Post by Hilde Møller Knag on Aug 27, 2009 11:02:36 GMT -5
Helix
One of six existing Helix Cores.
Helical Shughart, in his own bombastic way, describes Helix as "The power that guides an arrow in its flight, lets man roll across vast distances faster than his legs can ever hope to take him, and makes day and night themselves possible". Helix, put simply, is a magic that focuses on manipulating centrifugal forces, centripetal forces, and all other physical forces that directly relate to them. The key term here is 'manipulate'. The only objects that can be affected by the use of Helix are objects that are already spinning. Much like inertia, it will take an outside force to make something viable for Helix manipulation. Furthermore, 'tagging' objects by touching them is necessary to establish a connection that allows manipulation when it starts spinning.
The ability to use Helix on an item is affected by factors such as the object's physical properties like size, mass, etc, and the mage's experience, innate magical power, etc. Obviously, it would be impossible to manipulate the spin of something the size of the world, or even the moon. That being said, to make a mountain spin just so you can manipulate it, on the other hand, is a daunting, and impractical task. An experienced Helix mage will be able to perform quite a few interesting tricks with the right amount of creativity.
Helix was created by mages who performed intensive research on physics some three hundred years ago as a test of their understanding of the physical laws and their ability to master them. The sum resulting magical force has been compressed into six 'Helix Cores'. These devices are capable of converting a person's raw magical potential into Helix ability at a command. Prolonged use will generate eventual semi-independence of the owner, that is to say, the ability to use Helix without the assistance of a Core, albeit with 40% reduced effectiveness. The Helix Cores were scattered across the continent in an 'explosive' laboratory accident a hundred years later, some having since found their way into the hands of various individuals and organizations.
Shrike Teppelin's Guild Master Algernon, a descendant of one of the researchers, was able to recover three, two of which he placed in the care of its elite Crimson Lotus branch. When Crimson Lotus went rogue, Helical Shughart brought those two Cores with him (he used one of them, after all), saving one for somebody he considered worthy of its power.
Hilde utilizes her skills in Helix in several ways:
Ballistic Guide
Hilde can utilize Helix to alter a bullet's trajectory, and flight path, as well as affect other force-related factors. As long as she sees the target, a hit where she wants it to be is guaranteed, as the bullet will maneuver around, over, and under obstacles at her command much like a guided missile. It should be noted that since performing a 180 degree turn severely hampers a bullet's velocity and spin to the point of stopping, doing this is impossible (shifting to reverse gears in the case of driving). Instead, a bullet that missed the target can circle around and try to hit it a second time (driving around the block).
Ballistic Drive
Should the distance exceed 2000 meters (or whatever the maximum effective range of the gun she's using is), Hilde can increase the spin once so that its velocity is recovered and it can continue on to hit the far-off target. This boost can send it as far off as another 2000 meters. Alternatively, if the target is within the weapon's effective range, it can be further accelerated to increase momentum, and thus, penetrating power. Combining this with Ballistic Guide is possible to a certain extent, but requires additional concentration on her part. It is given that disturbing her at that point will cause her to lose control of the bullet's spin.
Gun Brawl
Utilizing the same mechanic as Ballistic Drive, only applied to her body during close quarters 'Gun Fu' combat. This can be used to enhance the striking force of spin/roundhouse kicks, boost reaction speed (when spinning, of course), and allow spin jumps to land much farther than normally possible, albeit at the cost of making her dizzy. (see Raaki! above)
Cyclone Kick
A more specialized derivative of Gun Brawl. A roundhouse kick that is enhanced beyond the usual general limitations of the parent technique. The Cyclone Kick is intended to break any un-buffed bones it hits. Suffice to say, this is more far effective on the average person than somebody with a superior physical build. Like anything else, however, it is susceptible to the many variables of combat.
One of six existing Helix Cores.
Helical Shughart, in his own bombastic way, describes Helix as "The power that guides an arrow in its flight, lets man roll across vast distances faster than his legs can ever hope to take him, and makes day and night themselves possible". Helix, put simply, is a magic that focuses on manipulating centrifugal forces, centripetal forces, and all other physical forces that directly relate to them. The key term here is 'manipulate'. The only objects that can be affected by the use of Helix are objects that are already spinning. Much like inertia, it will take an outside force to make something viable for Helix manipulation. Furthermore, 'tagging' objects by touching them is necessary to establish a connection that allows manipulation when it starts spinning.
The ability to use Helix on an item is affected by factors such as the object's physical properties like size, mass, etc, and the mage's experience, innate magical power, etc. Obviously, it would be impossible to manipulate the spin of something the size of the world, or even the moon. That being said, to make a mountain spin just so you can manipulate it, on the other hand, is a daunting, and impractical task. An experienced Helix mage will be able to perform quite a few interesting tricks with the right amount of creativity.
Helix was created by mages who performed intensive research on physics some three hundred years ago as a test of their understanding of the physical laws and their ability to master them. The sum resulting magical force has been compressed into six 'Helix Cores'. These devices are capable of converting a person's raw magical potential into Helix ability at a command. Prolonged use will generate eventual semi-independence of the owner, that is to say, the ability to use Helix without the assistance of a Core, albeit with 40% reduced effectiveness. The Helix Cores were scattered across the continent in an 'explosive' laboratory accident a hundred years later, some having since found their way into the hands of various individuals and organizations.
Shrike Teppelin's Guild Master Algernon, a descendant of one of the researchers, was able to recover three, two of which he placed in the care of its elite Crimson Lotus branch. When Crimson Lotus went rogue, Helical Shughart brought those two Cores with him (he used one of them, after all), saving one for somebody he considered worthy of its power.
Hilde utilizes her skills in Helix in several ways:
Ballistic Guide
Hilde can utilize Helix to alter a bullet's trajectory, and flight path, as well as affect other force-related factors. As long as she sees the target, a hit where she wants it to be is guaranteed, as the bullet will maneuver around, over, and under obstacles at her command much like a guided missile. It should be noted that since performing a 180 degree turn severely hampers a bullet's velocity and spin to the point of stopping, doing this is impossible (shifting to reverse gears in the case of driving). Instead, a bullet that missed the target can circle around and try to hit it a second time (driving around the block).
Ballistic Drive
Should the distance exceed 2000 meters (or whatever the maximum effective range of the gun she's using is), Hilde can increase the spin once so that its velocity is recovered and it can continue on to hit the far-off target. This boost can send it as far off as another 2000 meters. Alternatively, if the target is within the weapon's effective range, it can be further accelerated to increase momentum, and thus, penetrating power. Combining this with Ballistic Guide is possible to a certain extent, but requires additional concentration on her part. It is given that disturbing her at that point will cause her to lose control of the bullet's spin.
Gun Brawl
Utilizing the same mechanic as Ballistic Drive, only applied to her body during close quarters 'Gun Fu' combat. This can be used to enhance the striking force of spin/roundhouse kicks, boost reaction speed (when spinning, of course), and allow spin jumps to land much farther than normally possible, albeit at the cost of making her dizzy. (see Raaki! above)
Cyclone Kick
A more specialized derivative of Gun Brawl. A roundhouse kick that is enhanced beyond the usual general limitations of the parent technique. The Cyclone Kick is intended to break any un-buffed bones it hits. Suffice to say, this is more far effective on the average person than somebody with a superior physical build. Like anything else, however, it is susceptible to the many variables of combat.