Post by Gaea on Feb 12, 2014 21:45:26 GMT -8
Most branches of magic, at the core, revolve around some form of pushing magic out to accomplish something. Whether it be an Anima practitioner launching a simple Fire spell or a legendary Saint launching a tremendously powerful Rexaura, despite the difference in their philosophies regarding magic, in the end they are both still expelling magic to cause an effect in the world around them.
Majins look inwards instead, intent on making their magic their own, both literally and figuratively - becoming one with the elements they wield, learning to use that power as an extension of their selves, and in the process, learning themselves. There are as many mindsets as to the proper path as there are practitioners, and twice as many words used to attempt to describe its concepts, but the basics are simple: by learning to channel that magic through the body and enhance one's own abilities, it is possible to overcome human physical limitations to a degree and practice an unusual form of combat, one somewhat reminiscent of manaketes in humanoid form. Whether they use "chi" or "chakra" or "mana," whether they call themselves "benders" or "war maguses" or "evokers," Majin are those who have chosen to forsake other disciplines, and even the established schools of magic, in order to come to an intensely personal understanding of their connection to their elemental aspect. For those that do stick with it, though, they will eventually be able to call themselves masters of a unique combat style, part harsh melee combat, part elemental augmentation, and part effortless short-range casting, that makes them absolutely devastating in single combat.
Teachers are few and far between, and students even rarer. This discipline requires years of work to achieve similar results to what even most amateur mages can accomplish in the wise of elemental destruction, and the combination of minimal armor and melee combat ensures that even a single moment of carelessness can be fatal. While Majin quickly learn to reinforce their limbs with magic, they do not have the same full-body resistance that dragons boast, and amateur practitioners often have trouble even stabilizing the magic flow in their arms - more than one student has lost an arm trying to block a sword in a moment of panic, and cripples make poor combatants. Lacking the sheer firepower and safety-in-range of mages, and the durability of an armored knight, Majins are ill suited for army-scale combat, instead specializing in smaller scale squad- or single-combat. Their versatility in range and area of effect, combined with tremendous augmented strength, makes them tremendously dangerous combatants in scenarios that minimize their weaknesses and play to their strengths - something that most Majin either learn very quickly, or only understand with their dying breath.
While all humans are theoretically aspected more or less to one element or another, Majins are forced to learn theirs by heart and specialize in it, for it is both their greatest strength and their most critical weakness. Given how much they come to embody their element in a fight, it is of little surprise that to some degree or another, they follow the weapons triangle of magic - a Fire aspected Majin will have some degree of advantage over a Light mage, where a Dark user would have the advantage against him in turn. While the degree to which this truth is actually impactful varies with how strongly impacted the practitioner is by their element, it is always a perfect dichotomy; those who gain great advantages as a superior type are equally vulnerable to that which they are weak to, while those who gain little are proportionately minimally affected. Very experienced practitioners - Divine Majins - are capable of attuning themselves to a secondary element as well, with similar benefits and penalties, primarily useful in situations where they would otherwise be disadvantaged. As most of those who survive the first few years of their training have been forced to learn, only a fool throws away an advantage.
Restrictions: no armor that restricts movement or elemental bending. Gauntlets and other bits of armor that only cover small parts of the body are find, and most amateur practitioners do indeed wear gauntlets or other armguards in order to be able to block blades even without body reinforcement. They can never gain any physical weapon mastery, and Staff magic cannot be taken as a starting "element," though you are free to learn how to heal people via punches with the appropriate mastery scroll if you please. Finally, Majin ranged magic - half the range of what mages can pull off, and their spells dissipate along the way to max range rather than hitting anywhere in range at full power. They can do close-ranged area of effect stuff fine, but ranged magic is primarily mage territory.
Majin cannot class change, but otherwise follow the same rules and gain the same milestones as other human classes.
Majins look inwards instead, intent on making their magic their own, both literally and figuratively - becoming one with the elements they wield, learning to use that power as an extension of their selves, and in the process, learning themselves. There are as many mindsets as to the proper path as there are practitioners, and twice as many words used to attempt to describe its concepts, but the basics are simple: by learning to channel that magic through the body and enhance one's own abilities, it is possible to overcome human physical limitations to a degree and practice an unusual form of combat, one somewhat reminiscent of manaketes in humanoid form. Whether they use "chi" or "chakra" or "mana," whether they call themselves "benders" or "war maguses" or "evokers," Majin are those who have chosen to forsake other disciplines, and even the established schools of magic, in order to come to an intensely personal understanding of their connection to their elemental aspect. For those that do stick with it, though, they will eventually be able to call themselves masters of a unique combat style, part harsh melee combat, part elemental augmentation, and part effortless short-range casting, that makes them absolutely devastating in single combat.
Teachers are few and far between, and students even rarer. This discipline requires years of work to achieve similar results to what even most amateur mages can accomplish in the wise of elemental destruction, and the combination of minimal armor and melee combat ensures that even a single moment of carelessness can be fatal. While Majin quickly learn to reinforce their limbs with magic, they do not have the same full-body resistance that dragons boast, and amateur practitioners often have trouble even stabilizing the magic flow in their arms - more than one student has lost an arm trying to block a sword in a moment of panic, and cripples make poor combatants. Lacking the sheer firepower and safety-in-range of mages, and the durability of an armored knight, Majins are ill suited for army-scale combat, instead specializing in smaller scale squad- or single-combat. Their versatility in range and area of effect, combined with tremendous augmented strength, makes them tremendously dangerous combatants in scenarios that minimize their weaknesses and play to their strengths - something that most Majin either learn very quickly, or only understand with their dying breath.
While all humans are theoretically aspected more or less to one element or another, Majins are forced to learn theirs by heart and specialize in it, for it is both their greatest strength and their most critical weakness. Given how much they come to embody their element in a fight, it is of little surprise that to some degree or another, they follow the weapons triangle of magic - a Fire aspected Majin will have some degree of advantage over a Light mage, where a Dark user would have the advantage against him in turn. While the degree to which this truth is actually impactful varies with how strongly impacted the practitioner is by their element, it is always a perfect dichotomy; those who gain great advantages as a superior type are equally vulnerable to that which they are weak to, while those who gain little are proportionately minimally affected. Very experienced practitioners - Divine Majins - are capable of attuning themselves to a secondary element as well, with similar benefits and penalties, primarily useful in situations where they would otherwise be disadvantaged. As most of those who survive the first few years of their training have been forced to learn, only a fool throws away an advantage.
Restrictions: no armor that restricts movement or elemental bending. Gauntlets and other bits of armor that only cover small parts of the body are find, and most amateur practitioners do indeed wear gauntlets or other armguards in order to be able to block blades even without body reinforcement. They can never gain any physical weapon mastery, and Staff magic cannot be taken as a starting "element," though you are free to learn how to heal people via punches with the appropriate mastery scroll if you please. Finally, Majin ranged magic - half the range of what mages can pull off, and their spells dissipate along the way to max range rather than hitting anywhere in range at full power. They can do close-ranged area of effect stuff fine, but ranged magic is primarily mage territory.
Majin cannot class change, but otherwise follow the same rules and gain the same milestones as other human classes.