Ki

Yet another spot that seems to be good for Hunters to stop training at. Likely because Hunters and Demons beyond here are considered rather powerful.

 

Hii

Rather special in that it's the limit that a being can get without the use of any Demon Arts at all.

 

Ten

Yep, not all that unique in terms of specialness, though you really don't want to pick a fight with someone ranked this high, unless you're up here as well.

 

Oni

The first class at which a Demon Arts user can muster the strength to use an Ascention Technique(See the new shiny glossary). At this point an attack of that level can only be used once a day.

 

Ryu

The next step up, allows two ascention Techniques twice per day. This is also the limit for those with a C rank in terms of potential.

 

Nai

Three Acention Techniqies per day, aren't you a badass?

 

Yami

Four Ascention Techniques, and The possibility of a Master Technique. Limit for a B rank.

 

Sora

Five Ascention Techniques, And the ability to use two Master Techniques. Limit for an A rank. There are a total of 8 Illaedrans that are currently at this level, five of which are the head members in the Demon Hunters. You can also count the number of Demons at this strength on both hands.

 

Deus

Unknown Capabilities. This is a special class given to the Head of the Demons, who rather fortunately very, very rarely makes appearances, the class ranking is also the name for that being.

 

 

 

Glossary of doom

(Okay, perhaps not doom, but it will be helpful)

 

  • Ascention Technique - A very high level Demon Art, combining aspects from multiple categories, usually very powerful. They are limited in use due to the stress they put an individual's mind.

 

  • Crimson eye - Another name for a high class demon, since their eyes are the only characteristic identifying them as a demon. Will indicate a Demon of Ki class or higher.

 

  • Inhibitor - A dark grey band of metal, probably about the most advanced tech there is. The Inhibitor functions only to stop the wearer from using any Demon Arts. They are usually associated with prisoners, as they are usually worn by convicts to prevent escape. An inhibitor will always have a lock as well, to prevent accidental removal. Also known as a "Limiter".

 

  • Master Technique - an improved Ascention Technique, usually a good deal more powerful version of an Ascention technique the user already has.

 

Other Pages

 

 

Information on how to join us.

Participants in this madness (With current Classes).

 

Update Log

Latest Update: 12/7/05, 1:20 PM, AZ time. More minor edits and such, that I noticed while reading things.

  • 11/18/05, 11:14 PM, AZ time. Added Join Info and participants, and fixed some of the information. Some Minor Edits.
  • 11/18/05, 7:45 PM, AZ time. First completion of entry, later edits to add Participant Pages, and the aditonal info for Demon Arts.

Categories: Role_Playing

Comments (0)

You don't have permission to comment on this page.