MAGIC
Primary Magic:
Caliber Knuckle
Caster or Holder:
Holder
Description:
Caliber Knuckle is Holder Magic focused around the armored gauntlet of the same name, which, when loaded with magical "shells" created by its user's magical energy (resembling glowing, crystalline shotgun shells), allows it to create various effects, which vary depending on if the shell is used for Impact or Propel modes of use.
Marcus uses this to his full advantage, typically using the Propel abilities of his Caliber Knuckle to strike from unorthodox angles, or even to just get around if he has to. His preferred method of combat is built around this, relying on getting in close to make use of the more powerful Impact spells.
Strengths:
- Close Combat: This magic, seeing as it's provided by an armored gauntlet, clearly excels at close range, the gauntlet even being usable just... on its own to clobber someone.
- Ambush Predator: The Propel abilities of his spell shells give him various options from coming at his opponent, even maneuvering in midair to throw off attempted defense.
- Adaptibility: Caliber Knuckle isn't limited to one element of magic, allowing Marcus to adjust his tactics on the fly based on what he can hit hardest with.
- Rapid Fire: Because his spells are loaded into the Caliber Knuckle, he does not typically have a cooldown between uses, even if he uses the same spell more than once in succession, as the spell is already "ready", it's just waiting to be released.
Weaknesses:
- "Hey, get back here!": Marcus is limited by the fact that his best means of attack relies on getting in close to punch something, as are most melee-centric mages.
- Loadout: Caliber Knuckle needs to be loaded with "shells" before any of them can be cast, although the order in which he uses the shells is entirely up to him. However, this does limit him to what is loaded at the time, unless he stops to reload.
- Reload: The Caliber Knuckle can only hold six "shells" at a time. Once these "shells" are expended, he must channel his energy to create more, and reload them, a process that, unless interrupted, typically takes a few moments (approximately one post)
- "Combos? What are those?": The nature of Caliber Knuckle makes it difficult to perform rapid combinations of attacks, typically relying more on powerful single blows, delivered in hit and run maneuvers.
- OUT OF THE WAY!: It is VERY easy for Caliber Knuckle's spells to cause collateral damage with some of its effects, as it doesn't differentiate between friend and foe.
Abilities/Powers:
- Tough as Nails (D-Rank): The nature of his magic making him a bit of a brawler has made him more durable than most, letting him resist physical damage by 15%.
- Propel Mode (D-Rank): Marcus can, rather than release a spell via impact, use its energy to propel himself, based on the rank of the spell expended. This propulsion is always in a straight line, with the speed decided by rank, in the direction his fist is pointing, essentially dragging him behind the gauntlet as it takes off. Each use of this ability uses up one of his "shells", as if he'd used them normally.
- Range by Rank:
D - 10m at 25 kph
C - 20m at 50 kph
B - 30m at 75 kph
A - 40m at 100 kph
S - 50m at 125 kph
- It's Called a Knuckle, After All! (D-Rank): Marcus can, without expending a spell, deal pure physical damage with it equal to a spell equal to 1 rank below his own, minimum D. Because he punched you. With the Knuckle.
- Rapid Reload (C-Rank): Once per thread, Marcus may near-instantaneously reload the Caliber Knuckle's current loadout of spells.
- Signature Spell *NEW*:
Name: Knuckle Buster
Rank: C
Type: Offense
Description: Marcus directs a powerful blow against an enemy that, if they have a barrier spell up, his attack bypasses, impacting them beyond the barrier if the barrier is equal to the Knuckle Buster's Rank or lower. When equal to its rank, it only deals 80% of its damage to the person behind the barrier, 90% if one rank lower, and at two ranks lower deals full damage.
Strengths:- No MP Cost - As a Signature Spell, this spell costs no MP.
- Guard Breaker - This spell ignores magical barriers (to a point), making it viable against "Turtle" mages.
- Midrange - As this spell can bypass barriers, it has a minor implied range to it, about 1 meter beyond a given barrier.
Weaknesses:- Melee Range - Despite the minor range beyond a barrier, this spell is still only effective at melee range, like most of his spells, as he still needs to PUNCH.
- Slow - The Knuckle Buster takes a few moments of time to charge up, giving someone time to get out of the way when he lets fly.
- Predictable - If someone uses a barrier spell, it's pretty obvious he'll wind up using this spell in order to hit them, so preparing ahead of time for it if in the know can screw him up.
- Cooldown - Unlike most of Marcus' spells, this spell requires a cooldown.
Duration: Instant
Cooldown: 3 Posts- No MP Cost - As a Signature Spell, this spell costs no MP.
- D-Rank Spells - 5% MP:
Name: Flame Chamber *NEW*
Rank: D
Type: Support
Description: The gem on Marcus' gauntlet changes color to orange, letting out a sound not unlike a shotgun getting pumped. His spells then all deal fire damage, and cause damage over time as they ignite those affected by the spell.
Strengths:- No Shell - Marcus does not need to "load" this spell ahead of time.
- Fits Boosted Spell - The effects of this spell are decided by the rank of the spell being augmented.
- Damage over Time - the flames this spell imbues other spells with deals 75% of a D-rank spell's damage for a number of rounds based on the spell's rank, starting at 1 post for C rank, with an additional post for each rank beyond C.
Weaknesses:- No Combos - The Chamber Spells can only be used one at a time, so while one is in effect, the others cannot be used until its duration finishes.
- Uncancellable - Once initiated, the Chamber spells must finish their duration, they cannot be cancelled ahead of time.
- Support Only - The Chamber spells do NOTHING on their own, they only augment his other spells.
- Cooldown - Unlike the majority of Marcus' spells, the Chamber spells possess a cooldown.
Duration: 3 Posts
Cooldown: 2 Posts
Name: Frost Chamber *NEW*
Rank: D
Type: Support
Description: The gem on Marcus' gauntlet changes color to blue, letting out a sound not unlike a shotgun getting pumped. His spells then all deal ice damage, and can slow his opponents for a number of rounds.
Strengths:- No Shell - Marcus does not need to "load" this spell ahead of time.
- Fits Boosted Spell - The effects of this spell are decided by the rank of the spell being augmented.
- Slow - This spell's Slow effect is based on the rank of the spell being augmented, lasting for 1 post if C-Rank, with an additional post per rank beyond C.
Weaknesses:- No Combos - The Chamber Spells can only be used one at a time, so while one is in effect, the others cannot be used until its duration finishes.
- Uncancellable - Once initiated, the Chamber spells must finish their duration, they cannot be cancelled ahead of time.
- Support Only - The Chamber spells do NOTHING on their own, they only augment his other spells.
- Cooldown - Unlike the majority of Marcus' spells, the Chamber spells possess a cooldown.
Duration: 3 Posts
Cooldown: 2 Posts
Name: Shock Chamber *NEW*
Rank: D
Type: Support
Description: The gem on Marcus' gauntlet changes color to yellow, letting out a sound not unlike a shotgun getting pumped. His spells then all deal lightning damage, and can stun his opponents for a number of rounds, reducing their ability to respond to further attacks, and fouling up their own attacks.
Strengths:- No Shell - Marcus does not need to "load" this spell ahead of time.
- Fits Boosted Spell - The effects of this spell are decided by the rank of the spell being augmented.
- Stun - This spell's Stun effect is based on the rank of the spell being augmented, lasting for 1 post if C-Rank, with an additional post per rank beyond C.
Weaknesses:- No Combos - The Chamber Spells can only be used one at a time, so while one is in effect, the others cannot be used until its duration finishes.
- Uncancellable - Once initiated, the Chamber spells must finish their duration, they cannot be cancelled ahead of time.
- Support Only - The Chamber spells do NOTHING on their own, they only augment his other spells.
- Cooldown - Unlike the majority of Marcus' spells, the Chamber spells possess a cooldown.
Duration: 3 Posts
Cooldown: 2 Posts
Name: Geo Chamber *NEW*
Rank: D
Type: Support
Description: The gem on Marcus' gauntlet changes color to brown, letting out a sound not unlike a shotgun getting pumped. His spells then all deal an additional strike as stones form to slam into the targets of his attacks.
Strengths:- No Shell - Marcus does not need to "load" this spell ahead of time.
- Fits Boosted Spell - The effects of this spell are decided by the rank of the spell being augmented.
- Double Impact - Spells augmented by this spell deal additional impact damage equal to the spell having been used against a given target twice.
Weaknesses:- No Combos - The Chamber Spells can only be used one at a time, so while one is in effect, the others cannot be used until its duration finishes.
- Uncancellable - Once initiated, the Chamber spells must finish their duration, they cannot be cancelled ahead of time.
- Support Only - The Chamber spells do NOTHING on their own, they only augment his other spells.
- Cooldown - Unlike the majority of Marcus' spells, the Chamber spells possess a cooldown.
Duration: 3 Posts
Cooldown: 2 Posts- No Shell - Marcus does not need to "load" this spell ahead of time.
- C-Rank Spells - 10% MP:
Name: Knuckle Bomb *UPGRADED*
Rank: C
Type: Offensive Physical
Description: Like almost all Marcus' spells, this is a close range spell that, when activated, causes the crystal on the back of the Caliber Knuckle to glow brightly, before he punches his target. On impact, which can stun the target, the spell creates a blast that washes back from the target in a 10 meter cone of kinetic force behind them. The effect is not unlike a shotgun blast.
Strengths:- Staggers - This spell, on impact, can stun the person struck directly for 3 rounds with bone-jarring force, causing them to be slowed and disoriented by their sudden brain-rattling, losing one round of duration for every rank the Wizard is above Marcus (minimum 1).
- Knockback - Everyone caught in the backwash from the attack is pushed back 5 meters.
- Demolitionist - When used against a solid object, like a wall, or barrier this spell is treated as striking twice, dealing full damage each time as the shockwave is blasted through the surface of the object.
Weaknesses:- LOUD - This spell is impossible to use silently, as it creates a report not unlike an actual gunshot when it goes off, audible for about a mile with no obstructions
- Follow Through - If Marcus misses with this spell, he has to take a moment to regain his balance, leaving him unable to defend himself.
- Friendly Fire - Marcus cannot control who gets caught in this spell, putting ANYONE inside its area of effect at risk.
- Backlash - When used against a wall or barrier, Marcus himself will take damage as if caught in the shockwave of this spell, as some of the energy backwashes at him.
Duration: Up to three rounds (Stun)
Cooldown: None
Name:Goo Knuckle *UPGRADED*
Rank: C
Type: Support, Slime
Description: This spell is downright disgusting, as, like his other spells, the gem on the back of the Caliber Knuckle glows, before he punches the ground, creating a wave of slime that washes forward 6 meters, binding up whoever is caught in its path, which stays behind for 3 rounds.
Strengths:- Slows - This spell slows anyone caught in its area of effect for its remaining duration. A caster of D-rank can't break free, but can drag themselves out of its area of effect. Higher class casters up to B Rank can spend a post breaking free to get loose, allowing them to ignore the duration as long as they leave the spell's area within that same post. Anyone above B rank is unaffected by this spell at all. Except for being slimed. Ew.
- Trap Zone - This spell remains in effect for three rounds, so avoiding it initially is no guarantee you won't get caught.
- Mid-Range - This spell is one of the closest things he has to a ranged option, even if it deals no damage.
Weaknesses:- Friendly Fire - Marcus cannot control who gets caught in this spell, putting ANYONE inside its area of effect at risk.
- Trap Zone - This effect stays in place for three rounds, and can even catch him in it if he doesn't watch his step.
- Ground-bound - This spell doesn't work if he doesn't hit the ground with it. At all. It's wasted if he's in the air and tries it.
- Territorial Spell - While this spell is still in effect, he can't use it again.
Duration: three rounds
Cooldown: Until duration expires.
Name: Dispel Knuckle *UPGRADED*
Rank: C
Type: Defensive, Support
Description: To put it quite simply, this spell allows Marcus to counter a spell with a punch, dispersing the offending effect, as long as he can reach it, the blow seeming to "shatter" the spell on impact. This spell is limited to countering up to B-rank effects.
Strengths:- Versatile - Marcus can use this spell both defensively, versus an oncoming attack, or in a support role, releasing an ally from the effect of a spell that's within its capacity to negate.
- Stronger than it looks! - As stated, this spell can negate up to a B-rank spell.
- I'm gonna wreck it! - When used against sets of sigils or other written magics, while it may not negate all the sigils, it CAN disrupt the effect of them as a group.
Weaknesses:- Arm's Reach - This spell can only negate things Marcus can reach with his fist.
- Got one shot - Unlike many defensive spells, this spell can only counter one spell per casting, meaning he has to use it again to stop another spell... assuming he has more than one Knuckle Dispel shell loaded.
- Not a perfect guard - If the spell has an effect that triggers on impact, like an area of effect, Marcus will still be affected as if caught in the Area of Effect.
- Didn't see it coming - This spell does no good if Marcus is unaware of the threat, meaning that when he can't see a spell coming, it's likely he won't have a chance to negate it with this spell.
Duration: Instant
Cooldown: None
Name: Shrapnel Knuckle *UPGRADED*
Rank: C
Type: Offensive
Description: This spell is similar to Goo Knuckle, in that once charged, Marcus must punch the ground to activate it, however, unlike Goo Knuckle, this spell is a direct damage spell, creating a 10 meter field of long, sharp spikes of metal around him, that disintegrate into dust after one round, leaving behind jagged, bleeding wounds that deal 50% of a C-rank spell's damage over time for three rounds.
Strengths:- Bloodletter - This spell deals its DoT by causing bleeding.
- Anklebiter - This spell has a 10% chance of slowing anyone caught in the effect by injuring one or both of their feet, essentially until they've healed one round's worth of the spell's DoT.
- Lightning Rods - The metal spikes created by this spell are long enough that they can serve to "catch" lightning spells directed near Marcus, serving as a crude sort of defense.
Weaknesses:- Friendly Fire - Marcus cannot control who gets caught in this spell, putting ANYONE inside its area of effect at risk.
- Ground-bound - This spell doesn't work if he doesn't hit the ground with it. At all. It's wasted if he's in the air and tries it.
- Stuck - Marcus can't safely move anywhere for one round while the spikes are in place, as if he does, he'll walk into them and wind up getting cut up himself.
- Solid Earth - Even when used on the ground, if the surface can't support the spikes, they'll collapse immediately, making the initial duration instant rather than one round.
Duration: 1 round (spikes), 3 rounds (DoT)
Cooldown: None- Staggers - This spell, on impact, can stun the person struck directly for 3 rounds with bone-jarring force, causing them to be slowed and disoriented by their sudden brain-rattling, losing one round of duration for every rank the Wizard is above Marcus (minimum 1).
Last edited by DreadAwk on 21st November 2014, 2:53 am; edited 10 times in total (Reason for editing : Future Organization Purposes)