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Fantasy Four Suits Volume 1.5 Lore

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TPBx

Simpin for Witch Tea
lore

A long time ago, there was a man named James Stryker. At the time was the strongest mage in the land, however the practice of magic was forbidden by the infant Argossian Empire. So he one day, left his home along with thousands of followers to establish his own Kingdom where those who wished to practice and learn magic were free to do so. This ended up becoming his life work, and before James could see it finished, he died and left this new Kingdom of Magic to his closest disciples and the next most powerful wielders of magic in the land, The Four Aces.

With no one single ruler for the budding nation to look up to, The Four Aces became the de facto rulers of the people within their domain. Training and raising up the next generation of mages in their own way. Which created a gap between the now four nation-state, called Suits. This gap widening with each generation as they all saw each other as rivals for control over the entire magical kingdom. As this gap widened so did the gap between each tier of Mage as those whose potency in becoming great Mages were chosen as pupils of the each proceeding generation in order to boast greater power over the other Suits. This social caste system used the value of cards to address every man, woman, and child's ability to use magic.

Within a short time, conflicts between the four nations flared up and stirred into an all out war between the Four Suits. This great conflict became known as the Great Magic War. A time of great turmoil in which history had not been recorded to well, a dark age so to speak. But suffice to say that it resulted in a great number of casualties between all sides as the war lasted for over 100 years supposedly, some historians would say it lasted for up to 200 as smaller border conflicts did not stop completely for a very long time. This war paved the way for the now much stronger and more intimidating Argossian Empire to reclaim land they believed was rightly theirs, leading into the Argossian Crusades.

Aided by the new found technology of gunpowder and natural gas, the Four Suits were initially pushed back by the onslaught of the Argossian's unseen war tactics and new technology that somehow rivaled the magic of the Four Suits. The Argossians pushed inland even going as far as completely decimating the Diamond Kingdom and reclaiming it completely, but with new found leadership, the rest of the Suits banded together and turned the conflict around with an incredible counter offensive that divided the Argossian forces in two, allowing for the Suits to reclaim the land they initially lost. The borders that the Suits set up after driving the Argossians from their land still stand today, and the two back to conflicts served as a reminder to every generation thereafter that together the Suits were greater than the sum of their parts, leading to the more peaceful relations that the Kingdoms have today.
 
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magic

In the world of Yune, there exists a bountiful kind of cosmic energy that fills everything from the rocks, trees, plant life, and fauna called Mana. This energy exists within everything and everyone. Those gifted with the ability to sense and manipulate it are called Mages or Magus, and anything they do with it is called Magic. Unlike the Argossians who reject this energy and work against it, digging deep into science and technology to overcome their problems, Mages follow the ebb and flow of this abundant energy with the ability to guide and direct it any way they see fit. When a Mage guides mana a certain way, giving it a strict sequence of orders, this results in what is called a Spell. Spells make up the foundation of everything else a Mage does from doing something as complex as creating giant blades of fire to something as simple as making an object levitate.

However....

Mana is a finite source. Just as everything comes into being. Everything comes to an end. In living things, Mana is used a well from which everything draws its power, and for as long as magic and the idea of mana has been known, there exists a limit called time, the great equalizer of all life that exists in this world. No matter how much research has been done, it has been proven to be impossible to extend one's life beyond a certain length. For humans, it has become a known fact that everyone dies at the age of 120 years old and other races may enjoy longer or shorter life spans, but time at the ,end of the day, catches up to all of them and brings them to death's door all the same. Some magical researchers theorize that each species is given a certain amount of Mana that gives energy to their bodily functions, and no matter what this amount cannot be changed and is depleted over the course of their lifetime.

When a life is ended before its natural clock expires, its remaining mana and any other mana stored within it is corrupted and turned into Dysidia. Dysidia functions as a kind of Dark Mana, used for unthinkable kinds of magic that are dark or inherently evil in nature. Spells that create monsters of the night, corrupt life, and raise the dead use Dysidia as their main source of power. The use of Dysidia and Dark Magic is not illegal, however all cases of banned magic use Dysidia as their source of power. Specifically Necromancy is one of the kinds of magic specifically banned from use within all four kingdoms due to its corruption of the cycle of life and death.

Magic has existed for as long as history has been recorded, in ancient times, there were supposedly incredibly powerful Mages that imbued their legendary strength into artifacts called Precursor Artifacts, that were soon lost to history over the course of millennia. These artifacts contained highly concentrated amounts of Dysidia and Mana, that if one was found today and given to someone who lacked the ability to use Magic, their power could instantly rival that of a Rank 10 or even a lower ranked Jack. The creation of such an object in the present day would require the combined strength of several Royals or an Ace. These Precursor artifacts are also known to be hosts to be the largest concentrations of a relatively little known matter called Magicite.

The usage of mana and dysidia generates a kind of material known as Magicite. While only trace amounts of it are created when even the strongest, and most mana hungry spells are used, it exists as a byproduct of mana consumption. Lost and supposedly unusable energy according to the Argossian's Laws of Cosmic Energy. Little is known about the true properties of this matter.
 
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roles

Spades
Ace-x1- SentinelSevn SentinelSevn
King-x1- Balfnaught1 Balfnaught1
Queen-x1- Anaxileah Anaxileah
Jack-x1- VioletShadow VioletShadow
10- x1- Open (May have more positions later)
9-x2-Open
8-x3-Open
7-x4-Open
6-Unlimited-Open
5-Unlimited- Open
4-Unlimited-Open
3-Unlimited-Open
2-Unlimited-Open

Hearts
Ace-x1- Goonfire Goonfire
King-x1- Quinlan63 Quinlan63
Queen-x1- . D O V E . D O V E
Jack-x1- Coyote Hart Coyote Hart
10- x1- Diphylleia grayi Diphylleia grayi
9-x2-Open
8-x3-Open
7-x4-Open
6-Unlimited-Open
5-Unlimited- Open
4-Unlimited-Open
3-Unlimited-Open
2-Unlimited-Open

Clubs
Ace-x1- Spoiled Bread Spoiled Bread
King-x1- ChunkyBeef ChunkyBeef
Queen-x1- Melon Bomb Melon Bomb
Jack-x1- SidTheSkid SidTheSkid
10- x1- ChazGhost ChazGhost
9-x2- OrenjiGatsu OrenjiGatsu and Open
8-x3-Open
7-x4-Open
6-Unlimited-Open
5-Unlimited- Open
4-Unlimited-Open
3-Unlimited-Open
2-Unlimited-Open

Diamonds
Ace-x1- Kloudy Kloudy
King-x1- TPBx TPBx
Queen-x1- Diphylleia grayi Diphylleia grayi
Jack-x1- Kisaki Kisaki
10- x1- Coyote Hart Coyote Hart
9-x2-
8-x3- H3LLJUMPER_177 H3LLJUMPER_177
7-x4-Open
6-Unlimited-Open
5-Unlimited- Open
4-Unlimited-Open
3-Unlimited-Open
2-Unlimited-Open

Jokers
Leader- x1- Archdemon Archdemon
Commanders- x2- vielpotato vielpotato and Bakuyoshi Bakuyoshi
 
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tales: darigaas the destroyer

In ancient times, there existed great mythical beasts that roamed the land. Though these creatures are on the verge of extinction, they once proliferated the landscape of Yune and were not uncommon to find around the wilderness. They were majestic and powerful, hand-crafted by nature in such a way that they were in tune with the magical energy around them. While many of these beasts were docile, Dragons, the mightiest of the mythical beasts, were ferocious, territorial, and terrifying. While only found in the mountain ranges of the Northern Badlands, their presence could be felt throughout the entire world as they would regularly travel and wreak havoc upon the society frequently. An even more frightening fact about the Dragons was the discovery of their sentience, they were destroying settlements because they found it entertaining to watch the futile attempts of humanity to fight back against them. This fact was only shown evident in the existence of the infamous dragon, Darigaas the Destroyer.

In the early ages of the Argossian Empire, soon after James Stryker took his followers with him to establish the Kingdom of the Four Suits, Darigaas the Destroyer ventured all the way down from his lonely cavern in the North to then the western border of the Empire and single-handedly destroyed all of the Argossians farmland, turning the entire countryside into a wasteland. This plunged Argossia into a country-wide famine, leading to one of the largest drops in population that the Empire experienced in its history. Darigaas knew from then on that he was the most feared creature in the land and declared that he would destroy the rest of Argossia within the year.

The Emperor, Kilrivas Argossia, desperate to save his country and the rest of the world from this terror, turned to the aid of James Stryker and his Four Aces to eliminate Darigaas. Stryker, understanding the existential crisis at hand, reluctantly collaborated with the Empire. He summoned his strongest mages to the cause and along with the entire military might of Argossia at his side, ventured deep within the Northern Mountain Ranges to find and hunt the dragon. The harsh conditions of the mountain took the lives of many before even encountering the mighty beast, but what awaited those who did survive was a much worse fate than death at the hands of the mountain.

Once arriving at Darigaas' Lair, the army found the collected skeletons of those who had been set ablaze in his reign of fiery terror. The soldiers cowered in fear as the beast slowly approached them, appearing from the depths from an abyss of molten rock. Darigaas then revealed his presence to them and then with a single fiery breath, wiped out half of the Argossian army. Stryker raised his hand and enveloped the remaining survivors within an incredibly powerful magical shield. His four aces retaliated along with several powerful blasts of energy, but the Dragon shrugged them off as if they were mere puffs of wind blown in his face. The remaining soldiers, with nowhere else to go, charged headlong into Darigaas, fighting fiercely and using their new weaponry to try and pierce the steel scales of the dragon.

The cries of dying men...

The flames of hell...

A sea of blood....

The combined military might of Argossia and the Four Suits could not overcome the obstacle set before them. In a last ditch effort, the remaining Argossians sacrificed their lives to distract the foul beast while the remaining mages mustered all their magical strength for one of the greatest sealing spells ever casts. The Argossian numbers dwindled until there were only a few men left standing, one of which was a rookie soldier by the name of Fenris Argossia, who would go down in Argossian History to become known as Fenris the Dragon Slayer, fought bravely to distract the Dragon for many more precious seconds. Fenris's efforts bought enough time for Stryker and his mages unleashed a spell so powerful that it shook the planet. A binding spell unlike any the world had ever seen, reducing Darigaas to nothing but a soul in a jar.

However, Stryker, knowing the strength of Darigaas's Soul, knew that could never be contained in such a pathetic vessel for long. So he and the other Royalty, in secret, performed a ritual to bind Darigaas's Soul to a newborn child. Then every generation of Royalty would follow that child's life from beginning to end, and on the verge of death, before Darigaas's Soul could be freed. The Royalty of all Four Kingdoms would convene once more, in secret, and embed the soul in another newborn child. Even through wartime, this tradition took place, out of fear of the return of Darigaas the Destroyer. Darigaas's Soul would provide the one born with it immense magical power and physical capability. All of these vessels eventually went on to become Royalty and some of them even went on to become aces within their kingdom.

Now, Darigaas's Soul resides in the current King of Hearts, Axton Ephraim.
 
legends rising: the ace challenge

While it is a complex process to become a member of the royalty, between the academic and military requirements and the yearly tournaments to test challengers of each seat of power. It is surprisingly easy to become an Ace. In fact, there is no requirement of rank, socioeconomic position, knowledge, nor age. Technically, even a weak Rank 2 Mage could become an Ace. However, the requirements to become an Ace are at the same time so challenging that many Aces hold their positions for the rest of their natural lives once attaining them, simply because within their lifetimes there exists no single mage powerful enough to challenge them.

As per the requirements they are as follows:

1 - Win in a combat trial against 3 other royals. 1 King, 1 Queen, and 1 Jack from your kingdom. The challenger must then subdue every royal without fatally injuring them, killing a member of Royalty is punishable by death. ( See Capital Offenses: Treason Article 1 )
2 - Win in single combat to the death against the Ace being challenged for their rank.
3 - The challenges must be completed in this respective order.

Many fail in the first stage, letting their pride best them, falling before the combined might of the three members of Royalty. Unlike traditional battles, this requirement is designed to test the mastery of magic rather than strength. It takes incredible skill to incapacitate someone as strong as a Royal without killing them. Challengers incapable of this feat are either killed in combat or are later publicly executed for the crimes they commit against the kingdom in killing a member of Royalty. The second stage is where the strength and will of the challenger is tested. It is after all honorable combat to the death. Only by overcoming the previous Ace will the torch of Ace-hood be passed on to the next generation of mages. Every Kingdom has held this tradition dearly, seeing it as the only rightful way of determining the person worthy of being the ruler of their Kingdom.

As said before, it is uncommon that an Ace loses their spot via a challenge. However, every Ace currently attained their spot through a successful challenge for the throne. Each having incredibly mastery over magic unlike anything history has ever seen. William's Mastery of Ice, Leolin's Mastery of Fire, Remi's Mastery of Earth, and Quillon's Mastery of Mind each being beyond the capability of previous generations of Aces. Each showing that they might be the first generation since the Argossian Crusades to truly be called...

...Legends.

 
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Dedicated for
use in the RP
Four Suits
Vol 1.5
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A wealth of information
provided by:
VioletShadow VioletShadow
Balfnaught1 Balfnaught1
SentinelSevn SentinelSevn
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I. Cities and Towns
1. Rynhil

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2. Sheelune

Author: VioletShadow VioletShadow

The most prosperous port city in the Kingdom of Spades, famous for its ever-present flow of trade and people, despite the frigid climate. The land here has a smooth slope into the sea, contrary to the jagged cliffs farther to the west. People of all races gather here, particularly those with a natural resistance to the cold, with an abundance of commercial businesses to keep them occupied. Particularly, the trade of enchanted spears/harpoons has been thriving as of late, for both fishing and armament. There is little racism found here, which has been particularly enforced by the current lord, Irvin Yvon, an influential elf of rank 8.

The brighter the light, the darker the shadows, hence in the background there is a versatile underground society, with rumours of slave trade being their main source of income. Irvin has crushed a few of their groups, but like a weed, they never seem to stay dead. The religious situation here is quite minor, overshadowed by the bustling marketplaces, although a few places of prayer to various deities are scattered in the quieter parts of town. Due to the geographic location of the city, located right next to the channel acting as a border between the Spades and Clubs, the city is securely fortified with troops always at the ready, with preparations in place in case of a sea-based attack.

3. Baefel

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4. Caelora

Author: VioletShadow VioletShadow

A beautiful resort-like city found on the Isle of Kael, located on the western edge of the Kingdom of Spades. It is well known for its breathtaking scenery, particularly the sights found atop the tallest hill. This is a frequent tourist destination, with a wide variety of inns, souvenir shops and cuisine only found on the Isle. The majority of those that live in this peaceful city worship the Goddess of Water, Melodine. A pristine marble statue of her is located in the center of town, with a plaza carefully sculpted around it. Although they arn't particularly well known for their trade, many here sell simple commodities/resources for the kingdom, particularly those only found on the Isle of Kael.

5. Lindheimr

(Referred to as Heim, by everyone but the Dwarves)
Author: SentinelSevn SentinelSevn

A city with a population dominated by dwarves, Lindheimr is the one sanctuary for all dwarven-folk within the Spades territories. It is located in the valley between two mountains, with a large portion of the city built into the fissures of what used to be iron deposits.

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A factory of a city, Lindheimr is unsuitable for any lifestyle not revolving around the refinement of steel for export. The dwarves within the city live, breath, and bleed the pride of their forge. Any dwarves who seek a life outside of the mines, are accommodated with other roles essential for their society: farmers, traders, and protectors of the mines from unwelcome intruders.

Although Lindheimr has their own farmers, they have difficulty growing any crops against the mountainside. At most, they have a sustained source of rooted vegetables like carrots, beets, POTATOES. Livestock is limited to goats, but boar are also plentiful within their mountainous environment. Their primary source of variation in their diets come from farmers outside the mountain ranges, looking to trade some of their crops for a decent chunk of steel. Because of this, many farmers of produce and livestock alike tend to gravitate towards the southern half of the Spade kingdom, in hopes of maximizing potential profits.

6. Ishveil

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7. Ancalen

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8. Yanqua

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9. Nalore

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10. Visari

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11. Fort Onyxus

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12. Velosa

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13. Whiteridge Pike

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II. Popular Landmarks
1. Isle of Kael

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2. Yisstra's Grove

Author: VioletShadow VioletShadow
A sacred ground of ancient flora, with legends and myths frequently told surrounding this untouched land. The oldest and most commonly told tale of this place, is of the history of Yisstra, a holy mythical beast dutifully loyal to Quyis, the God of Stone. It was said that he had many forms, depicting a vast mix of various animal features, but his most common is that of a white bear with golden irises. Antlers were said to rise up from behind his ears, and that his outer body was permanently covered in bark-like armour.

After the Great Battle of the Gods, his fatal injuries left him with no other choice than death, with his legs horribly crippled and his eyes forever blinded. It was said that Quyis himself carried his dear companion to a small clearing, where he laid him to rest. His antlers were said to have grown into the first trees of the holy grove, and his eyes became bright sunlight that illuminated and urged them to grow. Since then, Yisstras Grove has become a sacred place where the gods once walked, and where a loyal mythical beast had fallen asleep for eternity.

If one where to desecrate or do anything to harm this land, they would incur the wrath of the entire nation. Due to the influence of Yisstra, the trees here are incredibly dense and thick, similar to the structure of his ancient horns. The sunlight here also seems to be magically invigorating, making one feel soothed and revived when in its presence. However, despite its peaceful interior, the forest itself is incredibly sentient and lethal. If it senses malintentions towards those it wants to protect or itself, it will remove the intruders/enemies one by one by pulling them into the canopies, using its powerful vines and sharp branches hidden near the treetops to kill them.


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III. Lore and Legends
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IV. Prominent Figures
Lord of Lindheimr - Thromberlund Grandryel

Author: SentinelSevn SentinelSevn

Age: 53
Rank:9

Also referred to as Forgemaster Throm, Throm is the publicly nominated leader of the tribe of dwarves within Lindheimr. He was one of the pioneering dwarves in creating the pact between his kind and the Spades, and has single-handedly catapulted the tribe to new evolutionary advances. He is like most dwarves, with the stubborn and foolhardy nature that is often the public's skewed opinion, and he is absolutely loyal to a fault.

Throm's primary loyalty currently lies in the King, Travis Arelius, with a refusal to follow any direct orders from any other political figure, Ace included. This stems from the dwarven traditions of a singular ruler, under the title of King. While their idea of a king was meant to be a fellow dwarf, proper changes were made in accordance to their pact.

While also willing to cooperate with the previous Jack, Alexei Havok, Throm absolutely refuses to work with the current Jack, Sheila Ivoren. His refusal is not of his own accord, however. Dwarven culture has never had a female presence rivaling in superiority to the King, and the current population of Lindheimer still hold that true. The acquisition of Sheila's rank of Jack from Havok ushered in riots in the streets, regarding whether or not they would continue dealings with the kingdom's female economic leader, and took tremendous effort to quell his people. He otherwise holds tremendous respect for the young woman, and has made his loyalty true on numerous occasions.

Throm maintains the rank of 9 not just because of his position as leader of the dwarves, but because of his tremendous power. He is a manipulator of earth and metal, being able to create weapons and encase himself out of surrounding earthen material to create a natural living armor. At minimum strength, the armor is like any other plate mail. At full capacity, his armor can build to the size of a small castle. Possible materials could be but are not limited to wood, stone, and metals. Any magic or weaponry of the same material is simply fused to the armor, rendered useless and unattainable until the armor fades back into the earth.

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V. Goods and Economics
1. The Metal Industry

Author: SentinelSevn SentinelSevn

A discovery within the last decade, the Spades Kingdom has since flourished since the evolutionary economic benefits found in the acquisition and refining of iron into steel. Being one of the first to perfect the current method, the export of steel has become much more widespread in the use of weapons, armor, and even early use in construction.
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The refining of the metal is a difficult process, and is intensive in time and labor. Thus, brings the inclusion of the Spades' primary workforce.. the Dwarves. A race further explained in a latter chapter {Culture - The Varying Races of the Spades}, the Dwarves are a mountain-thriving people, and are widely considered the master-smiths of the world's metals. It was only under their expertise, were the Spades capable of ushering in what can be seen as a new era of material goods.

2. Isle of Kael

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VI. Current Trade
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VII. Religions and Beliefs
1. Religious Figures

Author: VioletShadow VioletShadow

Although the Goddess of Magic and Creation is worshipped throughout the continent, and is the most well known, the Kingdom of Spades have their own respective Gods long told as her distant descendants.
  • Melodine, the Goddess of the Seas, is known to have been her oldest daughter, depicted with a mythical mermaids tail, gill-like features as ears, and patches of scaly skin. She is revered as a figure of great wisdom, and bestows the fairest justice to all. She is commonly praised when there has been a great haul from the seas, or prayed to by people awaiting trial.
  • Nitrix, the God of the Clouds, is known to have been her youngest son, commonly depicted floating through the clouds as a veiled apparition. He is a known trickster, using his powers to shroud himself in the clouds as he disrupts the work of his siblings, but his speed in the sky is second to none, earning him respect from the citizens, particularly when he is told in tales to zoom to the rescue of his fellow family members.
  • Quyis, the God of Stone, was a mysterious God who was told to have been adopted by the Great Goddess. He was an honourable protector of the weak, and a silent yet intimidating figure to the other Gods. It was said that he carved the first caves, and was of unrivalled craftsmanship in the realm of sculpting.
These three figures were said to have been reincarnated into the previous three royals, Sir Havok(Nitrix), Lady Lyvia(Melodine) and Lord Tidus(Quyis), due to the coincidental matching of their abilities, and the golden age they brought to the kingdom during their years of servitude.

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VIII. The People
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behind the scenes

While every mage does have their own ranking given by their respective card rank, just like there are no two people truly identical to each other. No two mages power are the same despite being in the same rank. Some mages may accel in power and physicality while others may accel by overwhelming their opponents with their magical strength. This subranking allows us ( the GMs and canonically the Ranking Committee ) to determine how strong a mage is based on the qualities of their respective magic.

If you want your character re-evaluated to determine their subrank just ping me or Kloudy Kloudy

Magical/Physical - Total (Average)

Rank 1
20/80 - 100
Rank 2
60/140 - 200
Rank 3
100/200 - 300
Rank 4
160/240 - 400
Rank 5
240/260 - 500
Rank 6
300/300 - 600
Rank 7
360/340 - 700
Rank 8
420/380 - 800
Rank 9
480/420 - 900
Rank 10
570/430 - 1000
Jack
900/600 - 1500
Queen
1200/800 - 2000
King
1500/1000 - 2500
Ace
7500/2500 - 10000
 
The Argossian Military

tactical_knight_by_johnsonting-d9q88uw-jpg.408313

-Infantry-

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-Armoured Transport-

sherman_tank_fire_support_by_shimmering_sword-d326v8j-jpg.408311

-Siege tank-

m107_175mm_self_propelled_artillery_by_flatsix911-d4tyfpx-jpg.408310

-Long Range Mobile Artillery (LRMA)-

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-Sentinels-

luftwaffe_flight__1948_by_cutangus-d4lkflk-jpg.408308

-Sky Steed-
 
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Magic and Strength: Practical Applications
(Applies to physical or magical stats)

Subrank 0 - The user has no capability of using magic or cannot move their body by any measure.

Subrank 100 - The user is capable of using a single magic that can provide slight menial relief (examples include stamina or meditation spells). Alternatively, the user’s body is weak or feeble and cannot match the pace of a normal human, perhaps due to injury or sickness.

Subrank 200 - The user can utilise a single non-lethal magic for subduing a single target. Alternatively, this subrank is the base level for the average human’s body.

Subrank 300 - The user is capable of wielding up to two magics and is capable of killing a single target with it. Alternatively, the user’s body is slightly stronger than the average human, becoming capable of wielding two-handed weaponry and medium armour.

Subranking 400 - The user is capable of destroying armoured vehicles and steel walls with a spell and can manipulate up to two magics. Alternatively they can use heavy weaponry and armour, often being able to also strike down steel walls as well.

Subranking 500 - The user can destroy a building with a single magic spell and possesses up to three magics. Alternatively, the user is durable enough to ignore conventional projectiles like muskets and arrows and can destroy a building in one strike.

Subranking 600 - The user can destroy a couple of buildings with one spell and possesses up to three magics. Alternatively, the user can blow several buildings away with a strike and is strong enough to crush metal with their hands.

Subranking 700 - The user can destroy several large buildings with a single spell and can use up to three magics. Alternatively, the user can strike down castle walls with ease and is fast enough to dodge automatic fire reliably.

Subranking 800 - The user can obliterate an entire street with a single spell and possesses up to four magics. Alternatively, they can split the sea from the force of one strike or level an entire street.

Subranking 900 - The user has four magics and can destroy two streets in one go. Alternatively, the user can withstand a cannon shot to the chest and flatten two streets at once.

Subranking 1000 - The user can use four magics and is capable of bringing destruction to a village. Alternatively, the user can dodge rain and make craters large enough to crumble a village.

Subranking 1200 - The user uses up to five magics and has enough magical energy to blow up a whole castle. Alternatively, the user can even tear some magic items to pieces or create a hole where a castle used to be.

Subranking 1500 - The user may use five magics and can blast a town into oblivion. Alternatively, the user can break the speed of sound with their movements and destroy a city district with a single punch.

(Anything 1500+ is open to discussion, contact Kloudy or TPBx TPBx for consultation.)
 

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