Aetheral

Human abilities and equips

Feb 18th, 2017
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  1.  
  2. Human Abilities/Equipment
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  4. Right so, you have been informed on the existence of Gems in the previous paste, about Humans, hopefully! Even if not, this paste contains a good deal of info on them, and other stuff!
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  6. Gems are small shiny baubles that are made of a material, called Veilglass. Or simply Glass, capitalized (mostly when written). Although specifying you mean "THE Glass" works too! ^_^! Veilglass has a capacity to seal dream force, AS IT IS. So if you throw a fireball, at a gem, it seals it, and is capable of throwing the same fireball out. Gems can be used to seal daemons too!
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  8. A sealed daemon is called a Summon. While a good deal of time ago, just as they were re-invented (Gems are presumably a very ancient invention) Gems were made only to seal and contain dream force in the shape of daemons or daemon abilities, new crafting were discovered (or rediscovered) and improved. This allows the above gem containing a fireball, to instead analyze it, and replicate the effect. So someone bearing that gem can fire a fireball say, once every five minutes!
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  10. The Gem sealing the summon, is (other than truly, truly outrageous) now capable of giving someone control over this summon. However, quality and the summon itself are relevant here. A stronger summon is much more difficult to control. A bad gem, is less likely to control a summon!
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  12. Gems are made differently for each type of Summon or spell/ability they contain! That's important! Also, if a summon is damaged too much, the gem automatically recalls it back in! Kinda like Pokemon. Summons recalled to the gem in this manner, will regenerate any sustained damage they take, over time. The stronger the summon, as well as the more damage they took, the longer it takes for them to fully heal.
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  14. Also, most of the Summons have their abilities dampened, or weakened. Only a few types have access to the full abilities they had back in their prime. Most Warriors for example only keep some passive effects or so.
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  16. Now, the thing with Gems is, that they do not correspond to daemons. They are adapted to human needs and facilitated for human use, meaning the way gems classify what Summons are contained, differs from common Daemon classification (although not by much! It is more of a mixture between the race and ability classifications!)
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  18. Here is a list!
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  20. 1. Dragon Gems. Dragons, happen to have dream force that Veilglass has difficulty sealing. Hence, Dragon Gems are focused more on short term summoning. A dragon, sealed within a gem, is empowered by it, but it also autoseals a bit after it is summoned. A dragon can be called to lay waste to a number of enemies with a burst of breath, or chomp down on a nasty foe, or just stand there and tank a particularily nasty attack, but cannot be kept around for prolonged amounts of time!
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  22. 2. Necro Gems. Necro Gems are strange things. They are designed to contain summons who are naturally weak, but when submitted to damage, and a state of death (where the gem would auto-retract them, normally) they come back! In a different (generally undead-like) form that is stronger. This usually happens immediately upon death.
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  24. 3. Caster Gems. Caster Summons are basically, Aura daemons. Caster Gems repress the free will ( or tendency to not obey the summoner really) of the Summon, while boosting it's aura. Basically, if you don't have spell gems, use these. If you DO use Spell gems... Keep using these, they have great synergy! They retain their full repertoire of abilities, that they used to have as daemons.
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  26. 4. Warrior Gems. Density daemons, which means the gem has a rough time keeping them in, but once sealed... Well, generally, they suffer a massive compression and then chunking of power. Warrior Gems are unique in that they can carry several similar entities, for example a trio of knights.
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  28. 5. Soul Gems. Soul Gems, contain special varieties of aura daemons. They come in three varieties. White, who are generally very resilient and have auras that, while not helping THEM personally, enhance the effect of other Gems, or Summons!
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  30. Black, which do the opposite, by having auras that damage one's own capacity to use Spell Gems, or use Summons (or even outright drain dream force from another summon you have) to empower themselves, and other Black Souls.
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  32. Lastly Gray, who are immaterial and generally incapable of directly influencing a battle, yet have control-based abilities, that need to be carefully maneuvered or altered (as they usually do not spare allies either)
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  34. 6. Gear. Gear Summons are automaton based creatures, (Construct daemons, generally) or golem-like ones, that are the most obedient, possess some excellence in one field (ranged offense, melee offense, agility, sturdiness, being a 4 mana 7/7 etc) while being lackluster in some other. Something they are noted for is a great resistance to auras, and abilities, even from their own allies.
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  36. 7. Beast Summons. Beasts, are usually primitive, feral and most of the time non-aura daemons. They excel in physical qualities, and are some of the best duel summons, and in numbers, capable of bringing down large numbers of enemies too. Beasts have a Berserker ability, which, at some point of their remaining dream force (usually when they are halfway on the road to being auto-dismissed to the gem) escape the control of their summoner, (with the one condition that they may not attack said summoner) but in return, are given a considerable boost in power.
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  38. There are a few other types of Gems, but they are exceedingly rare (but powerful). The techniques of making these gems, have not been passed down any family, for generations (exceptions are unlikely to made even if your family name is Armstrong, but it is not impossible either). Hence, nobody knows how to make more of them.
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  40. Putting them here, just so people know (as they aren't unheard of, they are just rare, powerful and nobody can make more of them). You may have up to 3 (depending on strength) of these. Except Ancient Beasts. You may NOT start with an Ancient beast.
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  42. 8. Chaos Gems. Gems which contain Chaos daemons, from Chaos World! Chaos Summon abilities have priority over almost all other Summon types abilities, and most individual abilities found among them too. They also have a passive aura that weakens other, non Chaos daemons, as well as a corrosive effect, that damages the dream force of other (again non-chaos) Summons, making them take more damage than usual and go back to the gem faster.
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  44. 9. Champion Gems. Gems containing a particularly strong or noted summon. They contain makeshift versions of famous Corian historical or mythological creatures/people. Kind of like Servants, in Fate. Champion Summons have a variety of abilities, and are very powerful on their own right. Each has a specialty however, and excel when used towards it. This is understandable, as they are made based on a famous person!
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  46. Of note is the fact that Champions were NOT originally Daemons! They are fabricated! This means that, the gem is also what holds them together! If a normal Gem is broken, the the Summon is released. If a Champion Gem is broken, then the Champion Summon inside goes poof! So take care. (They are immune to the Chaos Summons auras!)
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  48. 10. Ancient Gems. Twelve gems, each containing a mighty Ancient Beast. Nobody knows what they are or where they came from, only that their power is nigh absolute. Take note, it is said that if someone would be able of unleashing the full power of one of these beasts (very difficult as apparently, the gem suppresses their power quite heavily), even one of the Twelve would feel threatened.
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  50. So that's Summons! Spell Gems! Now unlike Summons, Spells are fabricated on a daily basis. You can't just rely on a summon throwing out an ability and you then capturing it into a gem, and then finding a way to....etc etc. It is frustrating. Sl instead, Spellcrafting is used for most of them! More on it on another paste.
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  52. They come in a few varieties.
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  54. 1. Arcane Gems, basically contain your run off the mill spells. Light beams, ice shards, thunderbolts, fireballs etc. They usually have some recharge time, and can't be cast immediately after they are used once. Unless you have another Arcane Gem that allows you to do that. Yeah!
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  56. 2. Control Gems. Gems themed around manipulating the abilities of Summons. For example, adding an ability, or giving a quality to the aura of a summon, or healing a summon, or even crazier shit! A rule of thumb to differentiating them from Arcane gems, is that Arcane gems have standalone, direct effects, whereas Control gems affect summons. A fireball throwing gem is Arcane, but a gem that sets a summon on fire, is a Control gem!
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  58. 3. Equipment Gem. Usually, some modern weaponry or armor, is made with slots to contain gems, in them. Artifact Armaments, have this quality too, but one can never make too many of those, and not everyone can be equipped with AAs. Equipment gems have a prolonged effect, on the item they are attached too. To follow with the above example, a fireball is Arcane, setting a summon aflame is Control, lighting the sword you have an Equipment Gem in, on fire, is... Well, you get it.
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  60. Usually armor takes a more Equipment Gems , than weapons. If a weapon has one, then armor might have three. Weapons rarely ever have more than three, and Artifact Armaments IF they even do have one, have almost always, at most 1. When used on armor, they can affect the wearer as well! (E.g give someone a healing factor)
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  62. 4. Utility gems. These are places in large structures like engines, or power transmission systems. Dream Force is used as an energy source, after all, and thus, Utility gems are used to help the process of transmitting it. They have little to no combat value whatsoever but are otherwise incredibly useful!
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  64. And of course, Artifact Armaments!
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  66. Artifact Armaments are weapons which contain Veilglass (not in Gem form) inside them, and have been fashioned and inspired after daemons. Artifact Armaments, or just Armaments (with a capital A! ^_^) come in a number of varieties, and are generally more powerful, but also rarer, than Gems. Only officers, of organizations like say, H.A.T keep one, generally. They don't have the same "cooldowns" as gems do so of course, they are handier to use. Also they can be anything, as long as it is an object. But sometimes they can be difficult to manage as well!
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  68. They come in four varieties, with a fifth not being as readily available.
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  70. 1. Trick Armaments. Trick Armaments are the base type of weapon, which involves a two form weapon. The first, "base" form is one that usually comes with a passive boon. For example, a broadsword, which is lit in fire. The second "altered" form is a different form of the weapon, which it attains with the will of the user, OR through some mechanism found in the weapon itself. Usually, the second "active" form has some form of active effect. The broadsword, above, could turn into a fire cannon or something!
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  72. 2. Enchantment Armaments. Armaments that were created by extensive study of daemons. Enchantment Armaments allow someone to utilize a raw engine of dream force, to boost their own to considerable levels. While, as said, without Internal Release humans don't stand up to daemons, with an Enchantment Armament they just might. Boosting one's own prowess with their dream force to considerable level, Enchantment Armaments usually offer effects around the field of telekinetics, fire or heat manipulation, ice manipulation, the ability to inflict diseases, infections, or even cure them, the power to summon lasers made of raw magical stuff (dream force!) etc.
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  74. 3. Spellcraft. Enchantment Armament's more refined cousin, Spellcraft requires a good deal of practice, knowledge and even a bit of talent, on the field of dream force manipulation. Spellcraft Armaments come in few varieties, usually, involving certain metallic plates, that cover one's hands, and forearms, with several other devices nn top. With these "gloves" one can perform a number of modification in, typically, two dream forces, and one process. This trinity composed of combination of dream force bases and processes, is the basis for the process of Spellcrafting. It will be detailed in a paste of it's own!
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  76. 4. Autonomous. Autonomous Armament often pertains to armor, or some sort of controllable entity or armor. Basically, this is a construct that is laced with a complex Veilglass network, and basically enable someone to survive in highly dense dream force environment, and fight on even footing with even the strongest daemons. These and Absolute Armaments are what make humans so fearsome! Kinda. They also have other shit in there.
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  78. And the... Last... Borderline-legendary type...
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  80. 5. Absolute Armaments. These are as said, almost a myth. They are said to be like Force Armaments except their ability CANNOT be defied, or countered, and/or affects everything, in most cases. For example, a blade that will cut everything, or a flame wreathed spear that will burn anything the flames touch, or whatever else.
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  82. And these are it! Humans alone have access to these things, mind you. A daemon cannot wield a gem, nor can they wield Artifact Armaments!
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