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| Traits | |
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| Tweet Topic Started: Oct 6 2010, 10:57 PM (498 Views) | |
| Shinigami | Oct 6 2010, 10:57 PM Post #1 |
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Traits are things you get that define what your character is, ranging from abilities, strengths, and techniques. Traits can cost more than just one trait, meaning you might have to pick and choose what you want. Starting characters start with 5 traits. Every subsequent trait after can be bought for 40 AP. Job-Based/Race-Based For the races, mix and matching is not good. Stick with only Weapon, Meister, Witch, Kishin, Enchanter, or Immortal, please. Basic Meister - 1 Trait - (Specific Weapon Type) Prerequisite: New Character This is the job title of all non-weapons of Death Academy. These are the people that wield weapons. They are able to channel their wavelength, resonating with weapons, creating a team, utilizing the abilities of the weapons. At this level, they're only able to wield weapons of their mastery type, as shown above, which are normally very specific weapon types, such as two-handed swords, knives, scythes, gladii and so on. Intermediate Meister - 1 Trait - (Weapon Type) Prerequisite: Basic Meister, 20 Control Meisters of this level are above the basic meisters and are able to wield even more weapons than just their starting weapon. This goes into more broad types, such as swords, spears, and the like. Master Meister - 1 Traits Prerequisite: Intermediate Meister, 65 Control Meisters of this level are at the top. They are able to wield any and every weapon, not reliant on any type, being almost masters of the weapon, even if they've never used it before. Full Weapon - 2 Traits - (Specific Weapon Type) Prerequisite: New Character Weapons are humans that have the ability to transform into different weapons. The weapon is a single weapon type and doesn't vary from this. Those with this ability gain a free rank 4 technique that allows them to transform into their weapon. Partial Weapon - 2 Traits Prerequisite: Full Weapon Even further from a full weapon transformation, the user is able to transform parts of their body into their weapon, letting them get an edge over others when fighting alone. With this trait, they are able to get a free simple rank 8 technique for transforming one part of their body into part of their weapon. Later on, they can get rank 8 techniques for different singular weapon transformations, while other techniques can be higher, depending on what they do. Multiple Full Weapon - 5 Traits - (Theme) Prerequisite: New Character Rather than getting the traits of a single weapo, this person has the traits of many weapons, following a theme. They are able to start out with three free rank 4 techniques that are them transforming into their weapon. Later on, they can get rank X techniques for different weapon forms, but they still need to all follow the theme. Witch - 1 Trait Prerequisite: New Character This character is a witch, being under the sway of magic. They are able to get a trait based on their animal theme, either directly or indirectly. Additionally, they gain a free rank 10 technique for flight. Note, you need to still get a magic trait to go along with this. Witch Experiment - X Traits Due to the nature of Witch Experiments, this trait is entirely customizable by whoever takes it. Replace all this with the description of your differences and an admin will rank it for how many traits. Kishin Egg - 1 Trait Kishin are those that have lost the battle of madness, turning into cold killers. They tend to be able to pull off 'evil' deeds without any hint of misaction. Also, if they want, they can use souls for power, letting them trade in 3 souls for 1 SP. Additionally, they gain a free technique. For X and Y, fill them in with whatever numbers you want, as long as they add to 5. As you rank this technique up, for ever rank given, you add one more stat to the boost. [b]Bloodlust [/b] Rank 10 Whenever the user smells or sees blood, their eyes immediately turn red as they enter a bloodlust mindset. Those with more than 50 control are able to stay composed, but others will immediately try to kill any foe they see as long as the blood is there. In this form, they gain X Speed and Y strength. Immortal Clan - 4 Traits Prerequisite: New Character This character is a member of the Immortal Clan. Because of their heritage, they are able to live a very long time, and, in the case of most attacks, seem to be immune to damage. They still have stamina, so they can be beaten and knocked out, but killing is almost out of the question, as they regenerate parts back that are lost. However, wavelength-type attacks are still able to hurt those of the Immortal Clan and wounds of this nature are treated as if they weren't immortal. Enchanter - 2 Traits Prerequisite: New Character This character is able to create and utilize golems of different types. They gain 30 TP for golem making techniques. Twin Weapon - 1 Trait For those that want dual weapons, such as dual guns, gloves, or things like that, this trait allows you to have two weapons for one meister. Abilities Soul Menace - 3 Traits This trait allows the user to use Soul Menace type attacks. They are given a free rank 10 technique that allows for the basic Soul Menace abilities, letting them damage people without needing a weapon and just their limbs. This gives them a free technique: [b]Soul Menace[/b] Rank 10 By concentrating some of their wavelength into their hand, the user is able to cause damage to the target, going through armors and other defenses. Soul Perception - Basic - 2 Traits This allows the user to sense other souls in the area. Additionally, it lets the user see everyone's 'true soul', effectively allowing them to see if they are a witch or not. It is limited by the user's sight, so if someone's soul is bigger than what they can see, or if they are already 'in' the soul, they won't be able to see it. Soul Perception doesn't work on witches using Soul Protect, though. Soul Perception - Advanced - 3 Traits Prerequisite: Soul Perception - Basic Much like before, this trait allows for the use of Soul Perception, but to much greater levels. With this trait, the trait-holder is able to gain techniques that utilize this ability, such as lie detection. However, the biggest jump is that they are able to see through any and all Soul Protects. They also get 40 extra TP to spend on techniques regarding Soul Perception. Theme Magic - X Traits Prerequisite: Witch or Witch Experiment Akin to their chosen animal, those in tune with magic are able to gain magical abilities that fit their animal theme. They gain X TP to spend on magical techniques of this theme. [Delete this part and type up what your theme is and the extent of it. A moderator or admin will tell you how many traits it is worth. Normally this will range from 2 to 5 traits. For X, you take the trait rank, then multiply it by 10 for the amount of TP gained.] Elemental Magic - X Traits - (Element) Prerequisite: Witch or Witch Experiment Less defined than Theme Magic, this is simple elemental magic. They are able to utilize an element and use magical techniques relating to that element. They gain X TP to spend on magical techniques of this element. Most elements cost 4 or 5 traits, depending on the intensity of the element. For X, you take the trait rank, then multiply it by 10 for the amount of TP gained. Elemental Infusion - X Traits - (Element) Prerequisite: Full Weapon A weapon with this trait is able to attack with a certain element. They gain X TP for use on elemental techniques. The traits normally range from 2 to 4, depending on the element. For X, you take the trait rank, then multiply it by 10 for the amount of TP gained. Soul Protect - 1 Trait Prerequisite: Witch or Witch Experiment Due to their sneaky nature, witches invented this magic to neutralize their own wavelengths to those that use Soul Perception. However, while in this mode, the Witch or Witch Experiment isn't able to use any magic nor special abilities. Stats Stat traits are a bit different than normal. Whenever you get a trait you get to add to your stat totals. You can't stack these at all, so if you want to get the next rank up, you lose your prior one and replace it with the next higher, then using up your traits. You can take different ones for different stats. Stat bonuses in this way are written out after the stat, like: Strength: 6 (4+2) Skilled - 1 Trait (Stat) This trait gives you an extra point for every 6 stat points you put into (Stat). Great - 2 Traits (Stat) This trait gives you an extra point for every 5 stat points you put into (Stat). Amazing - 3 Traits (Stat) This trait gives you an extra point for every 4 stat points you put into (Stat). Flawless - 4 Traits (Stat) This trait gives you an extra point for every 3 stat points you put into (Stat). Legendary - 5 Traits (Stat) This trait gives you an extra point for every 2 stat points you put into (Stat). Techniques Rank Boost! - 2 Trait This trait allows the holder to divide by 4, rather than 5 when calculating the max rank of techniques they can have. Rank Boost! Extreme! - 3 Trait This trait allows the holder to divide by 3, rather than 5 when calculating the max rank of techniques they can have. Rank Boost! Perfection! - 4 Trait This trait allows the holder to divide by 2, rather than 5 when calculating the max rank of techniques they can have. TP Bonus - 1 Trait This gives you 15 extra TP to work with. This can be stacked. Other Banking - X traits Because you might not want to use up all your traits, you can use this to save them for later. This trait basically doesn't do anything at all but hold traits up for you. Note! Because there is an unlimited number of possibilities, you are able to make up your own traits. However, you must get approval from an admin. |
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