It's complicated.... *deepbreath*
To begin with, there are three types on power-users:
To begin with, there are three types on power-users:
KINGPINS:
candidates for the crown of Regis Kingpins are people who have the ability to contract others to fight for them. The term "Kingpin" refers specifically to people who fight for the title of Regis. They have the ability to create a "pact weapon" with their pawns.
Though they cannot control and direct power as the pawns can, they have the unique ability to percieve and shape and control the flow of life energy. All pawns that make a contract with a Kingpin receive a mark as proof of their contract. The contract mark is usually on the neck but can vary. |
PAWNS:
those destined for serve People who have the "gift" and are contracted with a Kingpin. They're people who have ~*~magic~*~ or other abilities such as fire control, time manipulation, future sight, ect. They're split into "Magical" and "Physical" types. Magical types channel their powers through "magic" or incantations and cast what are basically spells. Physical types are able to channel their powers through a physical medium, usually their pact Weapon, but also their body. There are also Mix-Types who can do both.
Pawns refers specifically to those who are contracted with a Kingpin in competition for the crown of Regis. It's possible for power users to be independent, but frowned upon as that usually leads to trouble. |
The Third Type:
The third type is not truly a different classification. They are simply pawns with the ability and power to sustain and fight without a Kingpin to guide them. These are known as "abnormalities" or "independents" (they have a variety of names, but these are most common) and the strongest of all power-users are also independents. Some pawns possess the capacity for independence but are still in service to a Kingpin.
The mark of a true independent is the ability to summon a weapon without a Kingpin. This weapon is not the same as a Pact Weapon, which is a manifestation of a bond. A PACT WEAPON
swear on your own blood When a Kingpin and a Pawn make a pact, most times, the Kingpin sets down the terms of the contract which the Pawn must then repeat and seal. After the pact is formed, the Pawn gains a weapon that relates to the relationship the Kingpin and the Pawn share. The nature of this relationship shapes the weapon also often affects the weapon's name and shape. Because the pact weapon is a two-way street, a relatively weak pawn can use a relativly powerful weapon without restraints so long as the Kingpin is able to support it.
It is possible for pawns or independents to have a weapon without a pact. This weapon draws upon a desire/wish/hope/strength of the individual and takes a lot to sustain. EMP FIELDS
EMP fields are fields of "energy" generated by a person. Normal humans don't have EMP fields. A EMP field is generated by the energy that a body creates and/or releases. People who have a lot of energy in them, or those with the capability to store (or generate) large amounts of energy are generally those with large EMP fields. Something to note, is that EMP fields have different types, and "feelings" that those sensitive to them can feel. These EMP signatures are unique and those who can read them can track people through them.
Because a EMP field can become very large, and is very easy for others to sense, most people in the Regis games learn to control and restrain their EMP fields. This involves pulling all that energy back into yourself and keeping it within your body "locked up" so it doesn't "radiate" out and alert others to your presence. INCANTATIONS
Magic users, or those who can draw on their element and mold it to do any number of things, often need incantations to cast their "spells". The incantations can be anything, from a random strong of words, to a quote, or even a literary source. The purpose of an incantation is to draw on a thought, idea, memory, w/e, that focuses the energy into the "shape" of the spell. Mages often associate a phrase or certain words with a spell, and this becomes their Incantation. Not all Mage-Types use verbal commands though, it's also possible to tie a certain magic pattern to an image, or an object.
RANKINGS
The Ranks are, in order from highest to lowest:
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REGALIA
the sign of kingship
Regalia is often considered a skill demonstrated at the highest level. In the past, it was common that only those who bore the title of "King" were able to summon forth Regalia so they were given that name. However, in concept, Regalia are not much different from pact weapons. The main difference is that they must be summoned by the person using them. Pact Weapons are easier to summon as they are usually formed from a "contract" or promise, but when summoning forth a Regalia you must draw upon your soul/will.
Unlike Pact Weapons which draw upon the mana reserves of the Kingpin, the Regalia draws upon the mana of the user so only those with large enough mana pools are able to summon Regalia.
There are two types of Regalia:
List of Known Regalia:
Unlike Pact Weapons which draw upon the mana reserves of the Kingpin, the Regalia draws upon the mana of the user so only those with large enough mana pools are able to summon Regalia.
There are two types of Regalia:
- Weapon Type
- Armor Type
List of Known Regalia:
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