Hello, everyone! after dealing with real life and the other nonsense of living, panny and i have decided to bring back war of change. give a round of applause. we’ve worked through all of the information and hopefully improved coherency and cohesion; however, tell us if we missed something. eventually, we’ll announce an event to celebrate the re-opening, so look out for information on that. -RAIDNE, THE HEAD ADMIN
From the moonless night, screams of terror and fear resound, spreading across the world and infecting the masses; however, those sleepless nights occurred years ago. A new era began with the fires of war, and with no end in sight, the residents of Selene Isle trudge through life, basking in the momentary peace. Despite their prayers for continued monotony and peace, a storm brews, stirred to life by the continued presence of Rapture and Wraith. And as we set our sights on the seemingly peace laden isle, we must ask: how shall this tale end?
As the years passed, the number of true pairs increased; however, they continued to live in the shadows, catering to the whims of the mundane. Seven Moons kept watch over them all, instructing them and assisting them, but for many, the attitudes and ideals of the organization were smoldering, suffocating. With Seven Moons and the mundanes, they could not grasp the freedom, the power dangling before their eyes. In the beginning, rebellion was a dream, a fantasy, a figment—developed by the repressed and carried forward due to the nature of humanity. No one expected the call to sound, and no one expected the call to be answered. However, it happened.
WAR OF CHANGE could be described as a character development site, for events are dedicated to furthering the development of the character and—to a slight degree—the advancement of the overall plot. For those purposes, the plot could be described as the incidents, triggered by the presence of the two rebellion groups. However, despite the presence of these prestigious entities, the site will focus on the connection between Sacrifice and Fighter. For many events or incidents, the admins will be aiming to either make or break a true pair, wanting to see how the different true pairs react to the approaching storm. There will be slow advancement with the overarching plot involving the specified groups though, so please enjoy the character development and slow plot buildup.
For the site’s purposes, we will be focusing on the two rebellion groups, Wraith and Rapture, and the vestiges of the past, Septimal Moons (or Seven Moons). Other members of the underworld may pop up; however, they will never be central to the overarching themes of site events. While on the note of site events, the main events will last for many months as we want everyone to have an equal opportunity to finish threads and become involved in the plot’s advancement. Outside of the main events, we will also hold smaller events, which cater to a more selective group of characters.
Aside from that, two systems are also featured on WAR OF CHANGE. The wordspell battle system, which has been one of the roots in Loveless series, is applied but reconstructed to ensure the fun is achieved fair and square by all players. Wordspell battle, also known as spell battle, may not be the main feature on site. It is, however, just an alternative route of fun for those who enjoy some actions going on on the site, apart from the casual-style of role-play.
While the monetary system is a norm in role-play sites such as this, WAR OF CHANGE includes an additional reward system called ranking. Unlike money, players cannot gain the ranking points through daily posts. Such points are rewarded upon meeting certain requirements, for example the completing of a battle thread or by threading with the unit partner. It is because the ranking system measures the existence of the unit itself, rather than individually—contribute for your affiliations and your partner through daily life or battle threads and you will be awarded with points. The top ten units (i.e. the pairs with the highest accumulated amount of ranking points) will be featured on the Ranking Board. Both monetary and reward system information can be found in the shop board.
For the moment, the main events of the site will be deemed as “ARC” events. They are accessible to every member of the site and are keyed toward the advancement of the plot. ★ Generally, will be geared toward one main event and the following reaction ★ Will often be connected to a later event ★ Takes place in specified or specially created boards ★ Can be accessed by any character—new or old, rebellion member or civilian, sacrifice or fighter ★ Will last for far longer
"MINI" EVENTS
For the moment, the side events of the site will be deemed as “MINI”-events. They are only accessible to certain usergroups and will often last for an established amount of time, only stretching further past the deadline if the staff cannot close the event on time. ★ Will take place in specified boards ★ Will pertain to a certain group of characters ★ Will generally not last longer than a month ★ Can take on various themes (i.e. holidays, unexpected weather, gang mishaps, etc.) ★ If you have suggestions, please contact an admin ★ Will not have an affect on the plot ★ Used for character development ★ Can affect the items purchasable in the shop
"MISC"
If you still have questions, pm raidne or PANNY . If you have suggestions, contact an admin or leave a message in the suggestions board. If you have questions on the different types of "MINI"-events, please contact raidne or PANNY for further details.
“A wordspell battle is a formal confrontation between two bonded pairs. During a wordspell battle, the Fighters cast wordspells back-and-forth at each other. The goal of a wordspell battle is to make it so that either a Sacrifice or a Fighter of the opposing bonded pair is unable to fight.
Wordspell battles occurs in a place, one step away from normal reality where spells cast become alive. This displacement from normal reality is very vague, almost like a mirage; quite often, bonded pairs are so deeply engaged in their battle that they do not notice the change. It is because the landscape remains unchanged, except the atmosphere, and people vanish, leaving only the opposing units.
Since the spells are cast in a figurative manner to inflict damage to the opposing unit, specifically the Sacrifice, the aftermath upon the surroundings does cease to exist after the battle ends.
It can be assumed that a barrier has been created the moment the battle takes place. However, injuries on the unit, if the spell is meant to be physically harmful, will remain. In another word, if the Sacrifice is cut, then the cut has to be treated, like any wounds in reality.”
Wordspell battle is one of the main and unique features in Loveless, as well as in War of Change. A Fighter is to declare a battle, either directly- such as 'I request for a battle'- or figuratively with intention of a battle. The opposing unit is responsible to respond, either by accepting or by rejecting the request. Normally, Fighters will voice the reply. If the challenge is accepted, the battle begins when the Fighter who issued the challenge declares, “System Engage!” to create the zone where the spells can be cast. Rejecting a battle request is also possible, but it will cost the unit Sacrifice and Fighter, meaning they will lose a few ranking points. A wordspell battle is over when either one Fighter is unable to fight or the opposing Sacrifice is fully restrained. A Fighter can also terminate a battle by surrendering.
There are no restrictions to what kind of wordspell is allowed. It can be anything that a Fighter can imagine and then articulate. To quote Volume 5 of Loveless: “In battle, a Fighter conjures an image in his mind and then creates it with his words.” The downside of it is that it requires the Fighter to be limitless in imagining the spell, so it could take a solid form.
The translation of that image into words determines the strength of the spell. The more connections that can be made with that image, the faster the spell can be recited, and the more eloquent a Fighter is, the stronger his or her spell will be. Let's say a character lives primarily in the woods; using spells involving the trees, animals, and nature will have a stronger effect in battle because the Fighter has a deeper understanding of them and a stronger mental image.
Due to the flexibility of the battle system, a few alterations are made in order to make sure god-modding will not occur. Spells remain categorized as either offensive or defensive. Offensive spells are to weaken the opponent Sacrifice with or without causing restrictions. Defensive spells are to shield, block, or reflect any incoming offensive spells onto both the Sacrifice and the Fighter. Restrictions take on any form- normally they appear like chains or leathers that restrict the Sacrifice from moving. As the effect, the Sacrifice will suffocate or suffer. Certain offensive spells cause injuries, instead, which distract Sacrifices with the pain.
SPELL ACCURACY
Accuracy refers to the solidness of the image that is translated into a spell. A spell is cast based on the Fighter's imagination and thus, its strength is also based on how solid the image is. Accuracy is interrelated with spell level since the latter measures the experience of the Fighter using the spell. On War of Change, accuracy determines whether the spell is effective on the opponents or against their spells, for example breaking through their defensive spells. The higher the number, the more accurate it is.
Because a spell accuracy is flexible, depending on the spell level range, each Fighter will begin at 50% that is to be allocated to four spells. Fighters can increase the accuracy stats, adding more spells and upgrading spell levels through shop purchases.
SPELL DURATION
Unlike typical spell duration, since wordspell battle is all about how fast a Fighter can conjure a spell, it is impossible to consider post amounts as the duration. On War of Change, a spell duration is based on the accuracy of the spell being deflected by the enemy. It means, as long as there is not counter-spell from the opponent, the spell conjured will remain active and effective.
Counter-spell that is higher by 70% and above compared to the spell conjured will completely omit the effect of the spell and increases the duration of the spell's cooldown by FIVE spells. Counter-spell that is higher by 40% to 69% compared to the spell conjured will cause disruptions on the effect of the spell, but it remains active, and distract the Fighter's concentration, increasing the duration of the spell's cooldown by THREE spells. Counter-spell that is higher by 20% to 39% compared to the spell conjured will distract the Fighter's concentration only, increasing the duration of the spell's cooldown by ONE spell. Counter-spell that is higher by 0% to 19% compared to the spell conjured will have no effect on the spell.
On War of Change, spell cooldown is based on the number of spells conjured. Each spell conjured, by the Fighter and the opponent's Fighter, is considered as one turn.
For example, after using spell A, it requires 7 spells to cooldown before it can be conjured again. He uses 3 more spells after that and the opponent counters back with 4 spells in one turn. In his next turn, he can conjure back the spell A.
Please be alert of the counter-affect based on the accuracy as stated in the previous section under ACCURACY. It is advisable to be considerate and to have OOC communication with the opposing unit beforehand.
LEVELS
stats
DEFAULT SPELLS
Default spells are spells which all Fighters should be accustomed to. It is possible due to the Fighters being inexperienced- age and history wise. The accuracy under default spells is rather low compared to the rest of the levels because everyone is used to those spells.
RESTRAIN/SPLIT/DIVIDE - OFFENSIVE
The Restrain spell can be used to both limit an opponents movement and to systematically seize control of an opponent's Sacrifice. If the spells conductor manages to successfully perform the spell more than several times on the opponent Sacrifice, the opponents will have to declare defeat by default. However, there are spells that can possibly counter the effects of the Restrain spell before being forced to declare defeat. On the rare occasion in which a Fighter decides to engage in battle alone, the chain link restraints normally given to Sacrifices will be given to the Fighter as the companion Sacrifice is not present. Take note that this is the basic form of Restriction spell. Fighters are allowed to make their own Restriction spells.
DEFAULT LEVEL SPELL Cool Down: n/a Accuracy: 25%
DEFLECT - DEFENSIVE
Deflect spell is used in order to either cancel out or manipulate an opponents attack spell. Deflections can usually block an opponent's attack spell and ricochet the attack in order to inflict damage on the target that first unleashed the attack spell. Depending on the extremity of the attack, there is usually a slim possibility that the attack would still cause damage to the pair that deflected it. Deflections can sometimes repel constrictions/restraints depending on the strength of the deflection.
DEFAULT LEVEL SPELL
Cool Down: n/a
Accuracy: 25%
RUPTURE - OFFENSIVE
Rupture is an offensive spell used to unleash a shockwave surrounding the spell's conductors. The spell emits a shockwave capable of both damaging and disorienting the opponent. The Rupture spell can also deflect an opponent's attack spell for a brief period of time.
DEFAULT LEVEL SPELL
Cool Down: n/a
Accuracy: 20%
SECESSION - DEFENSIVE
Secession is a defensive spell used for the sole purpose of either leaving a battle or banishing an opponent without actually declaring defeat or forfeit. There is a set limit for the number of times the spell can be conducted when declaring or entering battle with a previously confronted opponent.
DEFAULT LEVEL SPELL Cool Down: n/a Accuracy: 20%
BEGINNER SPELLS
Beginner spells are spells that are yet so familiar and can be considered as rather unique to the particular Fighter. It means the base of the spell is not yet fully grasp and can end in failure. Due to that, the spell does not last very long. The spell duration is also longer since it takes time for the Fighter to recall the mental image of the spell. Aside from default spells, Fighters are given four basic (two offensive and two defensive) spells to work with. In this stage, a Fighter is only getting used to how the spell works.
BASIC LEVEL SPELL
Cool Down: 7 to 10 spells
Accuracy: 10% - 39%
MODERATE SPELLS
Moderate spells are the next-level after basic spells. In this stage, the Fighter has already become accustomed to the base of the spell. The rough ideas on how the spell should be has been mostly assimilated to their minds, making casting easier. It may not be perfect, but it is a lot better. Any barrier created is able to sustain things like pebbles, needles, and small in mass objects... but not in large amounts. Starting from this stage, a spell can last for a certain amount of time and are able to withstand a number of spells.
MODERATE LEVEL SPELL
Cool Down: 5 to 8 spells
Accuracy: 40% - 69%
ADVANCE SPELLS
Fighter whose spells are at the Advance level is, more or less, living them. The base of the spell is solidified, and in this stage, the Fighter tends to modify its structure so he or she could help the spell reach its fullest capability in taking the opponent down. The mental image of the spell and its effect are firm and stable. Due to that, the spell is able to maintain its form for longer and its effect is even greater. However, there is a con whereby in order to achieve such advancements, it consumes the Fighter's mental strength and causes them to lose concentration momentarily. It is advise that the Fighter not use more then two Advance spells in one turn.
ADVANCE LEVEL SPELL
Cool Down: 4 to 6 spells
Accuracy: 70% - 89%
EXPERT SPELLS
It is best not to battle with a Fighter who possesses even one Expert spell. Despite it being the highest and last spell level, it is not so godly that it becomes an auto defeat on the opposing unit upon one cast. Expert spells are spells that have already become part of the Fighter, similar to default spells. The shape of the spell is pretty much perfect in mind, and the Fighter has no hesitation in conjuring the spell. Therefore, it is easy- like breathing, in fact.