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@ -72,5 +72,6 @@ plans
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-----
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- ``docs/plans/roadmap.rst`` — master plan: 12 phases from object model through DSL (start here)
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- ``docs/plans/experience-roadmap.rst`` — experience layer (phases 8-15+): room display, prompt, combat overhaul, parser, corpses, progression, building tools
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- ``docs/plans/if-terminal.txt`` — level 1 IF architecture design (predates implementation)
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- ``docs/plans/zmachine-game-compatibility.rst`` — game test plan for interpreter
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316
docs/plans/experience-roadmap.rst
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316
docs/plans/experience-roadmap.rst
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Experience Layer Roadmap
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========================
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Phases 8+ build the player-facing experience on top of the engine
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foundation (phases 1-7). Each phase leaves the MUD playable. Priority
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order: visual experience first, then combat polish, then parser depth,
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then content tools.
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Stats model: two resources, PL and stamina.
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- PL (power level) is both power and health. Determines damage output
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(attacker PL * move damage_pct). 0 = unconscious. Someone can finish
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you off while KO'd.
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- Stamina is fuel. Spent by combat moves and powering up. 0 = pass out
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(unconscious). Recovered by resting (slow, eyes open), sleeping
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(fast, blind to room), or natural slow tick.
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- Powering up spends stamina per tick to raise PL. Trade endurance for power.
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- Unconscious triggered by either stat hitting 0. PL and stamina tick up
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slowly on their own. You "come to" when both are above 0.
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- Stamina drop is visible: sweat messages broadcast to room, escalating.
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Phase 8: Room display overhaul
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------------------------------
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Redesign the ``look`` output into a structured, information-rich room view.
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Output format::
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Where: The Overworld
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~~~~~~~~~~~...................^^
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~~~~~~~~~~~......*.....@......^^
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~~~~~~~~~~~....................^
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Location: northeast 47, 53
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Nearby: (3) saibaman / Master Roshi / Goku
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Exits: north east south west up
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Vegeta is standing here.
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Krillin is sitting here.
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Piccolo is flying above.
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Tien is fighting here.
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Deliverables:
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- ``Where:`` header from zone name
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- ``Location:`` with human-readable quadrant (derived from coords relative
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to zone center) plus raw coordinates
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- ``Nearby:`` counts and names all entities in viewport, excluding those
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on your tile
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- ``Exits:`` all passable directions from current tile, including up/down.
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Impassable directions omitted
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- Entity state lines: one per entity on your tile, reflecting current state
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(standing, sitting, resting, flying, fighting, unconscious)
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- ``look <thing>`` routes to examine for objects/entities on your tile
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Files: ``commands/look.py``, possibly new ``render/room.py``.
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Phase 9: Prompt system
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----------------------
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Implement the prompt system per ``docs/how/prompt-system.txt``.
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Default prompts::
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normal: <100%> / <200/200>
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combat: <100%> / <200/200> vs <WEAK>
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Format: stamina% / current_pl/max_pl. Combat adds opponent condition tag.
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Deliverables:
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- ``src/mudlib/prompt.py`` with ``render_prompt(player)``
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- Modal templates with variable substitution (``{stamina_pct}``,
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``{pl}``, ``{max_pl}``, ``{opponent}``)
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- Color markup engine (``{red}``, ``{bold}``, etc.) respecting client
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color_depth
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- ``prompt`` command: bare shows syntax, with args customizes format
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- GMCP Char.Vitals wired up
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Files: new ``src/mudlib/prompt.py``, extend ``render/colors.py``,
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modify ``server.py``.
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Phase 10: Combat overhaul + power system
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-----------------------------------------
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Make combat read better, add power-up mechanic, fix combat rules.
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POV template engine
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~~~~~~~~~~~~~~~~~~~
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Single templates that adapt to viewer perspective. Lives in
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``render/pov.py`` or similar, used by combat and anything needing
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POV-aware text.
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Substitutions:
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- ``{attacker}`` / ``{defender}`` -> "You" for self, name for others
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- ``{s}`` -> "" / "s" (third person)
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- ``{es}`` -> "" / "es"
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- ``{y|ies}`` -> explicit irregular forms (left = you-form, right = they-form)
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- ``{his}`` / ``{him}`` -> pronoun table based on POV
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Example: ``{attacker} parr{y|ies} the air!``
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- Attacker sees: "You parry the air!"
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- Others see: "Jared parries the air!"
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Three-beat combat output
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~~~~~~~~~~~~~~~~~~~~~~~~~
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Each attack produces three messages: telegraph, announce, resolve.
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Each has its own color, defined per-move in TOML::
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telegraph: Jared retracts his right arm... (muted)
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announce: Jared throws a right-handed punch at Goku! (default)
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resolve: Jared's punch thrashes Goku! (intense)
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TOML format gains ``announce`` template and ``[colors]`` section::
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[colors]
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telegraph = "dim"
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announce = "default"
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resolve = "bold_red"
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telegraph = "{attacker} retract{s} {his} right arm..."
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announce = "{attacker} throw{s} a right-handed punch at {defender}!"
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Combat rule fixes
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~~~~~~~~~~~~~~~~~
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- Cannot quit during combat (quit command checks combat state)
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- 30s no-damage-landed timeout ends combat (blocking for 30s earns
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your escape window, then you can quit)
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- Z-axis check: must be same altitude (both grounded or both flying)
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to start combat or land hits
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- Flying during opponent's timing window dodges incoming attack
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- Unconscious state at PL=0 or stamina=0
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- Snap neck finisher on unconscious targets
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Visible stamina cues
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~~~~~~~~~~~~~~~~~~~~
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Broadcast sweat/strain messages as stamina drops, escalating in
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intensity. Everyone in the room sees them.
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Power system
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~~~~~~~~~~~~
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``power up/down/stop/<number>`` command.
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- Power up: tick-based loop, spends stamina per tick to raise PL
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- Power down: lower PL to a specific number (hide from scouters)
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- Power to N: set PL to exact number within your range
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- Bare ``power`` shows syntax
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- Visible aura/strain messages during power-up
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- Prompt updates live as PL changes
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Rest and recovery
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~~~~~~~~~~~~~~~~~
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- ``rest``: stamina recovers faster than idle, can still see room events
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- ``sleep``: stamina recovers fastest, blind to room events (cannot see
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who enters, vulnerable to attack)
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- Coming to from unconscious: PL and stamina tick up naturally, "come to"
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message when both above 0
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Files: new ``render/pov.py``, modify ``combat/engine.py``,
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``combat/commands.py``, all combat TOMLs, new ``commands/power.py``,
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modify ``entity.py``.
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Phase 11: Parser + targeting + aliases
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--------------------------------------
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Make the command parser handle real MUD grammar.
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Target resolution
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~~~~~~~~~~~~~~~~~
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- ``punch right goblin`` finds "goblin" on your tile, same z-axis
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- ``look goblin`` finds "goblin" on your tile
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- Prefix matching on entity/thing names (first match wins)
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- ``2.goblin`` ordinal disambiguation (second goblin)
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Container grammar
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~~~~~~~~~~~~~~~~~
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- ``get <thing> from <container>``
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- ``get all from <container>``
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- ``get 2.armour from corpse``
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- ``put <thing> in <container>``
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- Preposition-aware parsing: split on "from" / "in" / "to"
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Alias command
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~~~~~~~~~~~~~
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- ``alias`` lists all aliases
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- ``alias pr punch right`` creates alias
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- ``unalias pr`` removes
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- Persisted per-player in SQLite
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- Resolved before command dispatch
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Files: new or extended ``src/mudlib/parser.py``, modify
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``commands/__init__.py``, new ``commands/alias.py``, modify persistence.
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Phase 12: Corpses + loot
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-------------------------
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- Entity dies -> corpse container spawned on tile with entity's inventory
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- ``<name>'s corpse is here.`` in room display
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- Decomposition timer (configurable, default ~5 min)
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- ``<name>'s corpse decomposes.`` broadcast on expiry
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- Standard container commands work (``get sword from corpse``)
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- Loot tables: TOML-defined per mob template, random drops placed in corpse
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Files: modify ``combat/engine.py`` (death handling), corpse Thing
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subclass or factory, modify mob TOML format for loot tables.
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Phase 13: Score + progression
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-----------------------------
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Score command
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~~~~~~~~~~~~~
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- ``score`` / ``stats`` / ``profile`` shows character sheet
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- K/D ratio, total kills, deaths
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- Current PL, max PL, stamina, max stamina
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- Time played
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- Unlocked skills list
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Skill unlocking
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~~~~~~~~~~~~~~~
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- Commands/moves gated by unlock state
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- Triggers: kill count, specific mob kills, quest completion, milestones
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- TOML-defined unlock conditions per move/command
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- ``help <command>`` shows if locked and what unlocks it
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- New moves/commands announced on unlock
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Files: new ``commands/score.py``, modify entity/player model for stats
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tracking, modify command registry for unlock gating, new unlock trigger
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system.
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Phase 14: World building toolkit
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---------------------------------
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Tools for building zones, placing things, and creating interactive content.
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The creative work (Grimm's Library, etc.) is done by hand using these tools.
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Zone building
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~~~~~~~~~~~~~
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- ``@dig`` and related builder commands for creating rooms/zones
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- Paint mode for terrain editing (stub exists from phase 6 branch)
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- Zone TOML export/import
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- The phase 6 HTML map editor outputs YAML; import path from that
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Thing placement and interaction
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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- Place objects in zones via builder commands
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- Readable objects (``read <thing>`` shows text content)
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- Import tool for bulk loading text content into object DB
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(e.g. 210 fairy tale .txt files as readable book objects)
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NPC placement
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~~~~~~~~~~~~~
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- Mob home regions: bounding box within a zone that a mob returns to
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when combat ends or they've strayed too far::
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[[mobs]]
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template = "librarian_monk"
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home_region = { x = [10, 20], y = [5, 15] }
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- Mob paths back to home region after losing aggro
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- Zone-level mob definitions in TOML
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Zone properties
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~~~~~~~~~~~~~~~
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- Safe zones: flag on zone or sub-region where combat cannot start
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- Zone boundaries with trigger hooks (e.g. anti-theft detection)
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Files: extend builder commands, zone TOML format, mob spawning system,
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import scripts.
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Phases 15+: Original roadmap continuation
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------------------------------------------
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The engine roadmap's later phases, renumbered:
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- **Phase 15: NPC evolution** -- dialogue trees, behavior, schedules.
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Grimm's Library librarians may pull some dialogue work into phase 14.
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- **Phase 16: World systems** -- time of day, weather, seasons
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- **Phase 17: Player creation + housing** -- player-owned zones, crafting
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- **Phase 18: The DSL** -- in-world scripting language
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- **Phase 19: Horizons** -- web client, compression, inter-MUD, AI NPCs
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Key references
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--------------
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- ``docs/how/combat.rst`` -- combat state machine and TOML format
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- ``docs/how/prompt-system.txt`` -- prompt design doc
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- ``docs/how/object-model.rst`` -- class hierarchy
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- ``docs/plans/roadmap.rst`` -- original engine roadmap (phases 1-7)
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- ``docs/research/dbzfe-combat.log`` -- DBZFE combat reference
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- ``BRAINSTORM.txt`` -- raw feature ideas
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- ``DREAMBOOK.md`` -- vision and philosophy
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87
docs/research/bending/airbending.md
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87
docs/research/bending/airbending.md
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@ -0,0 +1,87 @@
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# Airbending
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The art of freedom. Practitioners manipulate air currents through circular,
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sweeping motions that build momentum into gusts, cyclones, and compressed
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blasts.
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## Philosophy
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Air is the element of freedom. The practice demands internal peace and
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detachment from worldly concerns. Attachment to material wealth or earthly
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desires actively erodes ability - this is not metaphor, it is mechanical.
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The more spiritually unburdened the practitioner, the stronger the bending.
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The combat philosophy is "negative jing" - evasion and redirection rather
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than confrontation. Find the path of least resistance. Turn the opponent's
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force against them. An airbender's first instinct is to move, not to block.
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## Fighting Style
|
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Almost purely defensive. Dynamic movement over static power. Practitioners
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reposition constantly, flowing around attacks rather than meeting force with
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force. Staffs and fans can enhance precision and power.
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|
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The style derives from real-world Baguazhang (Eight Trigram Palm), known
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for its circular footwork and evasive pivoting.
|
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## Core Techniques
|
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**Offensive**
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|
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- Air blast: compressed jet from hands, feet, or mouth
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- Air punch/kick: rapid-fire compressed bursts from limbs
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- Air ball: spherical compressed air, can levitate objects or trap opponents
|
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- Air bomb: omnidirectional concussive force on landing (area attack)
|
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|
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**Defensive**
|
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|
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- Air shield: deflecting gust (redirects, doesn't block)
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- Air cushion: breaks falls
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- Evasive movement: the primary defense - just don't be there
|
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|
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**Utility**
|
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|
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- Air scooter: compressed ball for rapid ground movement
|
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- Gliding: sustained flight with a glider staff
|
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- Enhanced agility: augmented jumps and speed
|
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|
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## Specialized Techniques
|
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|
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### Flight
|
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|
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True unaided flight. Requires complete release of all earthly attachments -
|
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not just material possessions but emotional bonds. Extraordinarily rare
|
||||
because the requirement is genuinely difficult: you must let go of everyone
|
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and everything that tethers you to the world. Most practitioners never
|
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achieve it because the philosophy that makes them good people (compassion,
|
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love, connection) is exactly what prevents flight.
|
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|
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### Spiritual Projection
|
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|
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Projecting consciousness as a visible spirit form. An advanced metaphysical
|
||||
application requiring deep spiritual discipline. The projected form can
|
||||
interact and communicate but has no physical substance.
|
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|
||||
## Strengths
|
||||
|
||||
- Excels against multiple opponents (large, sweeping area attacks)
|
||||
- Supreme mobility and evasion
|
||||
- Works everywhere - air is always available
|
||||
- No external resource dependency
|
||||
- Strong synergy with spiritual/metaphysical abilities
|
||||
|
||||
## Weaknesses
|
||||
|
||||
- Pacifist tradition limits lethal application (cultural, not mechanical)
|
||||
- Primarily defensive - struggles to end fights decisively
|
||||
- Worldly attachment literally weakens the practitioner
|
||||
- No natural sub-art for direct harm (contrast: bloodbending, lightning)
|
||||
- Philosophy conflicts with aggressive play styles
|
||||
|
||||
## Origin
|
||||
|
||||
Learned from flying bison, massive creatures whose tails generate powerful
|
||||
wind currents. The arrow markings on bison inspired the traditional master
|
||||
tattoos. Culturally, all practitioners were born with the ability due to
|
||||
their society's deep spiritual foundation - suggesting that spiritual
|
||||
environment may influence who manifests the talent.
|
||||
66
docs/research/bending/bending-arts.md
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66
docs/research/bending/bending-arts.md
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|
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@ -0,0 +1,66 @@
|
|||
# The Bending Arts
|
||||
|
||||
Reference material for elemental manipulation systems, divorced from source
|
||||
fiction. Intended as design input for a MUD element/magic system.
|
||||
|
||||
## The Four Elements
|
||||
|
||||
Each element embodies a core philosophical principle:
|
||||
|
||||
| Element | Principle | Jing (Combat Stance) | Origin Creature |
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||||
| ------- | --------- | --------------------------- | --------------- |
|
||||
| Air | Freedom | Negative (evasion) | Flying bison |
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||||
| Water | Change | Neutral/adaptive | Moon spirit |
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||||
| Earth | Stability | Neutral (wait, then strike) | Badgermole |
|
||||
| Fire | Power | Positive (aggression) | Dragon |
|
||||
|
||||
## How Bending Works
|
||||
|
||||
Bending operates through martial art motions - hands and feet channel internal
|
||||
energy (chi) outward to interact with an element. Advanced practitioners
|
||||
minimize physical movement; the most powerful can bend with thought alone.
|
||||
|
||||
Each art derives from a real-world martial arts tradition and has a distinct
|
||||
movement vocabulary. The element responds to the practitioner's intent, emotion,
|
||||
and spiritual state as much as their physical form.
|
||||
|
||||
## The Fifth Art: Energybending
|
||||
|
||||
Predates the four elemental arts. Manipulates life force directly rather than
|
||||
external elements. Requires spiritual integrity - an unstable spirit risks
|
||||
corruption and destruction. Can grant, remove, or restore elemental abilities.
|
||||
|
||||
See [energybending.md](energybending.md) for details.
|
||||
|
||||
## Individual Art Files
|
||||
|
||||
- [airbending.md](airbending.md) - freedom, evasion, spiritual projection
|
||||
- [waterbending.md](waterbending.md) - change, adaptation, healing and blood
|
||||
- [earthbending.md](earthbending.md) - stability, patience, metal and lava
|
||||
- [firebending.md](firebending.md) - power, generation, lightning and combustion
|
||||
- [energybending.md](energybending.md) - life force, spirit, the oldest art
|
||||
|
||||
## Design Notes
|
||||
|
||||
Key properties that make this system interesting for a game:
|
||||
|
||||
- **Asymmetric balance**: each element has genuine strengths and weaknesses,
|
||||
not just cosmetic differences. Water needs water nearby. Fire can generate
|
||||
from nothing but loses power in eclipse. Earth needs ground contact. Air
|
||||
excels at defense but its philosophy discourages lethal force.
|
||||
|
||||
- **Sub-arts as progression**: each element has rare specialized techniques
|
||||
that serve as natural advancement paths. Metalbending, bloodbending,
|
||||
lightning, flight - these are endgame abilities earned through mastery.
|
||||
|
||||
- **Philosophy matters mechanically**: a firebender fueled by rage hits
|
||||
differently than one connected to life force. An airbender with worldly
|
||||
attachments literally bends worse. The internal state affects the external
|
||||
power.
|
||||
|
||||
- **Environmental interaction**: water needs a source, earth needs ground,
|
||||
fire draws from the sun. The environment is not backdrop - it's the
|
||||
resource system.
|
||||
|
||||
- **Counter-play**: each element has natural counters and synergies.
|
||||
Understanding your opponent's art matters as much as mastering your own.
|
||||
132
docs/research/bending/earthbending.md
Normal file
132
docs/research/bending/earthbending.md
Normal file
|
|
@ -0,0 +1,132 @@
|
|||
# Earthbending
|
||||
|
||||
The art of stability. Practitioners manipulate earth, stone, and rock through
|
||||
rooted stances and deliberate strikes, embodying patience and endurance.
|
||||
|
||||
## Philosophy
|
||||
|
||||
Earth is the element of stability. The practice is grounded in "neutral jing" -
|
||||
a philosophy of waiting and listening for the right moment, then striking with
|
||||
decisive force. Not passive, not aggressive: patient. Endurance and strategic
|
||||
timing over immediate action.
|
||||
|
||||
The key insight is that strength comes from the ground up. An earthbender's
|
||||
power flows from their connection to the earth beneath them. Stance matters
|
||||
more than motion.
|
||||
|
||||
## Fighting Style
|
||||
|
||||
Emphasizes strength and defense. Distinct balance between offensive and
|
||||
defensive capability. Practitioners use rigid, grounded stances - feet planted,
|
||||
weight low. When they strike, it's with the full force of the earth behind them.
|
||||
|
||||
Derives from Hung Gar kung fu, known for its deep stances, strong blocks,
|
||||
and powerful hand strikes. Some practitioners use Praying Mantis style for a
|
||||
more individualized approach.
|
||||
|
||||
Earthbending is the most physically demanding of the four arts - it requires
|
||||
genuine physical strength to move stone, not just spiritual or technical skill.
|
||||
|
||||
## Core Techniques
|
||||
|
||||
**Offensive**
|
||||
|
||||
- Stone projection: levitating and launching rock masses of varying sizes
|
||||
- Earth block: compressed rectangular stone as projectile
|
||||
- Earth column: raising pillars from the ground (attack or obstacle)
|
||||
- Rock slide: large-scale earth displacement
|
||||
- Earth gauntlet: stone encasing hands for enhanced melee strikes
|
||||
- Stone dagger: hand-held close combat weapon
|
||||
|
||||
**Defensive**
|
||||
|
||||
- Earth wall: raising barriers from the ground
|
||||
- Earth armor: encasing the body in stone (heavy but protective)
|
||||
- Earth shelter: dome or bunker from surrounding terrain
|
||||
- Tremor: destabilizing opponents' footing
|
||||
|
||||
**Utility**
|
||||
|
||||
- Earth tunnel: burrowing underground
|
||||
- Earth elevation: creating platforms, raising terrain
|
||||
- Earth etching: precision carving without physical contact
|
||||
- Earth compression: compacting rock into denser forms (advanced)
|
||||
|
||||
## Specialized Techniques
|
||||
|
||||
### Seismic Sense
|
||||
|
||||
Using vibrations through the earth as sonar. Practitioners detect objects,
|
||||
people, and movement through ground contact with precision comparable to or
|
||||
exceeding vision. Works through walls, underground, in total darkness.
|
||||
|
||||
**Capabilities**:
|
||||
|
||||
- Environmental awareness through solid surfaces
|
||||
- Lie detection via physiological response (elevated heart rate)
|
||||
- Foundation for discovering metalbending (sensing impurities)
|
||||
|
||||
**Limitations**:
|
||||
|
||||
- Requires direct contact with earthen surface
|
||||
- Fails on ice, wood, water, or while airborne
|
||||
- Sand creates fuzzy, imprecise sensing
|
||||
- Cannot perceive visual details (faces, text)
|
||||
- Lie detection fails against emotionally controlled individuals
|
||||
|
||||
### Metalbending
|
||||
|
||||
Manipulating processed metal by targeting trace earth impurities still present
|
||||
in the alloy. Metal is "merely earth that has been purified and refined."
|
||||
|
||||
**How it works**: seismic sense detects unpurified earth fragments within
|
||||
metal. The bender targets those fragments, and the surrounding metal structure
|
||||
moves with them.
|
||||
|
||||
**Can bend**: standard metals, plating, cables, liquid metal (mercury),
|
||||
meteorite material.
|
||||
|
||||
**Cannot bend**: highly refined/pure metals with minimal earth content
|
||||
(platinum is the canonical example).
|
||||
|
||||
### Lavabending
|
||||
|
||||
Phase-changing earth into molten rock and back. Extraordinarily rare - only
|
||||
a handful of practitioners across centuries. Requires minimal earth to
|
||||
generate usable lava quantities (three pebbles can become a projectile).
|
||||
|
||||
**Applications**: molten projectiles (discs, shuriken), lava moats for area
|
||||
denial, melting armor, structural destruction. Combines earthbending's
|
||||
solidity with fire-like destructive potential.
|
||||
|
||||
### Sandbending
|
||||
|
||||
Manipulating loose earth particles. A regional specialization developed
|
||||
by desert-dwelling practitioners. The loose, shifting nature of sand
|
||||
requires a different touch than solid stone - lighter, more fluid, almost
|
||||
waterbending-like in its finesse.
|
||||
|
||||
## Strengths
|
||||
|
||||
- Excellent balance of offense and defense
|
||||
- Strong in any terrain with ground contact
|
||||
- Metalbending provides huge tactical advantage in built environments
|
||||
- Seismic sense gives unmatched environmental awareness
|
||||
- Most physically imposing - can reshape the battlefield itself
|
||||
- Lavabending is devastating area denial
|
||||
|
||||
## Weaknesses
|
||||
|
||||
- **Ground dependency**: must be in contact with earth/stone. Airborne,
|
||||
on water, or on non-earth surfaces = powerless
|
||||
- **Mobility**: the most stationary art. Grounded stances mean less evasion
|
||||
- **Speed**: typically slower than other arts. Favors power over quickness
|
||||
- **Physical demand**: requires real strength, not just skill
|
||||
- Sand and loose earth are harder to control precisely than solid stone
|
||||
|
||||
## Origin
|
||||
|
||||
Learned from badgermoles - massive blind creatures that tunnel through earth
|
||||
using earthbending as their primary sense and means of locomotion. The
|
||||
connection between blindness and seismic sense is not coincidental: the
|
||||
original earthbenders never used their eyes.
|
||||
97
docs/research/bending/energybending.md
Normal file
97
docs/research/bending/energybending.md
Normal file
|
|
@ -0,0 +1,97 @@
|
|||
# Energybending
|
||||
|
||||
The oldest art. Predates the four elements. Manipulates life energy directly
|
||||
rather than external matter.
|
||||
|
||||
## Philosophy
|
||||
|
||||
Energybending operates on spiritual equilibrium. The core rule: "to bend
|
||||
another's energy, your own spirit must be unbendable, or you will be
|
||||
corrupted and destroyed."
|
||||
|
||||
Success depends entirely on inner spiritual integrity and mental clarity -
|
||||
not physical skill, not martial technique, not practice. You either have the
|
||||
spiritual foundation or you don't, and if you don't, the attempt destroys you.
|
||||
|
||||
This makes energybending fundamentally different from the four elemental arts.
|
||||
Those reward training, technique, and physical discipline. Energybending
|
||||
rewards the quality of your soul.
|
||||
|
||||
## How It Works
|
||||
|
||||
Unlike the elemental arts, which channel chi outward to interact with
|
||||
external matter, energybending channels chi inward and against another
|
||||
being's chi directly. The practitioner's energy meets the target's energy,
|
||||
and the stronger spirit prevails.
|
||||
|
||||
If the practitioner's spirit is stronger: the target's energy bends to
|
||||
their will.
|
||||
|
||||
If the target's spirit is stronger: the practitioner's energy is corrupted
|
||||
and they are destroyed.
|
||||
|
||||
There is no middle ground and no recovery from failure.
|
||||
|
||||
## Capabilities
|
||||
|
||||
### Granting Bending
|
||||
|
||||
The original use. Bestowing elemental bending abilities on non-benders.
|
||||
The ancient lion turtles used this to equip humans for survival - granting
|
||||
an element before a hunt, then withdrawing it upon return.
|
||||
|
||||
### Removing Bending
|
||||
|
||||
Permanently severing a person's connection to their element. The target
|
||||
loses all bending ability unless another energybender restores it. This
|
||||
is effectively a spiritual amputation.
|
||||
|
||||
### Restoring Bending
|
||||
|
||||
Reversing bending removal. Reconnecting the severed spiritual pathway.
|
||||
Requires the same spiritual integrity as removal.
|
||||
|
||||
### Spirit Energy Manipulation
|
||||
|
||||
Shaping and redirecting spiritual energy in metaphysical spaces. Advanced
|
||||
practitioners can interact with pure energy constructs and redirect
|
||||
spiritual attacks.
|
||||
|
||||
### Astral Projection
|
||||
|
||||
Projecting consciousness as a visible energy form. The projected self can
|
||||
interact and communicate but lacks physical substance. Represents mastery
|
||||
of the separation between spirit and body.
|
||||
|
||||
## Requirements
|
||||
|
||||
- Spiritual integrity that is absolute and unwavering
|
||||
- Mental clarity under extreme pressure
|
||||
- The practitioner's "true mind" and "true heart" must be tested and proven
|
||||
- No emotional turmoil, doubt, or internal conflict during the act
|
||||
|
||||
## Dangers
|
||||
|
||||
- Failed attempts corrupt and destroy the practitioner
|
||||
- During the act, the target's energy actively fights back
|
||||
- Even successful attempts are spiritually taxing
|
||||
- The power to grant/remove bending carries enormous moral weight
|
||||
|
||||
## Rarity
|
||||
|
||||
Extraordinarily rare throughout history. While theoretically accessible to
|
||||
anyone with sufficient spiritual development, the requirements are so
|
||||
demanding that practitioners are vanishingly uncommon. Most people who could
|
||||
learn it never develop the spiritual foundation necessary.
|
||||
|
||||
## Design Notes
|
||||
|
||||
Energybending maps naturally to an endgame/prestige system rather than a
|
||||
primary combat art. It has no martial techniques, no fighting style, no
|
||||
offensive/defensive toolkit. Its power is administrative - granting, removing,
|
||||
restoring abilities. In a game context it's more like a class ability or
|
||||
rare unlock than a combat system.
|
||||
|
||||
The spiritual integrity requirement could gate access: a karma/alignment
|
||||
system, a reputation threshold, or a quest chain that tests character rather
|
||||
than combat skill.
|
||||
138
docs/research/bending/firebending.md
Normal file
138
docs/research/bending/firebending.md
Normal file
|
|
@ -0,0 +1,138 @@
|
|||
# Firebending
|
||||
|
||||
The art of power. Unique among the four elements in that practitioners
|
||||
generate their element from internal energy rather than manipulating
|
||||
external sources.
|
||||
|
||||
## Philosophy
|
||||
|
||||
Fire is the element of power. The true understanding centers on energy and
|
||||
life force - fire as an extension of the practitioner's inner vitality, not
|
||||
a weapon of destruction. The ancient tradition saw it as "the connection
|
||||
between the fire of the soul, the fire of the dragons, and the sun."
|
||||
|
||||
This understanding can be corrupted. When fueled by rage, hatred, and anger,
|
||||
firebending becomes powerful but spiritually hollow. The distinction matters
|
||||
mechanically: rage-fueled fire is volatile and uncontrolled, while
|
||||
life-force-fueled fire is precise and sustainable. A practitioner who
|
||||
rediscovers the true philosophy accesses deeper power than anger ever provided.
|
||||
|
||||
## Fighting Style
|
||||
|
||||
Aggressive, offensive-dominant. Swift, whirling kicks and punches generate
|
||||
concentrated barrages meant to overwhelm. The style emphasizes striking first
|
||||
and maintaining pressure - not giving the opponent space to breathe.
|
||||
|
||||
Circular motion is crucial: circular arm movements enhance and power up
|
||||
flames, similar to waterbending's flow but with greater tension and force.
|
||||
|
||||
Derives from Northern Shaolin kung fu, known for its powerful kicks,
|
||||
acrobatic movements, and aggressive forward pressure.
|
||||
|
||||
Unlike other arts, firebending has few natural defensive techniques.
|
||||
Practitioners adapt offense for defense - fire walls, shooting down incoming
|
||||
attacks with fire jabs - but the instinct is always to attack.
|
||||
|
||||
## Core Techniques
|
||||
|
||||
**Offensive**
|
||||
|
||||
- Fire jab: quick, precise strikes (the bread and butter)
|
||||
- Fireball: shaped projectiles
|
||||
- Fire stream: sustained continuous flame
|
||||
- Fire whip: flexible flame weapon
|
||||
- Fire bomb: area explosion on impact
|
||||
- Animal constructs: shaping fire into forms (doves, dragons) - shows mastery
|
||||
|
||||
**Defensive**
|
||||
|
||||
- Fire wall: large barrier (adapted offense)
|
||||
- Fire shield: deflecting with flame
|
||||
- Counter-jab: shooting down incoming attacks
|
||||
|
||||
**Utility**
|
||||
|
||||
- Fire jet: propulsion for short flight/movement
|
||||
- Fire breath: sustained output from the mouth (advanced)
|
||||
- Heat control: warming without visible flame
|
||||
- Fire dagger: close-combat flame weapon
|
||||
|
||||
## Specialized Techniques
|
||||
|
||||
### Lightning Generation
|
||||
|
||||
Creating lightning by separating positive and negative energy within the body,
|
||||
then providing release and guidance as they crash back together. The energy
|
||||
channels up through the arm and out the fingertips.
|
||||
|
||||
**Capabilities**: instant discharge, voltage regulation (stun to lethal),
|
||||
conduction through water/metal, extended streams, arc attacks at close range.
|
||||
|
||||
**Requirements**: historically demanded emotional discipline and inner peace
|
||||
(turmoil in the mind = turmoil in the lightning). In practice, some
|
||||
emotionally unstable practitioners can still generate it, suggesting raw
|
||||
power can compensate for lack of calm.
|
||||
|
||||
**Dangers**: high chi cost, long charge times make you vulnerable,
|
||||
prolonged generation causes burns on the arms. Getting it wrong means the
|
||||
lightning goes through you instead of out of you.
|
||||
|
||||
### Lightning Redirection
|
||||
|
||||
A defensive technique: absorbing incoming lightning, channeling it through
|
||||
the body (in through one arm, down through the stomach, out the other arm),
|
||||
and releasing it. The stomach/gut routing is critical - going through the
|
||||
heart is fatal.
|
||||
|
||||
Conceptually borrowed from waterbending's redirection philosophy applied
|
||||
to firebending's element. One of the few genuinely defensive firebending
|
||||
techniques.
|
||||
|
||||
### Combustionbending
|
||||
|
||||
Rare technique allowing detonation at range through focused chi channeled
|
||||
through the forehead (third eye chakra). The practitioner doesn't throw fire -
|
||||
they cause explosions at a targeted point. Extremely powerful but requires
|
||||
intense concentration and has a single point of failure (disrupting the
|
||||
forehead focus point disrupts the ability entirely).
|
||||
|
||||
### Blue Fire
|
||||
|
||||
Exceptionally hot flames indicating mastery and enhanced power. Not a
|
||||
separate technique but a marker of extreme skill - the fire burns hotter
|
||||
because the practitioner's control and power output are superior.
|
||||
|
||||
## Strengths
|
||||
|
||||
- **Self-sufficient**: generates element from nothing. No external source needed
|
||||
- Fast, aggressive, excellent at pressuring opponents
|
||||
- Strong in any environment (doesn't need water, earth, or even air nearby)
|
||||
- Lightning is devastating at range
|
||||
- Enhanced by sunlight, comets, volcanic energy
|
||||
- Good at ending fights quickly through overwhelming force
|
||||
|
||||
## Weaknesses
|
||||
|
||||
- **Solar dependency**: power tied to the sun. Solar eclipse = total loss
|
||||
of ability. Night = reduced power (but not eliminated)
|
||||
- **Lacks natural defense**: must adapt offense for protection
|
||||
- **Rage trap**: anger makes fire stronger short-term but weaker long-term.
|
||||
Practitioners who rely on rage burn out or lose control
|
||||
- **Friendly fire**: fire is indiscriminate. Hard to use precisely in close
|
||||
quarters or around allies
|
||||
- **Physical toll**: prolonged high-output bending causes burns and exhaustion
|
||||
|
||||
## Training
|
||||
|
||||
Firebenders have an innate instinct not to burn themselves, but control
|
||||
requires training. The talent can manifest at birth (newborns tested with
|
||||
oiled birch bark - a firebending infant's breath ignites it within seconds).
|
||||
For late bloomers, challenging and competitive environments help draw out
|
||||
the ability.
|
||||
|
||||
## Origin
|
||||
|
||||
Learned from dragons. The ancient tradition taught firebending as life force
|
||||
made visible - "fire became an extension of the body, rather than a mere
|
||||
tool." Historical martial styles (Dumog, Eskrima) once enriched the art
|
||||
but have been lost to time.
|
||||
114
docs/research/bending/waterbending.md
Normal file
114
docs/research/bending/waterbending.md
Normal file
|
|
@ -0,0 +1,114 @@
|
|||
# Waterbending
|
||||
|
||||
The art of change. Practitioners manipulate water in all its forms - liquid,
|
||||
ice, steam, and the water within living things - through fluid, continuous
|
||||
motions that mirror the element itself.
|
||||
|
||||
## Philosophy
|
||||
|
||||
Water is the element of change. Practitioners learn to perceive beyond
|
||||
water's apparent state - it is "feathery as falling snow, swift as a river,
|
||||
powerful as a crashing wave" simultaneously. The practice teaches adaptation:
|
||||
working with the environment, never against it.
|
||||
|
||||
The combat philosophy blurs offense and defense into a single continuous
|
||||
flow. Every block becomes a redirect, every redirect becomes an attack.
|
||||
There is no separation between protecting yourself and striking your opponent.
|
||||
|
||||
## Fighting Style
|
||||
|
||||
Flowing, graceful, continuous motion. Techniques chain seamlessly - defense
|
||||
transforms into offense without pause. The practitioner moves like water
|
||||
itself, always in motion, always adapting.
|
||||
|
||||
Derives from Tai Chi Chuan, known for its slow, flowing movements and
|
||||
principle of yielding to overcome.
|
||||
|
||||
Regional variations exist:
|
||||
|
||||
- **Northern/Southern style**: flowing, continuous, classical
|
||||
- **Swamp style**: more rigid and direct, powerful bursts over sustained streams
|
||||
- **Competitive style**: adapted for sport, quick exchanges
|
||||
|
||||
## Core Techniques
|
||||
|
||||
**Ice Manipulation**
|
||||
|
||||
- Ice breath: freezing via exhaled vapor
|
||||
- Creeping ice: ground-level freezing rays
|
||||
- Ice blades, claws, columns, discs: shaped frozen weapons
|
||||
- Flash freeze: rapidly solidifying water around a target
|
||||
|
||||
**Water Control**
|
||||
|
||||
- Water whip: flexible tendril weapon
|
||||
- Water jet: propulsion for movement
|
||||
- Wave: large-scale water displacement
|
||||
- Octopus form: tentacle-like water extensions for simultaneous attack/defense
|
||||
- Water shield/dome: protective barriers
|
||||
|
||||
**Steam/Vapor**
|
||||
|
||||
- Fog generation: obscuring visibility
|
||||
- Steam redirection: manipulating existing vapor
|
||||
|
||||
## Specialized Techniques
|
||||
|
||||
### Healing
|
||||
|
||||
Water used as a catalyst to accelerate the body's natural healing along chi
|
||||
paths. The practitioner coats their hands in glowing water and traces
|
||||
injuries. Can heal physical wounds and, with spirit water, even more severe
|
||||
damage. Cannot resurrect the dead or heal all conditions - it accelerates
|
||||
natural recovery, not miracles.
|
||||
|
||||
### Bloodbending
|
||||
|
||||
The darkest sub-art. Manipulating the water within a living body to control
|
||||
their movements like a puppet. Uses rigid, abrupt motions (like a puppeteer)
|
||||
rather than waterbending's usual flow.
|
||||
|
||||
**Requirements**: Most practitioners need a full moon (massively amplifies
|
||||
waterbending power). Extremely rare individuals can bloodbend without lunar
|
||||
enhancement, and the rarest can do it without physical gestures at all -
|
||||
psychic bloodbending through mental control alone.
|
||||
|
||||
**Capabilities**: Control victim's muscles, force movement, potentially sever
|
||||
bending abilities. Considered the highest level of waterbending and the most
|
||||
feared technique across all arts.
|
||||
|
||||
**Cost**: Endangers the user's mental state. The act of controlling another
|
||||
person's body causes psychological damage to the practitioner. This is not
|
||||
metaphorical - practitioners who use it suffer real moral and mental
|
||||
deterioration.
|
||||
|
||||
### Plantbending
|
||||
|
||||
Manipulating the water within plant life. Allows control of vines, trees,
|
||||
and vegetation. A gentler extension of the same principle behind bloodbending
|
||||
applied to flora rather than fauna.
|
||||
|
||||
## Strengths
|
||||
|
||||
- Supreme adaptability - offense and defense are the same motion
|
||||
- Healing sub-art provides unique support capability
|
||||
- Three states of matter (liquid, ice, steam) give enormous versatility
|
||||
- Excellent at redirecting opponent's force
|
||||
- Bloodbending is arguably the most powerful single technique in any art
|
||||
|
||||
## Weaknesses
|
||||
|
||||
- **Resource dependent**: needs water nearby. Desert or dry environments are
|
||||
crippling without preparation (carrying water)
|
||||
- **Lunar dependency**: power waxes and wanes with the moon. Full moon is
|
||||
peak power. Lunar eclipse is near-total loss
|
||||
- **Spiritual vulnerability**: harm to the moon/ocean spirits (the original
|
||||
source) directly diminishes all waterbenders
|
||||
- Less effective at raw destruction compared to fire or earth
|
||||
|
||||
## Origin
|
||||
|
||||
Learned from the Moon and Ocean spirits. Early practitioners observed tidal
|
||||
movements. Unique among the four arts for originating from spirits rather
|
||||
than animals. The deep spiritual connection to lunar and oceanic forces means
|
||||
waterbending is tied to celestial cycles in a way no other art is.
|
||||
78
docs/research/chi-power/body.md
Normal file
78
docs/research/chi-power/body.md
Normal file
|
|
@ -0,0 +1,78 @@
|
|||
# Physical Enhancement
|
||||
|
||||
## Chi Augmentation
|
||||
|
||||
- **Definition:** Focus chi to enhance physical capabilities. Sub-power of Chi Manipulation.
|
||||
- **Capabilities:** Channel chi throughout body to boost performance beyond normal limits.
|
||||
- **Applications:** Chi Armor, Chi Durability, Chi Reflexes, Chi Speed, Chi Strength, Chi Healing, Physical Augmentation
|
||||
- **Limitations:** Finite chi capacity. Risk of overstraining body. Must adapt to amplified force. Charging requires training time. Life-Force Inhibition counters.
|
||||
|
||||
## Chi Speed
|
||||
|
||||
- **Definition:** Move faster using chi.
|
||||
- **Capabilities:** Accelerate beyond normal limits. Generate momentum through chi channeling. Peak to absolute speed levels.
|
||||
- **Applications:** Flash Step, Afterimage Creation, High-Speed Reflexes, Hyper Maneuverability
|
||||
- **Limitations:** Vulnerable to chi absorption. May be restricted to specific thresholds. Time-limited by reserves.
|
||||
|
||||
## Chi Strength
|
||||
|
||||
- **Definition:** Enhance physical strength through chi mastery.
|
||||
- **Capabilities:** Peak to absolute strength levels depending on proficiency and training.
|
||||
- **Applications:** Shockwave techniques, Supernatural Leap/Lifting/Strike, Earthquake Generation
|
||||
- **Limitations:** Countered by Chi Absorption, Strength Negation/Reduction, Life-Force Inhibition.
|
||||
|
||||
## Chi Agility
|
||||
|
||||
- **Definition:** Enhance agility with chi.
|
||||
- **Capabilities:** Heightened speed, reflexes, movement fluidity.
|
||||
- **Applications:** Qinggong Mastery (lightfoot techniques), enhanced dodging, acrobatic combat
|
||||
- **Limitations:** Chi controllers can interfere.
|
||||
|
||||
## Chi Durability
|
||||
|
||||
- **Definition:** Enhance durability with chi.
|
||||
- **Capabilities:** Withstand physical trauma from enhanced to supernatural levels.
|
||||
- **Applications:** Dermal Armor, Skin Hardening, Bulletproof Durability, Pressure Resistance
|
||||
- **Limitations:** Durability negation/bypassing can override.
|
||||
|
||||
## Chi Reflexes
|
||||
|
||||
- **Definition:** Enhance reflexes through chi.
|
||||
- **Capabilities:** Improved reaction times and dodge capabilities.
|
||||
- **Applications:** Auto-Reflexes, High-Speed Reflexes
|
||||
- **Limitations:** Reflex Dampening abilities counter.
|
||||
|
||||
## Chi Flight
|
||||
|
||||
- **Definition:** Fly using chi energy.
|
||||
- **Capabilities:** Propel through air by projecting energy beneath or surrounding self. Enhanced jumping, surface scaling, sliding.
|
||||
- **Applications:** Levitation, High-Speed Flight, Gliding, Air Dashing
|
||||
- **Limitations:** Flight Negation.
|
||||
|
||||
## Chi Empowerment
|
||||
|
||||
- **Definition:** Gain strength from chi.
|
||||
- **Capabilities:** Enhanced strength/speed/durability through chi contact. Potential age deceleration.
|
||||
- **Applications:** Condition augmentation, mode switching, power-shifting
|
||||
- **Limitations:** Requires continuous chi exposure or generation.
|
||||
|
||||
## Chi Transformation
|
||||
|
||||
- **Definition:** Enter enhanced state of being with chi. Achieved through meditation, training, or emotional resolve.
|
||||
- **Capabilities:** Enhanced physical attributes, visible energy aura, heightened senses, elemental chi manifestation, divine forms.
|
||||
- **Applications:** Stage Advancement, Transformation tiers, combat forms
|
||||
- **Limitations:** Vulnerable to Energy Immunity, Chi Absorption. Often time-limited.
|
||||
|
||||
## Chi Entity Physiology
|
||||
|
||||
- **Definition:** Entity whose powers are based on or made of chi.
|
||||
- **Capabilities:** All chi-based abilities inherently. Chi-enhanced physiology.
|
||||
- **Applications:** Elemental chi forms, spirit beings, chi constructs
|
||||
- **Limitations:** Susceptible to Chi Absorption. Power-locking by other manipulators.
|
||||
|
||||
## Chi Shapeshifting
|
||||
|
||||
- **Definition:** Shapeshift using chi.
|
||||
- **Capabilities:** Transform physical form by channeling chi.
|
||||
- **Applications:** Animal forms, size changes, appearance alteration
|
||||
- **Limitations:** Revert when unconscious/asleep. Time-limited. Cannot add/reduce mass. Must stay near own size range. Chi manipulators can interfere.
|
||||
57
docs/research/chi-power/core.md
Normal file
57
docs/research/chi-power/core.md
Normal file
|
|
@ -0,0 +1,57 @@
|
|||
# Chi Fundamentals
|
||||
|
||||
## Chi Power
|
||||
|
||||
- **Definition:** The power to wield chi. Variant life-force energy in all beings, connection to fundamental existence.
|
||||
- **Capabilities:** Physical enhancements, energy blasts, elemental manipulation, heightened senses, inner harmony. Balance of body/mind/spirit.
|
||||
- **Applications:** Chi Manipulation, Chi Augmentation, Chi Arts, Chi Projection, Chi Healing, Chi Psionics, and many more
|
||||
- **Limitations:** Limited by the user's nature
|
||||
|
||||
## Chi Manipulation
|
||||
|
||||
- **Definition:** Manipulate the flow of latent energy in the physical body.
|
||||
- **Capabilities:** Superhuman physical enhancements, energy attacks, elemental infusion, mental sharpening, lifespan extension, cosmic energy channeling. Training through breathing and meditation.
|
||||
- **Applications:** Enhanced combat abilities, energy projection, healing, elemental effects
|
||||
- **Limitations:** Finite chi reserves that deplete with use. Requires extensive training. Excessive use causes fatigue or death. Damage to dantian or meridian system disables ability. Vulnerable to corruption (dark chi). Requires physical body preparation.
|
||||
|
||||
## Chi Arts
|
||||
|
||||
- **Definition:** Develop practices/techniques based on chi to gain superhuman combat capabilities.
|
||||
- **Capabilities:** Enhanced strength/speed/stamina/durability/reflexes. Energy blasts, elemental manipulation, supernatural awareness.
|
||||
- **Applications:** Combat techniques, martial arts styles, specialized abilities
|
||||
- **Limitations:** Vulnerable to chi negation, knowledge absorption, erasure. Improper knowledge risks power loss. May be limited to specific abilities.
|
||||
|
||||
## Chi Generation
|
||||
|
||||
- **Definition:** Generate chi, the latent metaphysical power of the body.
|
||||
- **Capabilities:** Generate internal chi through training. Enable energy attacks, recovery, healing. Increase via genetics, bloodlines, enlightenment, or combat experience. Transfer to others.
|
||||
- **Applications:** Self-empowerment, energy creation, chi transfer
|
||||
- **Limitations:** Anti-Energy Generation counters it. Draining/potentially fatal with prolonged use. Finite reserves. Requires extensive training. Damage to dantian/meridian system destroys ability. Requires martial arts background.
|
||||
|
||||
## Chi Channeling
|
||||
|
||||
- **Definition:** Channel energy from chi for a myriad of purposes, from own source or others'.
|
||||
- **Capabilities:** Direct chi energy for effects without absorbing it. Draw from personal or external sources.
|
||||
- **Applications:** Chi Infusion, Chi Mastery, Powers Via Chi, Self-Power Augmentation
|
||||
- **Limitations:** May damage one's body
|
||||
|
||||
## Chi Conversion
|
||||
|
||||
- **Definition:** Convert one's chi into other forms of matter and/or energy.
|
||||
- **Capabilities:** Transform life force into physical/energetic manifestations. Reshape chi for different purposes.
|
||||
- **Applications:** Matter creation, energy transformation, elemental conversion
|
||||
- **Limitations:** Energy manipulators can revert conversions. Time needed to accumulate chi. Finite supply. Training needed. Overuse causes fatigue/death. Susceptible to dark chi corruption.
|
||||
|
||||
## Chi Mastery
|
||||
|
||||
- **Definition:** Complete mastery over chi. Highest level of chi control (Qigong Mastery).
|
||||
- **Capabilities:** All chi-based abilities at peak effectiveness. Perfect body/mind/spirit harmony.
|
||||
- **Applications:** All chi powers at full mastery
|
||||
- **Limitations:** Requires lifetime of dedicated training and enlightenment
|
||||
|
||||
## Chi Pressure
|
||||
|
||||
- **Definition:** Project chi as oppressive pressure upon surroundings.
|
||||
- **Capabilities:** Intimidation, suppression of weaker opponents, environmental effect. Can immobilize or overwhelm those with weaker chi.
|
||||
- **Applications:** Combat intimidation, area control, opponent suppression
|
||||
- **Limitations:** Ineffective against those with stronger chi or resistance abilities
|
||||
55
docs/research/chi-power/defense.md
Normal file
55
docs/research/chi-power/defense.md
Normal file
|
|
@ -0,0 +1,55 @@
|
|||
# Defensive Powers
|
||||
|
||||
Research reference for defensive chi powers in MUD combat systems.
|
||||
|
||||
### Chi Aura
|
||||
|
||||
- Definition: Surround self in chi energy for various purposes.
|
||||
- Capabilities: Defensive and offensive auras. Enhance physical attributes. Achieve flight through propulsion. Shape aura into forms.
|
||||
- Applications: Aura Constructs, Condition Augmentation, Exoskeleton, Chi Armor, Deflection
|
||||
|
||||
### Chi Armor
|
||||
|
||||
- Definition: Create energized armor around user from chi energy.
|
||||
- Capabilities: Protective armor as energy field, wearable suit, vehicle-like construct, or separate guardian entity. Some can reshape armor, generate tools/weapons from it.
|
||||
- Applications: Skin Hardening, Vehicle Creation, Entity Creation
|
||||
- Limitations: Takes concentration. Certain energies can penetrate.
|
||||
|
||||
### Chi Defense
|
||||
|
||||
- Definition: Use chi for defensive purposes.
|
||||
- Capabilities: Block, parry, dodge with chi-enhanced protection.
|
||||
- Applications: Chi Armor, Chi Force-Field, Chi Shield, Wall Generation
|
||||
- Limitations: Exhaustion from excessive use. Risk of overcharge/wounding. Restricted to defensive purposes only.
|
||||
|
||||
### Chi Shield Generation
|
||||
|
||||
- Definition: Create shields out of chi energy.
|
||||
- Capabilities: Protective barriers from life-force. Both defensive and offensive use.
|
||||
- Limitations: Vulnerable to Chi Absorption, Energy Negation. Shield Penetration techniques. Defense Bypassing.
|
||||
|
||||
### Chi Force-Field Generation
|
||||
|
||||
- Definition: Generate force-fields out of pure chi.
|
||||
- Capabilities: Barriers of varying shapes/sizes. Energy redirection.
|
||||
- Applications: Deflection, Power Reflection, Chi Telekinesis
|
||||
- Limitations: Vulnerable to chi absorption. Finite size. Only protects areas directly behind.
|
||||
|
||||
### Chi Solidification
|
||||
|
||||
- Definition: Condense chi into tangible form.
|
||||
- Capabilities: Solidify chi from jelly-like to metal-like hardness or beyond.
|
||||
- Limitations: Changes typically temporary. May require physical contact.
|
||||
|
||||
### Chi Concealment
|
||||
|
||||
- Definition: Mask chi potential to conceal battle power or avoid detection.
|
||||
- Capabilities: Hide chi signature. Prevent others from sensing true power level.
|
||||
- Limitations: Ineffective against those sensing chi presence (vs emission). Vulnerable to non-chi detection (telepathy). Breaks when powering up in combat.
|
||||
|
||||
### Chi Invisibility
|
||||
|
||||
- Definition: Become invisible by using chi. Force chi into environment to erase presence.
|
||||
- Capabilities: Perceive exact environmental conditions. Merge chi with surroundings. Supernatural concealment.
|
||||
- Applications: Camouflage, Supernatural Concealment
|
||||
- Limitations: Interruption of chi stops invisibility. Requires sustained focus. Dividing attention weakens effect.
|
||||
18
docs/research/chi-power/index.md
Normal file
18
docs/research/chi-power/index.md
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
# Chi Power Research Index
|
||||
|
||||
Chi power refers to life-force energy present in all living beings, rooted in martial arts traditions. This energy can be cultivated, manipulated, and channeled to achieve superhuman abilities through training, meditation, and combat experience.
|
||||
|
||||
## Contents
|
||||
|
||||
- **[core.md](core.md)** - Chi Fundamentals: what chi is, how it's generated, controlled, and mastered
|
||||
- **[body.md](body.md)** - Physical Enhancement: augmenting the body with chi for strength, speed, durability, and transformation
|
||||
- **[offense.md](offense.md)** - Offensive Applications: chi attacks, strikes, projectiles, and combat techniques
|
||||
- **[defense.md](defense.md)** - Defensive Applications: barriers, armor, blocking, and protective techniques
|
||||
- **[weapons.md](weapons.md)** - Weapon Integration: infusing weapons with chi and creating chi constructs
|
||||
- **[restoration.md](restoration.md)** - Healing and Recovery: using chi to restore health, cure ailments, and revive
|
||||
- **[mind.md](mind.md)** - Mental Applications: sensing, telepathy, and consciousness manipulation
|
||||
- **[variants.md](variants.md)** - Specialized Forms: elemental chi, dark chi, divine chi, and other variations
|
||||
|
||||
## Source
|
||||
|
||||
Research compiled from [powerlisting.fandom.com/wiki/Category:Chi-Based_Power](https://powerlisting.fandom.com/wiki/Category:Chi-Based_Power)
|
||||
70
docs/research/chi-power/mind.md
Normal file
70
docs/research/chi-power/mind.md
Normal file
|
|
@ -0,0 +1,70 @@
|
|||
# Mental and Utility Powers
|
||||
|
||||
### Chi Psionics
|
||||
|
||||
- Definition: Use chi to gain psionic abilities. Grants mental/psychic powers without psychic energy.
|
||||
- Capabilities: Extrasensory perception, telepathy, telekinesis, mind-based abilities. Immune to anti-psychic defenses since not psychic-based.
|
||||
- Applications: Chi Perception, Chi Telekinesis, Chi Telepathy, Chi Teleportation, Chi Warping
|
||||
- Limitations: Requires training to master.
|
||||
|
||||
### Chi Detection
|
||||
|
||||
- Definition: Sense presence of chi in vicinity.
|
||||
- Capabilities: Detect chi presence and gain detailed understanding: amount, size, whether concealed. Can function as sensory radar.
|
||||
- Applications: Combat awareness, opponent tracking, power level assessment, navigation without sight, threat identification
|
||||
- Limitations: Ineffective against chi concealment. Useless against beings lacking chi. Cannot detect non-chi power sources.
|
||||
|
||||
### Chi Perception
|
||||
|
||||
- Definition: Gain extrasensory perception with chi. Distinct from Chi Detection - broader sensory enhancement.
|
||||
- Capabilities: Extrasensory perception through chi. Not affected by Anti-Psychic Presence. Varies by individual.
|
||||
- Applications: Aura Reading, Clairsentience, Precognition, Hyper Awareness, Power Perception, Psychic Scanning
|
||||
- Limitations: Varies person to person. May require extensive training.
|
||||
|
||||
### Chi Telekinesis
|
||||
|
||||
- Definition: Telekinetically interact with phenomena using chi instead of psychic power.
|
||||
- Capabilities: Move/manipulate matter and energy using chi. Resistant to anti-psychic abilities. Variable power levels.
|
||||
- Applications: Remote/tactile telekinesis, telekinetic choking/compression, telekinetic surgery, object binding, orbital field manipulation
|
||||
- Limitations: Requires training. Excessive use causes physical strain.
|
||||
|
||||
### Chi Telepathy
|
||||
|
||||
- Definition: Receive and transmit information using chi.
|
||||
- Capabilities: Mental communication across distances. Read/control thoughts, memories, emotions. Immune to anti-psychic effects.
|
||||
- Applications: Telepathy, Telepathic Force Manipulation, Cosmic Telepathy
|
||||
- Limitations: Ineffective against psychic immunity/shields/indomitable will. Range constraints. Limited simultaneous targets. Overwhelmed by crowds. Requires concentration/training. Can be hijacked by stronger practitioners.
|
||||
|
||||
### Chi Teleportation
|
||||
|
||||
- Definition: Teleport using chi.
|
||||
- Capabilities: Instantaneous spatial displacement. Unaffected by anti-psychic presence. With or without physical contact.
|
||||
- Applications: Combat teleportation (strike/slash variants), mass teleportation, location swapping, marked teleportation, partial body teleportation
|
||||
- Limitations: Effectiveness varies. Range is user-dependent. Requires training. Efficiency is skill-dependent.
|
||||
|
||||
### Chi Portal Creation
|
||||
|
||||
- Definition: Create portals using chi.
|
||||
- Capabilities: Gateways to different locations, dimensions, planes of existence. Control size/stability through chi.
|
||||
- Applications: Banishment, Dimensional Travel, Spatial Slicing, Summoning, Deflection
|
||||
|
||||
### Chi Cloning
|
||||
|
||||
- Definition: Create clones using chi.
|
||||
- Capabilities: Generate duplicates of self, other beings, or objects by channeling chi.
|
||||
- Applications: Decoy Creation, Self-Replication, Replication Combat
|
||||
- Limitations: Duplicates may dissipate over time. May act independently. Requires concentration. Chi manipulators can absorb/overpower duplicates.
|
||||
|
||||
### Chi Summoning
|
||||
|
||||
- Definition: Summon objects or entities using chi.
|
||||
- Capabilities: Materialize objects, items, living entities through chi. Create combat allies.
|
||||
- Applications: Object/Minion/Mount Summoning, Summoning Combat/Attacks/Defense
|
||||
- Limitations: Vulnerable to chi absorption. Requires time to accumulate. Finite reserves. Training needed to control summons. Effectiveness depends on skill. Negated by life-force inhibition.
|
||||
|
||||
### Chi Warping
|
||||
|
||||
- Definition: Warp reality through chi manipulation. Ultimate form of chi control.
|
||||
- Capabilities: Impose willpower over cosmic elements through life-force. Distort reality's fabric. Achieve divine ascension potentially.
|
||||
- Applications: Reality Manipulation, Pocket Dimension Manipulation, Yin-Yang Manipulation, Territory Manipulation
|
||||
- Limitations: Standard Reality Warping constraints. Anti-Energy Manipulation counters. Depends on chi control level.
|
||||
102
docs/research/chi-power/offense.md
Normal file
102
docs/research/chi-power/offense.md
Normal file
|
|
@ -0,0 +1,102 @@
|
|||
# Offensive Powers
|
||||
|
||||
Research reference for offensive chi powers in MUD combat systems.
|
||||
|
||||
### Chi Combat
|
||||
|
||||
- Definition: Combine chi with physical combat.
|
||||
- Capabilities: Channel innate energy for offense and defense during fighting. Develops through martial arts training.
|
||||
- Applications: Chi Punch, Chi Kick, Chi Weaponry, Internal Rupturing, Unarmed Combat Mastery
|
||||
|
||||
### Chi Attacks
|
||||
|
||||
- Definition: Release/use chi for various attacks.
|
||||
- Capabilities: Project chi in various shapes/intensities as ranged projectiles or melee techniques.
|
||||
- Limitations: Overuse causes exhaustion/injury. May require buildup time. Requires martial arts training. Not immune to own blasts. Chi Absorption neutralizes.
|
||||
|
||||
### Chi Projection
|
||||
|
||||
- Definition: Emit/project chi in variety of shapes and forms.
|
||||
- Capabilities: Discharge chi as waves, blasts, auras in multiple configurations.
|
||||
- Applications: Chi Aura, Chi Ball, Chi Beam, Chi Bullet, Chi Constructs, Kiai (roar)
|
||||
- Limitations: Depletes reserves. Stamina drains rapidly. Other chi-users can deflect.
|
||||
|
||||
### Chi Ball Projection
|
||||
|
||||
- Definition: Create and launch spheres of pure chi.
|
||||
- Capabilities: Concentrated chi balls as melee/ranged attacks. Vary size. Defensive orbital formations.
|
||||
- Limitations: Countered by Chi Absorption.
|
||||
|
||||
### Chi Beam Emission
|
||||
|
||||
- Definition: Project beams of chi energy.
|
||||
- Capabilities: Directional beams. Vaporization damage. Fire from hands/mouth/fingers. Varying intensities.
|
||||
- Applications: Disintegration, Fissure Creation, Incineration
|
||||
- Limitations: Energy expenditure. Charging time for powerful variants. Physical strain during sustained fire.
|
||||
|
||||
### Chi Blast
|
||||
|
||||
- Definition: Release chi on specific target area.
|
||||
- Capabilities: Concentrated chi causing damage and shockwaves. Concussive impacts.
|
||||
- Limitations: Unrefined and indiscriminate.
|
||||
|
||||
### Chi Bolt Projection
|
||||
|
||||
- Definition: Create and project bolts of chi with controlled intensity.
|
||||
- Capabilities: Mid-tier projectiles. Stun, burn, injure, or penetrate. Variable size/force.
|
||||
- Limitations: Weaker than full chi attacks.
|
||||
|
||||
### Chi Bomb Generation
|
||||
|
||||
- Definition: Generate compressed explosives made of chi.
|
||||
- Capabilities: Chi bombs/explosives. Concussive detonations.
|
||||
- Applications: Explosion Inducement
|
||||
|
||||
### Chi Breath
|
||||
|
||||
- Definition: Generate chi internally and release from mouth.
|
||||
- Capabilities: Bursts, streams, spheres, mist from mouth.
|
||||
|
||||
### Chi Bullet Projection
|
||||
|
||||
- Definition: Fire bullets of chi energy.
|
||||
- Capabilities: Rapid-fire chi projectiles.
|
||||
- Applications: Bullet Hell, Scatter Shot, Multi-Beam
|
||||
|
||||
### Chi Burst
|
||||
|
||||
- Definition: Create bursts of chi energy.
|
||||
- Capabilities: Explosive releases. Concussive shockwaves. Disabling/damaging.
|
||||
- Limitations: Risk of self-harm from own bursts.
|
||||
|
||||
### Chi Strike
|
||||
|
||||
- Definition: Use chi to power a strike (punch, kick, headbutt, etc).
|
||||
- Capabilities: Amplify physical attacks through channeled energy. Infuse chi traits for varied effects. Scales from peak human to devastating.
|
||||
- Applications: Megaton Strike, Internal Rupturing, Elemental Strike, Razor Hand/Foot
|
||||
|
||||
### Chi Multi Strike
|
||||
|
||||
- Definition: Enhance attacks by repeating the same chi-infused attack multiple times.
|
||||
- Capabilities: Rapid successive chi-infused strikes. Applied to punches, kicks.
|
||||
- Applications: Rapid-Fire Moves, Speed Breaking
|
||||
- Limitations: Requires advanced martial skill and energy control.
|
||||
|
||||
### Chi Slash
|
||||
|
||||
- Definition: Combine slashing attacks with chi.
|
||||
- Capabilities: Chi-infused blade strikes. Ranged slash projection.
|
||||
- Applications: Cutting Wave, Absolute Slicing, Multi Slash
|
||||
|
||||
### Chi Pillar Projection
|
||||
|
||||
- Definition: Emit towering energy pillars of chi.
|
||||
- Capabilities: Vertical chi pillars. Guide during projection. Can trap/restrain targets.
|
||||
- Applications: Binding, Concussive Force
|
||||
- Limitations: Vulnerable to absorption. Structural integrity may fail. Easy to sidestep due to vertical trajectory.
|
||||
|
||||
### Omnidirectional Chi Waves
|
||||
|
||||
- Definition: Release powerful chi waves in all directions simultaneously.
|
||||
- Capabilities: Attack multiple opponents at once. Area destruction.
|
||||
- Limitations: Constrained by total reserves. May only work in 2D plane. Risk of hitting allies. Can be suicidal (self-detonation). Limited radius.
|
||||
50
docs/research/chi-power/restoration.md
Normal file
50
docs/research/chi-power/restoration.md
Normal file
|
|
@ -0,0 +1,50 @@
|
|||
# Restoration and Chi Economy
|
||||
|
||||
Chi-based healing, recovery, and energy transfer/management reference.
|
||||
|
||||
### Chi Healing
|
||||
|
||||
- Definition: Heal using chi.
|
||||
- Capabilities: Restore self and others using chi as healing medium.
|
||||
- Applications: Chi Regeneration, Curing, Rejuvenation, Restoration
|
||||
- Limitations: Overuse may exhaust or injure practitioner. Disrupting chi flow weakens healing. Building reserves for effective healing requires time.
|
||||
|
||||
### Chi Regeneration
|
||||
|
||||
- Definition: Use chi to regenerate body. Amount of chi used defines healing speed.
|
||||
- Capabilities: Accelerated healing proportional to chi invested. Self-healing and potentially healing others.
|
||||
- Applications: Regenerative Healing Factor, Regenerative Durability
|
||||
- Limitations: Depends on available chi reserves. Depleting chi impairs/prevents regeneration.
|
||||
|
||||
### Chi Absorption
|
||||
|
||||
- Definition: Absorb chi from sources and utilize it.
|
||||
- Capabilities: Extract chi, remove from origin, incorporate into body. Gain enhanced condition, powers, or energy reserves (temp or permanent).
|
||||
- Applications: Cultivation, Power Absorption (chi-only), Strength Absorption
|
||||
- Limitations: Finite absorption capacity; excessive causes explosions. Removing too much damages victim. Absorption Immunity/Negation counters.
|
||||
|
||||
### Chi Bestowal
|
||||
|
||||
- Definition: Grant chi-based powers to others, temporarily or permanently.
|
||||
- Capabilities: Transfer chi abilities to others. Extent depends on bestower's mastery.
|
||||
- Limitations: Cannot be self-applied. Effects may be temporary. Typically draining. Chi influx can be uncontrollable. May be reversed by destroying source. Excessive use can be fatal.
|
||||
|
||||
### Chi Transferal
|
||||
|
||||
- Definition: Transfer chi between objects and people.
|
||||
- Capabilities: Transfuse chi between beings. Bequeath, modify, share power. Remote or tactile. Works on organisms and objects. Counter afflictions.
|
||||
- Applications: Chi Healing, Power Sharing, Power Transferal, Personality Sharing
|
||||
- Limitations: Prolonged outpouring of one's chi can lead to death.
|
||||
|
||||
### Chi Mixture
|
||||
|
||||
- Definition: Blend different chi affinities to modulate group power output.
|
||||
- Capabilities: Merge chi from multiple sources into unified force. Drastically increase combined output. Potentially acquire new abilities through fusion.
|
||||
- Limitations: Unification may require time to establish.
|
||||
|
||||
### Chi Symbiosis
|
||||
|
||||
- Definition: Symbiotic relationship with a chi-based entity.
|
||||
- Capabilities: Enhanced strength through chi concentration. Mental protection. Access to chi-based powers. Increased reserves. Soul-bound connection.
|
||||
- Applications: Possessive Enhancement, Enhanced Condition
|
||||
- Limitations: Risk of mental damage. Potential loss of bodily control. Entity may possess user. Limited capacity for multiple entities. Power could drive to insanity.
|
||||
88
docs/research/chi-power/variants.md
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88
docs/research/chi-power/variants.md
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|
|
@ -0,0 +1,88 @@
|
|||
# Chi Variants and Mastery Tiers
|
||||
|
||||
### Chi Magic
|
||||
|
||||
- Definition: Use chi to cast magic. Chi as fuel for spellcasting.
|
||||
- Capabilities: Magical effects powered by internal chi.
|
||||
- Applications: Spell Casting, Gesture Casting
|
||||
- Limitations: Requires ritual elements, preparation time, possibly magical items.
|
||||
|
||||
### Pure Chi Magic
|
||||
|
||||
- Definition: Utilize pure chi to perform magical effects. Positive counterpart to Dark Chi Magic.
|
||||
- Capabilities: Benevolent magic powered by pure inner energy.
|
||||
- Applications: White Arts, Spell Casting
|
||||
- Limitations: Vulnerable to Chi Absorption. Spell prep requires time. Rituals needed. Tools may be required. Training necessary; improper use risks catastrophe. Dark Chi Magic counters this form.
|
||||
|
||||
### Dark Chi Magic
|
||||
|
||||
- Definition: Use dark chi-powered magic. Negative variation of Chi Magic.
|
||||
- Capabilities: Magic through corrupted internal power. Mastery of tainted inner energies.
|
||||
- Applications: Dark Arts (corruption, cursing, destruction), Spell Casting
|
||||
- Limitations: Vulnerable to Chi Absorption. Prep time needed. Ritualistic requirements. Training necessary. Pure Chi Magic effectively counters.
|
||||
|
||||
### Dark Chi Manipulation
|
||||
|
||||
- Definition: Manipulate chi powered by dark forces. Result of chi corrupted by evil.
|
||||
- Capabilities: Control evil/sinister chi. Powerful dark abilities and increased might. BUT: lose compassion, will, sanity. Driven by aggression, anger, hatred.
|
||||
- Applications: Clouded/Feral Mind, Control Immunity, Enhanced Power, Corruption Aura, Demonic/Negative Emotion Empowerment
|
||||
- Limitations: Loss of versatile chi control. Complete abandonment of humanity. Suppressible through meditation or Pure Chi. Physical body strain. Risk of sentient dark chi taking control of user.
|
||||
|
||||
### Demonic Chi Manipulation
|
||||
|
||||
- Definition: Manipulate chi with demonic properties. Sources: absorbing demon chi, learning from demons, demonic lineage.
|
||||
- Capabilities: Create/shape/absorb demonic chi. Access vast reserves, unique abilities, demonic characteristics.
|
||||
- Applications: Bloodline force manipulation, Demonic element manipulation, Combat energy transcendence
|
||||
- Limitations: Depends on knowledge/skill/strength. Demonic Power Immunity counters. Life-Force Inhibition counters.
|
||||
|
||||
### Divine Chi Manipulation
|
||||
|
||||
- Definition: Manipulate chi with divine properties. Wielded by divine beings.
|
||||
- Capabilities: Create/shape/absorb divine chi. Near-limitless reserves. Unique divine traits.
|
||||
- Applications: Divine pressure, Divine element manipulation, Divine energy generation
|
||||
- Limitations: Depends on knowledge/skill/strength. Divine Power Immunity counters. Life-Force Inhibition counters.
|
||||
|
||||
### Dragon Chi Manipulation
|
||||
|
||||
- Definition: Manipulate draconic chi. Sources: absorbing dragon chi, training with dragons, draconic lineage.
|
||||
- Capabilities: Near-limitless reserves. Unique powers and dragon-like physical traits.
|
||||
- Applications: Draconic element manipulation, Dragon morphing, Bloodline force
|
||||
- Limitations: Depends on knowledge/skill/strength. Draconic Immunity counters. Life-Force Inhibition counters.
|
||||
|
||||
### Chi-Element Manipulation
|
||||
|
||||
- Definition: Manipulate elements through chi.
|
||||
- Capabilities: Combine elemental control with chi energy for enhanced elemental attacks/effects.
|
||||
|
||||
### Enhanced Chi
|
||||
|
||||
- Definition: Possess chi enhanced beyond the average person. Lesser version of Superior Chi.
|
||||
- Capabilities: Amplified life force for physical performance, healing, powerful attacks. Unique properties unavailable to ordinary individuals.
|
||||
- Applications: Physical enhancement, Chi attacks/auras, Healing/regeneration, Longevity
|
||||
- Limitations: Time to build reserves. Finite reserves. Extensive training needed. Dantian damage eliminates generation. Overuse risks fatigue/death. Others can manipulate/redirect.
|
||||
|
||||
### Absolute Chi
|
||||
|
||||
- Definition: Possess unlimited reserve of chi energy.
|
||||
- Capabilities: Unlimited chi without restriction or depletion. Strengthened by training, emotions, combat, enlightenment.
|
||||
- Applications: All chi powers, absolute combat/stamina/regeneration, supernatural longevity/immortality, transcendent chi manipulation
|
||||
|
||||
### Transcendent Chi Manipulation
|
||||
|
||||
- Definition: Manipulate rare godlike latent energy. Absolute form of chi manipulation.
|
||||
- Capabilities: All chi powers at absolute level. Higher consciousness, spiritual perfection. Yin/Yang manipulation. Cosmic awareness.
|
||||
- Limitations: May require specific conditions. Immense control necessary. Excessive generation risks catastrophic damage.
|
||||
|
||||
### Cultivation
|
||||
|
||||
- Definition: Advance one's state of being through development of personal energy.
|
||||
- Capabilities: Permanently strengthen body/mind/spirit/soul over time. Absorb and refine energy. Unlock superhuman prowess, energy projection, healing, telekinesis, flight. At advanced stages: soul manipulation, reality aspects.
|
||||
- Methods: Meditation, martial arts training, philosophical realization, alchemical consumption, spiritual pacts
|
||||
- Limitations: Forced interruption risks severe damage. Bottlenecks prevent advancement. "Heart demons" (internal negativity) hinder or kill. Clashing with superior cultivators backfires. "Qi Deviation" from improper technique causes insanity/death. Vulnerability at meridian/dantian points. Always someone stronger.
|
||||
|
||||
### Spiritual Meditation
|
||||
|
||||
- Definition: Train mind to induce consciousness mode for benefit. Achieve oneness with spiritual essence.
|
||||
- Capabilities: Control bodily processes. Reduce stress/pain. Manifest new abilities, enhance existing. Achieve spiritual enlightenment. Full ability control.
|
||||
- Applications: Ability Learning, Limiter Removal, Higher Consciousness, Life-Force Manipulation, Power Regulation
|
||||
- Limitations: Requires absolute concentration. Demands strong mind. Takes years of practice. Mind must be completely clear. Vulnerable to physical/spiritual interruption. Forceful interruption may cause damage.
|
||||
61
docs/research/chi-power/weapons.md
Normal file
61
docs/research/chi-power/weapons.md
Normal file
|
|
@ -0,0 +1,61 @@
|
|||
# Weapons and Constructs
|
||||
|
||||
Chi-based weaponry and construct creation reference.
|
||||
|
||||
### Chi Constructs
|
||||
|
||||
- Definition: Create constructs out of chi.
|
||||
- Capabilities: Transform chi into shapes from simple representations to functional tools, weapons, entities, structures, environments. Create nearly anything understood.
|
||||
- Applications: Appendages, Armor, Barriers, Duplicates, Entity creation, Platforms, Portals, Restraints, Vehicles, Weapons
|
||||
- Limitations: May be restricted to existing chi (no generation). Requires concentration/stamina. Dissipate if user loses focus or consciousness. Complexity limited by imagination/knowledge.
|
||||
|
||||
### Chi Weaponry
|
||||
|
||||
- Definition: Create weapons from chi.
|
||||
- Capabilities: Generate from nothing or shape existing chi. Any weapon type in desired quantities. Imbue with chi abilities.
|
||||
- Applications: Concussive Force, Cutting, Pain Inducement
|
||||
- Limitations: May be restricted to single chi type. Some can't generate independently. Durability depends on skill; some require constant maintenance.
|
||||
|
||||
### Chi Blade Construction
|
||||
|
||||
- Definition: Create bladed weapons from chi energy.
|
||||
- Capabilities: Swords, spears from chi manipulation. Cut through virtually anything.
|
||||
- Applications: Blade Elongation, Razor Attacks, Slash Projection, Charged Attacks
|
||||
- Limitations: Ineffective against Anti-Energy Manipulation. May need physical medium (hilt). Chi depletes quickly. Impossible if chi system is injured/sealed. Countered by Life-Force Inhibition.
|
||||
|
||||
### Chi Sword
|
||||
|
||||
- Definition: Use chi-based power via a blade. Either inherently chi-based or enhancing user's abilities.
|
||||
- Capabilities: Effect generation, invulnerability bypassing, selective damage, elemental manipulation.
|
||||
- Applications: Slash Projection, Sword Beam Emission, Cutting Wave
|
||||
- Limitations: May require specific sword. Powerless without weapon. Sword can be stolen/broken. Power strain. Demands training.
|
||||
|
||||
### Chi Sword Proficiency
|
||||
|
||||
- Definition: Master-level wielding of chi-based sword/blade.
|
||||
- Capabilities: Manipulate and reshape blade form/properties. Adapt to combat situations. Versatile due to chi's unrestricted nature.
|
||||
- Limitations: Duration depends on skill. Finite reserves. Damage to chi system impairs. May require physical medium.
|
||||
|
||||
### Chi Polearm Construction
|
||||
|
||||
- Definition: Create pole-arms (glaives, halberds, spears, scythes) from chi.
|
||||
- Capabilities: Various polearm types. Durability varies by willpower.
|
||||
- Limitations: Duration depends on skill. Sustained manifestation requires ongoing energy.
|
||||
|
||||
### Chi Ranged Weaponry
|
||||
|
||||
- Definition: Deliver chi-based attacks using ranged weapons as conduits.
|
||||
- Capabilities: Use bows, guns, slingshots as conduits. Chi-infused projectiles with increased power.
|
||||
- Limitations: May only fire one type of chi effect. Potentially causes pain to user. Requires weapon medium.
|
||||
|
||||
### Chi Object
|
||||
|
||||
- Definition: Obtain chi-based powers through objects (accessories, armor, weapons, toys).
|
||||
- Capabilities: Impart chi powers to those lacking them. Augment existing abilities. Act as chi reservoirs. Function as conduits for remote chi sources.
|
||||
- Limitations: Inexperienced users struggle with control. Evil entities in objects may corrupt user. Ineffective if chi system is injured/sealed. Countered by Life-Force Inhibition.
|
||||
|
||||
### Chi Infusion
|
||||
|
||||
- Definition: Infuse subjects with chi. Manipulate capabilities of beings, objects, powers, concepts.
|
||||
- Capabilities: Augment/empower subjects. Inflict damage. Enhance weapons/tools. Create constructs/barriers. Manipulate attributes.
|
||||
- Limitations: May require physical contact. Often restricted to specific subject types. Control may be limited. Tied to user's physical/mental condition.
|
||||
Loading…
Reference in a new issue