Psychic Pins

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Psychic Pins Empty Psychic Pins

Post by The Composer on Thu Feb 19, 2009 9:28 pm

Power of the Pin!

Pins. Simple round objects that you attach to yourself. Seems lame ain't it? But thats what you're forced to bare to survive, looking like some loser geek wearing shiny buttons...Until you start spewing flames, teleporting, and more-or-less kicking ass. Why is this? How can Pins, of all things, grant any power?

The Player Pin
Spoiler:
Psychic Pins PlayerPin

The answer is simple. The Pins don't. However, each individual Pin contains a "Psyche", a power granted both those whom's mind is capable of understanding the force within it and then unleashing it. Because each Pin is different, so is the Psyche it contains. Pins are powered by a simple force- Imagination. The ability for the mind to create, generate, and believe in things beyond simple logic, yet also the capability of understanding others as well. This is what allows different individuals to use Pins generate from various individuals.

To create a Pin, one's thoughts must be so undeniable, so powerful that they are able to will it shape, forming the will into a "Psyche", which is then contained within a Pin. Other individuals, using their own will and understanding, are able to command this energy to be release, using a Pin's powers. As people are different, with every thought unique, there are thousands of Pins of different powers. Though individuals capable of producing Pins are known as Artists, who have obtained a license from a higher power, allowing them to create their own Pins, who are grouped into "Brands."

Pegasus Brand Pin
Spoiler:
Psychic Pins TWEWY__Lightning_rook_pin_by_lesstears

Pin Specifics

Pins are varying in power and ability. But in short, they allow for you to do just about anything. A Pin is Ranked D-A in level, D being lowest and A highest. The higher the lettered Pin, the stronger it is. Certain individuals excel at using higher pins, while others have more difficulty. A Pin's powers are often linked to the individual who made them, for example a pyromancy Pin may suggest the owner had a case of Pyromania, or was simply a fiery tempered person. There are no real set descriptions on what a Psyche can do, and is rather limited by those who made it, and those who use it.

There are Three Pin types- Combat, Support, and Noise. Combat and Support Pins can be used by all, while Noise is primarily by Reapers. Combat Pins are those that are typically offensive in nature, launching attacks against enemies in order to defeat them. Combat Pins are the most common and often most used due to their reliability. Support Pins are less direct, their name suggesting their nature correctly. They often empower the user, allowing them to fight or survive more efficiently. Support Pins are often used in conjunction with individual Pins to fight more efficiently. Finally, Noise Pins are those used by Reapers to summon and control Noise.

Some Pins are more...
Spoiler:
Psychic Pins Mew
...Well...More.
Usage is a Pin's restrictions- How much it is used and what way is it done so. There are three types of usage, being Charge, Limit, and Free. Free Usage is a Pin who may be used as much as a user wants each turn, making it useful and effective when being utilized, and one of this is preferred. Charge Pins are those who's powers require a cooldown, being unable to use for a certain amount of time before being launched again. Their effects are often dramatic. Finally, there is Limited Pins. Limit Pins may only be used a certain amount of times in battles, their effects often large in effect but low in use. This Pins are to be conserved, and best used in situations that work the most for it.

Noise Pins

Noise Pins are individual Pins that contain "Souls". They do not contain individual wills, but rather, entire consciousnesses that may be formed from the Pin. These Noise are controlled by the user, and thus as long as the will is strong enough, can force the noise to their will. Only Reapers and higher level beings can control the Noise, due to the chaotic spirits within the Pins. Noise controlled by Reapers and others will not harm the user, though require a certain amount of concentration to keep them focused on task, due to their nature. All Noise Pins carry a Charge Limit, save for special Noise Pins who hold Limits instead.

A Noise Pin.
Spoiler:
Psychic Pins Pin_303
Number

Beings may carry an unlimited amount of Pins. However, they can only use so many at once. For example, a Player who has 3 pin slots could have ten to fifty pins, but only carry three at a time into battle. As levels increase, players may use more at once. Only equipped Pins may be used for Pins. Furthemore, to access a Pin's psyche, you cannot be using another of the same type at the same time, except for Noise Pins, which may be used at the same time as other Noise. This means that you may only be using one Support pin and One Combat Pin at once. This is not to say you cannot use one pin and then immediately use another's psyche, but it does mean a player cannot use two combat pins simultenaeously, save for during Fusion.

Ranks

As mentioned, Pin ranks are based D, C, B, and A, Ds being weakest, As Highest. The level of pins a player is used is based on Pin Limit. A user with 1 Limit would be able to use a single C-rank Pin. A user with 2 Limit on the otherhand could use a B-rank Pin, or two C-rank Pins. Meaning, for each pin rank higher then D, you'll be using up one limit point. Thus, a user wearing a single A-rank Pin, 2 Cs, and a B would require a total Pin Limit of 7 to use. A player using five D-rank pins on the otherhand would require a pin limit of 0.


Fusion

Fusion is the power capable by only Partnered players, as the connection between the two selves is exactly which allows the wills to generate themselves. One consciousness is nothing compared to the combined force of two, each using their imagination to will their pins together, known as a "Fusion" Attack. Fusion uses two Pins individual powers and combines them for a greater effect, making it a deadly combo, depending on how well the two Players are able to synchronize their thoughts. The more compatible and aware of each other they are, the easier it is to perform a Fusion attack.

As players fight they will obtain Fusion Points, which determine when they can use Fusion and at what rank. Fusion points are obtained every Five turns, the amount being determined by each individual Player's class. When using a Fusion Attack, both players will pay a certain amount of points depending on which Pin of theirs they want to fuse. A Player cannot use their Partner's points nor pins. The Higher the rank of pin used, the more Fusion Points required to fuse it.

Fusion Costs
D - 2 FPs
C - 4 FPs
B - 6 FPs
A - 8 FPs

Fusion Points need not be spent immediately, and saved throughout the battle. The stronger the two pins used to fuse, the stronger the Fusion attack. Players may not fuse more then two Pins, and one must come from each player. When using a Fusion attack, the Two players will instead have one post, in which they will co-write to perform the fusion attack. This means rather then player one beginning the fusion and then player two finishing it with his own post, the two will have one whole post which will describe both of them performing the attack.

Combine different Pins...
Spoiler:
Psychic Pins Pin_181
...To produce different fusions...
Spoiler:
Psychic Pins Pin_139
...To kick different kinds of ass!
Spoiler:
Psychic Pins Pin_121

Now, here's a question. How do you decide a fusion? Its rather simple really. Take Pin 1 and Pin 2. In this case, Pin is an attack that releases Icicles at an opponent, impaling them. Meanwhile, Pin 2 is a tornado attack, which rotates at an opponent, cutting them. Fuse them and could you could get a tornado which launches Icicles, or perhaps an attack that launches icicles that rotate at high speeds. In short, as long as the fusion makes sense, there is little you can't do with it.


Last edited by The Composer on Tue Jun 16, 2009 10:20 pm; edited 4 times in total

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Psychic Pins Shominamiaf7
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Level: So Zetta Slow
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Psychic Pins Empty Re: Psychic Pins

Post by The Composer on Fri Apr 03, 2009 6:50 pm

Choosing Pins

When entering a topic, you must say which Pins you have equipped. You may switch a pin in a topic by making the sentence bold and saying which pins you are replacing and with what. You may only equip Pins you have, and not an allies. Your Pins should all be listed in your profile, regardless whether or not they are equipped, and the amount equipped during a topic is determined by your Pin Slots. If you have 3 Pin slots, you can equip three pins within a topic. Pins may not be switched mid-battle. When a Pin is equipped, it is shown to be clipped onto your clothing. Unequipped Pins are presumed to be found within your pockets, or otherwise unattached. Attempts to equip more Pins then you are able to will result in all of them failing to function.

Spoiler:
Psychic Pins __Neku___the_pin_cushion_by_MitskiMing

_________________
π FTW!
Psychic Pins Shominamiaf7
The Composer
The Composer
The Composer

Posts : 179
Join date : 2009-01-26

Character
Class: Composer
Level: So Zetta Slow
Experience:
Psychic Pins Left_bar_bleue999999999/99999999999999Psychic Pins Empty_bar_bleue  (999999999/99999999999999)

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