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.: General Plot Information :.
In the land of Airia, technology and magic collide. Massive Mechs come to life by the pilot's magic. People can achieve a magical state of being where they can control their elemental magic by using their Mitic, their magical weapons and transforming into a form that allows them to tap the magic in and surrounding them. However, among its advances in both magic and technology, the land of Airia is overshadowed by evil.
An evil king has taken control of Airia and no one, save the King's Knights can do anything, but they're loyalty to the King keeps them from doing anything. It is in this dire time of need, hope comes back to the land in the form of a terrorist organization called Lavina whose main goal is to restore peace to the territories of Airia.
.: Mech Information :.
Mech are built in the different territories, each reflecting the strengths and weaknesses of the tribe of Elementals that created them. Some Territories, such as the Water Territory, tend to rely heavily on their mechs, while on the other hand, some territories focus on spells and physical attacks.
While not in use, Mechs ate stored in small crystals. For the Mechs to revert to normal size, the person must summon the Mech. The Mech does run on fuel, the type that usually comes from a weed that grows in abundance as well through magical means such as the Water Territory's ruling family's ultimate spell.
.: The King's Knights :.
The King's Knights come from the territory's ruling family and is usually the leader of said family. They are usually very powerful.
.: Spell Information :.
Each ruling family has an ultimate spell that has backfire effects. Not everyone can master the ultimate spell and if cast incorrectly, the backfire effect takes effect. The ultimate spells are as follows:
Water: Human Recomposition: Target is turned into Mech Fuel. Backfire: Caster becomes target.
Darkness: Mental Shatter: Target is unconscious and all mental states become their own entity. Target stays unconscious until the target comes into contact with an entity of their own and absorbs it. Target will lose all abilities associated with lost pieces of their personality. Backfire: User becomes target.
(More Ultimate spells will follow... muse is on vacation)
.: Mitics and Magical Weapons :. Mitics are items that have a special connection to the person in question. They contain magic that harmonizes with the particular person and unlocks the form where that person can use the magic energy around them more proficiently. This is called "Transforming". With a phrase that holds power to the person, the person and the Mitic transforms. The Mitic transforms into a Magical Weapon that will help the person control their magical abilities, similar to a magician's wand.
.: Other Transformations :. Sometimes, a character may have an animal form, similar to the Animagus from Harry Potter. For them to have this form, they need to be cursed or taught how to use their magic to change their shape.
.: Strengths and Weaknesses :.
This following information is for the Strengths and weaknesses of the following elements.
Fire: They're pretty decent in spells, but the majority of the spells they know are destructive and they like to blow it all out of porportion by making very over-the-top mechs. The mechs might look cool, but they're only average in every way.
Water: Their spells are a mix of healing with a few mildly powerful spells mixed in. Their Mechs are usually top of the line stuff.
Wind: Their spells are very damaging and defensive and their Mechs are very fast, but not a whole lot else.
Earth: They have very damaging spells. Their Mechs are mostly based on defense.
Light: They have destructive and healing spells. Their mechs are mostly based on attack and some defense. Not a lot of speed to them.
Darkness: They have spells that mess with other's minds and bodies. Their mechs are perfectly porportioned between speed and attack.
Lightning: Their spells are very shocking and are harmful to mechs. Their shocking spells can also be mildly destructive to one's body.
Metal: Their spells are weak. They only pose a problem when they get in their mech. Their Mechs are usually prototype mechs and they can use mech-enhancing spells in the cockpit.
Gravity: Their spells allow them to alter gravity. Because of the nature of their spells, their mechs usually have 3 or more legs so that way the mechs can handle the gravity disturbances they make. Very slow and defense oriented mechs.
Ice: Their spells are their greatest weapon. Their spells can allow them to freeze anything...except for a Mech's equilivalent of antifreeze. Only they are invulnerable to their own freezing spells. They don't use mechs. Best way to deal with an Ice elemental is through distraction and long-range combat.
Chaos: Their spells are random. Their Mechs seem to differ from person to person.
Sonic: Their spells deafen any who hear them and can make sonic booms. Their mechs are fast, but nothing else.
Oblivion: Their spells are extremely powerful, but they don't use mechs. However, power came with its price: insanity.
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