Writing Trying to writing Soul Land (Douluo Dalu Fanfic)

rensenki

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Hey there im trying to write Soul Land fanfic (Wish Fulfillment type of Fanfic).

The timeline would be tang san time. The MC would have Martial Soul Arsenal. Basicly it was orb that gain other form of hot weapon every soul ring with a total of 10.

1). Pistol
2). Shotgun
3). Machine Gun
4). Sniper Rifle
5). Bazooka
6—10 still confusing

Not just that soul ability i already have few too but im still confuse to what i give.

So if you guys not have problem can you please help me:

1). What weapon 6—10 should opened
2). What soul ability i should give (from your perspective). Btw the ability not has to related to specific gun you guys can free give anything as long can still usefull to mc and firearm

Thank You for your time?
 

TheEldritchGod

A Cloud Of Pure Spite And Eyes
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Alrightie...

ALL THE WEAPONS

Every weapon in d20 3.0/3.5 it'll give you many an idea. The file is like... 75k words long, but it includes optimization notes background/history. Should be useful.

Big fan of the Notbora, but for sheer fun, you can't beat the caber.

CABER

- MASTERS OF THE WILD (3.0)

Exotic Thrown Weapon

Cost: 10 gp

Damage: See Below

Critical: x2

Range: 10 ft

Weight: 100 lb

Type: B

A caber is a heavy pole that you can throw at one or more targets grouped closely together. To throw a caber, you must target a 10-foot-square area and hit AC 15. Success means that everyone in the target area must make a Reflex save (DC = your attack roll) or move 5 feet backward. If a creature or object in the target area is incapable of movement, it takes 2d6 points of damage. The caber is normally used for breaking up military formations.

Editor: This is a 3.0 weapon, so your DM may not allow it’s use. "What rolls downstairs, along or in pairs, and rolls over your neighbor’s dog? What's great for a snack, and fits on your back..." Ren and Stimpy references aside, what you have here is the only area of effect weapon. Unfortunately, the weight of this thing is off the charts. I would suggest using a Glove of storing to keep it in reserve. It’s a Log. It’s a frickin’ Log. Not just a fireplace log. No. A log that weighs ONE HUNDRED POUNDS. Seriously? This has got my vote for most bizarre weapon.

Editor (General WSAs): Since the weapon does no damage, you have to use only WSAs where you hit the target, but don’t need to do damage. The upside is, you hit everyone if you hit AC 15, so it always goes off. Ranged jumps right out at me, because it’s only effective out to 50 feet. Aquatic (2,000 gp) might be nice. Imagine throwing a log 50 feet down to bash a bunch of sea creatures, then watching the log float back up to you. If I saw someone throw a log 50 feet through water, I’d be frickin terrified. Clouting is +3, but it will knock your targets back another 10 feet. Diseased (+1) will do con and Dex damage once. But how often are you going to throw this thing? Dislocator (+1) teleports the targets 10 feet. Explosive will cause it to do damage to everyone in the area, regardless if they make the reflex save. Rusting would be just rude. Shrinking would make transporting so much easier. Torturous might stun someone. And wounding (+2) will drop all targets one point of con.

Editor (Exit Wound): A +2 bonus. Wow. How to handle this one. I mean, technically it works. However, you are aiming for an area, not a person. But an area is a target, so… That would mean the first 10 square you hit is at AC 15, the next 10 square is at AC 19, then AC 23, AC 27, and finally AC 31. You have to roll to hit each square, or it stops in the last square you hit. It does 1d6 extra damage to every target in the square that fails a reflex save. Basically you roll the log for 50 feet and crush a whole bunch of people. Definitely buy it with ranged and teleporting. Roll your log a 100 feet, then have it reappear in your hand next round to do it again. Bonus points if you dress up as Donkey Kong.

Editor (Hating Invisibility): Revealing causes everyone who you hit to gain faerie fire for one round. Upgrade to sparkling for several rounds. Think you have an invisible intruder, throw a log at an area and see if anyone in it glows. Technically, it works if the enemy is hit, not damaged, so everyone in the area starts glowing, no saving throw allowed.
 

CheertheSecond

The second coming of CheertheDead
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I would offer my ten rings. The higher level should replace the lower level. With the exception of level 1, 4, 7, 9, 10 which can be switched back and from. These weapon corresponding to Derringer (ring 1), Machine pistol (ring 4), Shotgun and cannons (ring 7), Rocket launcher (ring 9), Beam/energy weapon (ring 10).

1) Single-barrel Derringer : single-shot handgun, can only hold one bullet at a time. Gain a barrel at lv 13, 16 and 19 (max 4 barrels at lv 19, and therefore can shoot 4 bullets at the same time if you choose to do so, or you can shoot a few and save one or two while confirming the status of the target). At lv 20, gain a second Derringer. In short, you can dual-wield Derringers at lv 20.

2) Revolver : single-shot handgun, its cylinder has multiple chambers can hold up to three bullets. The higher the level the more chambers and therefore, more bullets can be held. Start with 3 at level 21. Each two levels give one extra chamber, max 7 at level 29. Note: since one of your two derringer evolved into revolver. When dual-wield, you can only carry one revolver and one derringer.

3) Semi-auto Pistol : single-shot handgun with a magazine replaces your revolver. Greatly increase reloading speed and ease reloading difficulty. Magazines start with 7 bullets at lv 31. Each lv up gives 1 extra bullet capacity. Max 16 bullets per mag at lv 40. Same dual-wield rule applies: one semi-auto and one derringer.

4) Burst-mode Pistol : You can switch between semi-auto and burst-mode. In burst mode, can shoot up to 4 bullets in a quick burst. The number of shots per burst can be selected. Lv 42 to lv 46 increase mag size by 2 per lv (max 26 at lv 46). Lv 47-50 increase the max number of shots per burst by 1 each lv (max 8 shots per burst at lv 50). Note: burst mode pistol shoots continuously a selected number of bullets per burst from its single barrel. While the derringer you wield in dual-wield unleashes four shots immediately thanks to its 4 barrels.

5) Semi-auto rifle : You gain the 3rd weapon (your other weapons are the Derringer from ring 1, and the semi-auto from ring 4). Unlike handgun, rifle's attack is far more accurate, better range and greater power. Start with 15-bullet mag. Mag size increases by 5 at lv 52, 54, 56, 58 and 60 (max 40 bullets per mag at lv 60). Power, range as well as qi or mana consumption per bullet +30% per lv at 51, 53, 55, 57, and 59 (max +150% at lv 59). Note: Your bullet power did scale with your lv. The +30% is just a multiplier on top of the normal scaling.

6) Sniper rifle : Sniper rifle replaces semi-auto rifle. Sniper rifle gives ability to see and aim far away as well as being more accurate than Semi-auto. Zoom function start with x5 at lv 60, becomes x10 at 62, x20 at 64, x40 at 66, x80 at 68, x160 at 70. Lv 61, 63, 65, 67, 69 increase power, range and accuracy (+20% per lv). Power scaling applies similarly.

7) Shotgun : Shotgun replaces Sniper rifle, however, you still retain the scope. Shotgun shoots shells similar to cannon instead bullets like rifle. More shell types are unlocked as you lv up. You gain only 2 types at lv 70 (slug and scatter shot).

Lv 71 gives Armour piercing (AP) round which cost more qi or mana to make but has greater penetration on hard surface. Lv 72 gives Exploding round which explodes upon impact. Similar to AP round, Ex round takes more qi or mana to make than slug and scatter. Lv 74 gives corrosive (Cor) round. Lv 76 upgrades scatter shot into Piranha (Pi) round, replacing the round shots with sharp tacks.

Lv 73 and 77 increase barrel diameter by 100% (hence the shells you use also increase in size and power but retain the qi or mana consumption cost of smaller size). Max barrel size is 300% (or +200%) at Lv 77.

Lv 75 allows you to switch your shotgun with a single-barrel naval cannon turret (40cm in diameter). Size, power, range, and consumption of the weapon drastically increases. The cannon can use all the unlocked shells.

Lv 78 makes the turret from single-barrel into triple-barrel turret.

Lv 79 the turret becomes a flying addon that follow you everywhere and shoot at enemy according to your will. You can now use the shotgun together with the cannon turret.

Lv 80 You gain another triple-barrel turret.

8) Fully Automatic : Your pistol become Machine Pistol where it can shoot continuously by pulling the trigger and holding it (90 shots per min). Lv 81 to 83 increases the mag size to 50, 100 and 200. Lv 84 makes your shotgun fully automatic using an ammunition box with a rate of 80 per min. Lv 85 to 88 increase firing rate to 200, 800, 2000, 5000 per min and ammo box to 100, 250, 500 and 1000. Lv 89 gives you two quad-barrel auto-cannon turrets (3.5 cm in caliber). Lv 90 gives four more additional quad-barrel auto-cannon turrets while increases firing rate of your triple-barrel cannon turrets from 1 per min per barrel to 20 per min per barrel.

9) Rocket launcher : the idea is to shoot out self-propelled guided warheads. Lv up increase the number of barrels (2 at 95, 4 at 99) and the types of warhead (explosive at 90, Hardened solid warhead at 92, toxic gas at 93, corrosive at 96, high explosive armour piercing at 97, nuke at 98)

10) Beam weapon : firing a continuous stream of energy at the target. Also improve the power of Derringer to shoot black hole bullets instead of normal bullet (blackhole bullet turn into blackhole upon impact, the blackhole last for 10s). Enhance Autocannon and shotgun to make them shoot anti-matter shells. Machine pistol will now shoot Qi/mana devouring bullets which easily rip apart mana/qi constructs.

For ability, you can put shields and disrupting devices there.
 

rensenki

Active member
Joined
Jul 26, 2019
Messages
3
Points
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Alrightie...

ALL THE WEAPONS

Every weapon in d20 3.0/3.5 it'll give you many an idea. The file is like... 75k words long, but it includes optimization notes background/history. Should be useful.

Big fan of the Notbora, but for sheer fun, you can't beat the caber.

CABER

- MASTERS OF THE WILD (3.0)

Exotic Thrown Weapon

Cost: 10 gp

Damage: See Below

Critical: x2

Range: 10 ft

Weight: 100 lb

Type: B

A caber is a heavy pole that you can throw at one or more targets grouped closely together. To throw a caber, you must target a 10-foot-square area and hit AC 15. Success means that everyone in the target area must make a Reflex save (DC = your attack roll) or move 5 feet backward. If a creature or object in the target area is incapable of movement, it takes 2d6 points of damage. The caber is normally used for breaking up military formations.

Editor: This is a 3.0 weapon, so your DM may not allow it’s use. "What rolls downstairs, along or in pairs, and rolls over your neighbor’s dog? What's great for a snack, and fits on your back..." Ren and Stimpy references aside, what you have here is the only area of effect weapon. Unfortunately, the weight of this thing is off the charts. I would suggest using a Glove of storing to keep it in reserve. It’s a Log. It’s a frickin’ Log. Not just a fireplace log. No. A log that weighs ONE HUNDRED POUNDS. Seriously? This has got my vote for most bizarre weapon.

Editor (General WSAs): Since the weapon does no damage, you have to use only WSAs where you hit the target, but don’t need to do damage. The upside is, you hit everyone if you hit AC 15, so it always goes off. Ranged jumps right out at me, because it’s only effective out to 50 feet. Aquatic (2,000 gp) might be nice. Imagine throwing a log 50 feet down to bash a bunch of sea creatures, then watching the log float back up to you. If I saw someone throw a log 50 feet through water, I’d be frickin terrified. Clouting is +3, but it will knock your targets back another 10 feet. Diseased (+1) will do con and Dex damage once. But how often are you going to throw this thing? Dislocator (+1) teleports the targets 10 feet. Explosive will cause it to do damage to everyone in the area, regardless if they make the reflex save. Rusting would be just rude. Shrinking would make transporting so much easier. Torturous might stun someone. And wounding (+2) will drop all targets one point of con.

Editor (Exit Wound): A +2 bonus. Wow. How to handle this one. I mean, technically it works. However, you are aiming for an area, not a person. But an area is a target, so… That would mean the first 10 square you hit is at AC 15, the next 10 square is at AC 19, then AC 23, AC 27, and finally AC 31. You have to roll to hit each square, or it stops in the last square you hit. It does 1d6 extra damage to every target in the square that fails a reflex save. Basically you roll the log for 50 feet and crush a whole bunch of people. Definitely buy it with ranged and teleporting. Roll your log a 100 feet, then have it reappear in your hand next round to do it again. Bonus points if you dress up as Donkey Kong.

Editor (Hating Invisibility): Revealing causes everyone who you hit to gain faerie fire for one round. Upgrade to sparkling for several rounds. Think you have an invisible intruder, throw a log at an area and see if anyone in it glows. Technically, it works if the enemy is hit, not damaged, so everyone in the area starts glowing, no saving throw allowed.

Alrightie...

ALL THE WEAPONS

Every weapon in d20 3.0/3.5 it'll give you many an idea. The file is like... 75k words long, but it includes optimization notes background/history. Should be useful.

Big fan of the Notbora, but for sheer fun, you can't beat the caber.

CABER

- MASTERS OF THE WILD (3.0)

Exotic Thrown Weapon

Cost: 10 gp

Damage: See Below

Critical: x2

Range: 10 ft

Weight: 100 lb

Type: B

A caber is a heavy pole that you can throw at one or more targets grouped closely together. To throw a caber, you must target a 10-foot-square area and hit AC 15. Success means that everyone in the target area must make a Reflex save (DC = your attack roll) or move 5 feet backward. If a creature or object in the target area is incapable of movement, it takes 2d6 points of damage. The caber is normally used for breaking up military formations.

Editor: This is a 3.0 weapon, so your DM may not allow it’s use. "What rolls downstairs, along or in pairs, and rolls over your neighbor’s dog? What's great for a snack, and fits on your back..." Ren and Stimpy references aside, what you have here is the only area of effect weapon. Unfortunately, the weight of this thing is off the charts. I would suggest using a Glove of storing to keep it in reserve. It’s a Log. It’s a frickin’ Log. Not just a fireplace log. No. A log that weighs ONE HUNDRED POUNDS. Seriously? This has got my vote for most bizarre weapon.

Editor (General WSAs): Since the weapon does no damage, you have to use only WSAs where you hit the target, but don’t need to do damage. The upside is, you hit everyone if you hit AC 15, so it always goes off. Ranged jumps right out at me, because it’s only effective out to 50 feet. Aquatic (2,000 gp) might be nice. Imagine throwing a log 50 feet down to bash a bunch of sea creatures, then watching the log float back up to you. If I saw someone throw a log 50 feet through water, I’d be frickin terrified. Clouting is +3, but it will knock your targets back another 10 feet. Diseased (+1) will do con and Dex damage once. But how often are you going to throw this thing? Dislocator (+1) teleports the targets 10 feet. Explosive will cause it to do damage to everyone in the area, regardless if they make the reflex save. Rusting would be just rude. Shrinking would make transporting so much easier. Torturous might stun someone. And wounding (+2) will drop all targets one point of con.

Editor (Exit Wound): A +2 bonus. Wow. How to handle this one. I mean, technically it works. However, you are aiming for an area, not a person. But an area is a target, so… That would mean the first 10 square you hit is at AC 15, the next 10 square is at AC 19, then AC 23, AC 27, and finally AC 31. You have to roll to hit each square, or it stops in the last square you hit. It does 1d6 extra damage to every target in the square that fails a reflex save. Basically you roll the log for 50 feet and crush a whole bunch of people. Definitely buy it with ranged and teleporting. Roll your log a 100 feet, then have it reappear in your hand next round to do it again. Bonus points if you dress up as Donkey Kong.

Editor (Hating Invisibility): Revealing causes everyone who you hit to gain faerie fire for one round. Upgrade to sparkling for several rounds. Think you have an invisible intruder, throw a log at an area and see if anyone in it glows. Technically, it works if the enemy is hit, not damaged, so everyone in the area starts glowing, no saving throw allowed.
Wow thanks man i will try reading that?
I would offer my ten rings. The higher level should replace the lower level. With the exception of level 1, 4, 7, 9, 10 which can be switched back and from. These weapon corresponding to Derringer (ring 1), Machine pistol (ring 4), Shotgun and cannons (ring 7), Rocket launcher (ring 9), Beam/energy weapon (ring 10).

1) Single-barrel Derringer : single-shot handgun, can only hold one bullet at a time. Gain a barrel at lv 13, 16 and 19 (max 4 barrels at lv 19, and therefore can shoot 4 bullets at the same time if you choose to do so, or you can shoot a few and save one or two while confirming the status of the target). At lv 20, gain a second Derringer. In short, you can dual-wield Derringers at lv 20.

2) Revolver : single-shot handgun, its cylinder has multiple chambers can hold up to three bullets. The higher the level the more chambers and therefore, more bullets can be held. Start with 3 at level 21. Each two levels give one extra chamber, max 7 at level 29. Note: since one of your two derringer evolved into revolver. When dual-wield, you can only carry one revolver and one derringer.

3) Semi-auto Pistol : single-shot handgun with a magazine replaces your revolver. Greatly increase reloading speed and ease reloading difficulty. Magazines start with 7 bullets at lv 31. Each lv up gives 1 extra bullet capacity. Max 16 bullets per mag at lv 40. Same dual-wield rule applies: one semi-auto and one derringer.

4) Burst-mode Pistol : You can switch between semi-auto and burst-mode. In burst mode, can shoot up to 4 bullets in a quick burst. The number of shots per burst can be selected. Lv 42 to lv 46 increase mag size by 2 per lv (max 26 at lv 46). Lv 47-50 increase the max number of shots per burst by 1 each lv (max 8 shots per burst at lv 50). Note: burst mode pistol shoots continuously a selected number of bullets per burst from its single barrel. While the derringer you wield in dual-wield unleashes four shots immediately thanks to its 4 barrels.

5) Semi-auto rifle : You gain the 3rd weapon (your other weapons are the Derringer from ring 1, and the semi-auto from ring 4). Unlike handgun, rifle's attack is far more accurate, better range and greater power. Start with 15-bullet mag. Mag size increases by 5 at lv 52, 54, 56, 58 and 60 (max 40 bullets per mag at lv 60). Power, range as well as qi or mana consumption per bullet +30% per lv at 51, 53, 55, 57, and 59 (max +150% at lv 59). Note: Your bullet power did scale with your lv. The +30% is just a multiplier on top of the normal scaling.

6) Sniper rifle : Sniper rifle replaces semi-auto rifle. Sniper rifle gives ability to see and aim far away as well as being more accurate than Semi-auto. Zoom function start with x5 at lv 60, becomes x10 at 62, x20 at 64, x40 at 66, x80 at 68, x160 at 70. Lv 61, 63, 65, 67, 69 increase power, range and accuracy (+20% per lv). Power scaling applies similarly.

7) Shotgun : Shotgun replaces Sniper rifle, however, you still retain the scope. Shotgun shoots shells similar to cannon instead bullets like rifle. More shell types are unlocked as you lv up. You gain only 2 types at lv 70 (slug and scatter shot).

Lv 71 gives Armour piercing (AP) round which cost more qi or mana to make but has greater penetration on hard surface. Lv 72 gives Exploding round which explodes upon impact. Similar to AP round, Ex round takes more qi or mana to make than slug and scatter. Lv 74 gives corrosive (Cor) round. Lv 76 upgrades scatter shot into Piranha (Pi) round, replacing the round shots with sharp tacks.

Lv 73 and 77 increase barrel diameter by 100% (hence the shells you use also increase in size and power but retain the qi or mana consumption cost of smaller size). Max barrel size is 300% (or +200%) at Lv 77.

Lv 75 allows you to switch your shotgun with a single-barrel naval cannon turret (40cm in diameter). Size, power, range, and consumption of the weapon drastically increases. The cannon can use all the unlocked shells.

Lv 78 makes the turret from single-barrel into triple-barrel turret.

Lv 79 the turret becomes a flying addon that follow you everywhere and shoot at enemy according to your will. You can now use the shotgun together with the cannon turret.

Lv 80 You gain another triple-barrel turret.

8) Fully Automatic : Your pistol become Machine Pistol where it can shoot continuously by pulling the trigger and holding it (90 shots per min). Lv 81 to 83 increases the mag size to 50, 100 and 200. Lv 84 makes your shotgun fully automatic using an ammunition box with a rate of 80 per min. Lv 85 to 88 increase firing rate to 200, 800, 2000, 5000 per min and ammo box to 100, 250, 500 and 1000. Lv 89 gives you two quad-barrel auto-cannon turrets (3.5 cm in caliber). Lv 90 gives four more additional quad-barrel auto-cannon turrets while increases firing rate of your triple-barrel cannon turrets from 1 per min per barrel to 20 per min per barrel.

9) Rocket launcher : the idea is to shoot out self-propelled guided warheads. Lv up increase the number of barrels (2 at 95, 4 at 99) and the types of warhead (explosive at 90, Hardened solid warhead at 92, toxic gas at 93, corrosive at 96, high explosive armour piercing at 97, nuke at 98)

10) Beam weapon : firing a continuous stream of energy at the target. Also improve the power of Derringer to shoot black hole bullets instead of normal bullet (blackhole bullet turn into blackhole upon impact, the blackhole last for 10s). Enhance Autocannon and shotgun to make them shoot anti-matter shells. Machine pistol will now shoot Qi/mana devouring bullets which easily rip apart mana/qi constructs.

For ability, you can put shields and disrupting devices there.
Thanks man i will take a few notes from you?
 

RepresentingPride

I'm looking for Disney Sleds
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Hey there im trying to write Soul Land fanfic (Wish Fulfillment type of Fanfic).

The timeline would be tang san time. The MC would have Martial Soul Arsenal. Basicly it was orb that gain other form of hot weapon every soul ring with a total of 10.

1). Pistol
2). Shotgun
3). Machine Gun
4). Sniper Rifle
5). Bazooka
6—10 still confusing

Not just that soul ability i already have few too but im still confuse to what i give.

So if you guys not have problem can you please help me:

1). What weapon 6—10 should opened
2). What soul ability i should give (from your perspective). Btw the ability not has to related to specific gun you guys can free give anything as long can still usefull to mc and firearm

Thank You for your time?
I didn't read the other suggestion, but you should take a look at witch hunter, the mc weapon is a gun and use ability related to it, you can try to just look into wiki made for it.
For the form, you can even go crazy and use mecha or even something like a fortress equiped with tons of weapon at the last ring.
 

WaterFish

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To be completely honest, ‘Martial Souls’ are complete dogfarts as power systems. Their rules are so ill-defined or so simplistic that they say the same thing 10 times. You have to think about the consequences of this in a wish-fulfilment story.

1. Does having guns have a clear interesting aspect to it? I mean besides being strong.

We like One Punch Man because beating baddies in one punch has interesting implications to have. We like Jinwoo from Solo Levelling because the tension and stakes are written well beyond the MC’s power level.

2. What kind of guns appear as a Martial Soul? Are they similar to mystical swords or are just better because they are guns?

In reality, guns are made with mechanisms and components that are at times fragile. They can be broken, run out of ammo, etc. If the MC creates spirit guns, then does he need training to master how to converge energy bullets?

If so, then it’s probably better that he learns new bullet shooting methods like they are sword techniques. Otherwise, where would you find a compatible ‘Martial Soul’ to increase his rings?

The idea has potential because the OG novel was cool because Tang San was different from everyone early on, but got along with his team and contested the world to fight oppressors.

Just remember, the more complicated you make an ability, the more boring exposition is. Just simplify his abilities and decide when they’d be better revealed and/or trained beforehand.
 

PancakesWitch

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You know that the whole concept of soul land is not even that original? you could use all the great ideas you have for this fanfic, change it a bit, and just make it your original story instead.
 

RepresentingPride

I'm looking for Disney Sleds
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I was thinking about it, how would your character integrate the story? Does he reincarnated into it? If so, you can maybe use something like the silver/golden dragon body, so that your character doesn't need to gain a ring from a soul beast. Like for exemple, your character was a scientific or someone friend with one or a students who just come visit a lab with his class or anything you want, and he stumb against a new made weapon who can shape shift into multiple weapon depending on the amount of power it is supplied, you can attach an ai to it and make an accident inside the lab, the mc got his soul fused with the new weapon and the ai.

Once inside the douluo continent, the AI start to analyze thing and come to an idea to modifcate the soul spirit the mc would awaken in the futur, becoming the new weapon who can shape shift and through analyze, the AI will made the ring for further rank but due to some bullshit you will come with, maybe consumption or just for the AI to be able to modificate the said soul spirit, your character will have to chase for rings to get one or even upgrade his own with the help of the AI.

Like this it's somehow explained how a soul spirit like this can appear and how it can get its ring, it would be like the golden dragon body bloodline who got ring each time tang wulin rank up without any need to get a ring from a soul beast.
You know that the whole concept of soul land is not even that original? you could use all the great ideas you have for this fanfic, change it a bit, and just make it your original story instead.
The concept of martial soul are not original, but what made it original are all the rules the authors have created surrounding them and their progress through the ranks.
 
Last edited:

CheertheSecond

The second coming of CheertheDead
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1. Does having guns have a clear interesting aspect to it? I mean besides being strong.
Which was why I went to great length in my suggestion. The soul land's power is just too monotone to feel special about going from 10 to 50 or 50 to 80.

Everything was so bland like a low-production-value movie where they farted out ridiculous terms to deceit people into thinking there is something worth thinking about.
 

WaterFish

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Which was why I went to great length in my suggestion. The soul land's power is just too monotone to feel special about going from 10 to 50 or 50 to 80.

Everything was so bland like a low-production-value movie where they farted out ridiculous terms to deceit people into thinking there is something worth thinking about.
I don’t like up-down rankings in general. Like more MHA type of systems that are ‘the more practical, the better’. Where creativity shines and people aren’t assigned a ladder to climb.

The original was only good because it was an Isekai with Tang San having his own quirks from his past life mixing things up. Like hidden weapons and spiritual techniques that don’t exist in the new world.
Which was why I went to great length in my suggestion. The soul land's power is just too monotone to feel special about going from 10 to 50 or 50 to 80.

Everything was so bland like a low-production-value movie where they farted out ridiculous terms to deceit people into thinking there is something worth thinking about.
Just read your suggestion and it’s way too complicated like I said in my comment. Better to let the creativity flow than be confined to so many rules with the ability. The reader will only see a fraction of that anyway.
 
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