Daisho Approval
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Daisho Approval
A samurai's daisho is their sign of power, honor, devotion to their lord and ideals as well as primary weapon and tool. For most, a daisho is a katana and wakizashi. An aiguchi (dagger) completes the set, but rarely receives the powers listed here.
In some rare cases, a samurai finds themselves with a daisho that is not those weapons. However, unless the weapon is simply a wakizashi or katana, the samurai must take a benefit (see the benefits section for more details). Fortunately, it only costs 1-2 points.
A daisho is however more than just three free weapons and the symbols behind these blades--they are in fact powerful nemuranai (magic items whose kami, inner spirits, have awakened within the items). These nemuranai are mechanically one of the few instances on the site in which a player will have nearly full control over the power and activation of their own item, as well as personality. As a player levels, the daisho becomes more attuned to the player in question and will offer the player more of its powers as they grow and manifest within the blade(s) itself.
Daisho Advancement Chart
Lv - Daisho Ability
01 -
02 - Awakening, +1 ability
03 -
04 -
05 - +1 ability
06 -
07 -
08 - +1 ability
09 -
10 - Spirit Manifest
11 - +1 ability
12 -
13 -
14 - +1 ability
15 -
16 -
17 - +1 ability
18 -
19 -
20 - +1 ability
Each ability is a power you can bestow on the blade. If you wish, you may instead increase a power's potential by using these points instead.
Now some powers are going to be stronger than others, regardless of the number of raises they have. That is, even at their lowest potential for power, they are much stronger than other +1 abilities. To compensate, there are greater powers and legacy powers. Greater powers are those that are easily two or more times greater than regular abilities. They cost 3 points to obtain. Legacy powers cost 7 points to obtain and are the strongest of all powers in question.
You must choose your abilities with care. To obtain a new ability and lose an old one usually requires a personal sacrifice, trial or a great amount of meditation or training. Losing old abilities to gain new ones should not be performed often for purposes of continuity. Although we will not restrict the number of times you can obtain new powers, doing so during a major plot is frowned upon and doing so during a mission is forbidden. The staff may force you to get your new abilities after the plot ends even if its accepted. Now getting new powers is something entirely different--spontaneous ability generation occurs to heroic samurai more often than one may think.
Powers should be something that reflects the player in question. Either their role, fighting style, personality, etc... There is no way to restrict this, naturally, but if you write why your character gets this power it might help your case in getting it approved.
Some benefits will allow samurai to merge other class abilities with their daisho to create extraordinary effects or give them access to special powers.
Any powers obtained or to be obtained in the future must be approved in this thread.
In some rare cases, a samurai finds themselves with a daisho that is not those weapons. However, unless the weapon is simply a wakizashi or katana, the samurai must take a benefit (see the benefits section for more details). Fortunately, it only costs 1-2 points.
A daisho is however more than just three free weapons and the symbols behind these blades--they are in fact powerful nemuranai (magic items whose kami, inner spirits, have awakened within the items). These nemuranai are mechanically one of the few instances on the site in which a player will have nearly full control over the power and activation of their own item, as well as personality. As a player levels, the daisho becomes more attuned to the player in question and will offer the player more of its powers as they grow and manifest within the blade(s) itself.
Daisho Advancement Chart
Lv - Daisho Ability
01 -
02 - Awakening, +1 ability
03 -
04 -
05 - +1 ability
06 -
07 -
08 - +1 ability
09 -
10 - Spirit Manifest
11 - +1 ability
12 -
13 -
14 - +1 ability
15 -
16 -
17 - +1 ability
18 -
19 -
20 - +1 ability
Each ability is a power you can bestow on the blade. If you wish, you may instead increase a power's potential by using these points instead.
Now some powers are going to be stronger than others, regardless of the number of raises they have. That is, even at their lowest potential for power, they are much stronger than other +1 abilities. To compensate, there are greater powers and legacy powers. Greater powers are those that are easily two or more times greater than regular abilities. They cost 3 points to obtain. Legacy powers cost 7 points to obtain and are the strongest of all powers in question.
You must choose your abilities with care. To obtain a new ability and lose an old one usually requires a personal sacrifice, trial or a great amount of meditation or training. Losing old abilities to gain new ones should not be performed often for purposes of continuity. Although we will not restrict the number of times you can obtain new powers, doing so during a major plot is frowned upon and doing so during a mission is forbidden. The staff may force you to get your new abilities after the plot ends even if its accepted. Now getting new powers is something entirely different--spontaneous ability generation occurs to heroic samurai more often than one may think.
Powers should be something that reflects the player in question. Either their role, fighting style, personality, etc... There is no way to restrict this, naturally, but if you write why your character gets this power it might help your case in getting it approved.
Some benefits will allow samurai to merge other class abilities with their daisho to create extraordinary effects or give them access to special powers.
Any powers obtained or to be obtained in the future must be approved in this thread.
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