Primary Magic: Armory Magic
Secondary Magic: None
Caster or Holder: Holder
Description:
Armory Magic allows the user to use a wide arsenal of a certain weapon group (firearm: mostly things that can shoot/explode and a bit of close-combat ability or close-ranged weapons: reverse of “firearms”). Gunner uses firearms. He carries a coffin like mechanical case, weighing two tons, that can become any form of larger firearm (energy or projectile) and can deploy several additional mechanisms/devices (shield generators to mines to turrets to medical/chemical kits). The case’s full abilities are unlocked as the user progresses. In addition to this he carries two handguns that are used for standard combat. The shots fired can also be manipulated to have other effects (hallucinations, paralysis etc.) or have an elemental attachment (lightning, fire, wind etc.). The guns get stronger along with the user and fire standard shots that penetrate armor two ranks below the user’s rank and partially penetrate armors one rank below; against armoring of the same level the shots act like punches, however these shots will tear through flesh as they are real projectiles (for NPCs and/or players who have given their consent to be killed). All ammunition is magically produced. The case is made of a very hard metal, nearly impossible to break. With this case the user can also melee attack with great damage (ever been hit by a two ton coffin?) and block. Naturally due to the immense weight f the equipment the user gains additional strength.
Strengths:
This magic allows both great attack power and versatility. It allows the user to keep their distance and most spells use little magic. The case can protect Gunner and act as a weapon and can even be put down to act as a turret (spell required). Even without the case Gunner still possesses the dual handguns and case to fight. The user can still fight without the weapons due to the increased physical strength and stamina. Strength is increased in every limb, making dodging with the case possible. The case has many other devices implanted that are unlocked as Gunner becomes stronger. It is very hard to destroy and can act as a shield at any moment.
Basically all bullets kill (only NPCs and players who gave their consent).
Weaknesses:
The coffin may provide good protection and melee attack, but it is still very cumbersome making it unfit for faster opponents even with Gunner’s additional strength. If he loses all his weapons he cannot use any magic either (except for spells that do not require him to hold his equipment). The magic does not provide any additional physical durability (though the coffin may block against most attacks). Most spells may last long, however they also have a longer cool down time. Iron dragon slayers may also prove to be a problem since they may eat pieces of the case, though it is still very tough to bite through. This magic can also be very physically draining for the user. Though the extra strength in the legs allow extra dodging the case still adds some extra velocity making movements harder to control.
Ammunition of the handguns may be unlimited, but the cartridges have to be replaced after certain amount of usage, so that the weapons don’t overheat.
Abilities/Powers:
Inhuman Strength and Stamina
Ace Shot (increased accuracy with firearms)
Name: Machine gun (light)
Rank: D
Type: Case-Firearm
Description:
It is a spell activated through voice command. Once done Gunner takes the case under his arm holding it like a rifle. In turn the case deploys a rifle barrel from its round side. This gun shoots bullets capable of penetrating light armoring.
Strengths: It can penetrate light armor and is a fully automatic weapon. There is barely any recoil. Pierce damage.
Weaknesses: The case is massive and thus cumbersome and hard to move with. It limits Gunner’s ability to dodge and move.
Duration: 6
Cool Down: 4
Name: Ricochet Bullet
Rank: D
Type: Bullet
Description:
Gunner infuses magic into the cartridge and, as a result, affecting the bullets. These bullets have a high ricochet capability making trick shots possible.
Strengths: Gunner can shoot into nearly any area by bouncing the bullets off of other objects. The bullets do decent amount of blunt damage.
Weaknesses: These bullets cannot penetrate armor and will usually ricochet off it. If activated when another bullet spell is in effect it will cancel out its predecessor.
Duration: 8
Cool Down: 3
Name: Explosive Bullet
Rank: D
Type: Bullet
Description:
Gunner infuses magic into the cartridge and, as a result, affecting the bullets.
These bullets partially penetrate light armor and then explode.
Strengths: It can penetrate light armor and causes a small explosion doing more damage than an average bullet. blunt/piercing and burn damage
Weaknesses: These bullets explode on impact with anything. If activated when another bullet spell is in effect it will cancel out its predecessor.
Duration: 7
Cool Down: 3
Name: Neural Discharge
Rank: D
Type: Case-mechanism
Description:
The user pulls a certain mechanism on the case. This results in a discharge of a pulse that messes up any brain-activity. The pulse disrupts the electrical impulses the brain emits. It possesses a reach of 20 meters.
Strengths: Causes anyone within reach of the pulse to be unable to think clearly or even move correctly. It basically makes anyone affected unable to move or even form coherent thoughts to plan ahead; all actions in progress are immediately stopped. The effects last for several minutes (1 Post).
Weaknesses: It possesses limited reach and has a long cool down time.
Duration: 1
Cool Down: 3
Secondary Magic: None
Caster or Holder: Holder
Description:
Armory Magic allows the user to use a wide arsenal of a certain weapon group (firearm: mostly things that can shoot/explode and a bit of close-combat ability or close-ranged weapons: reverse of “firearms”). Gunner uses firearms. He carries a coffin like mechanical case, weighing two tons, that can become any form of larger firearm (energy or projectile) and can deploy several additional mechanisms/devices (shield generators to mines to turrets to medical/chemical kits). The case’s full abilities are unlocked as the user progresses. In addition to this he carries two handguns that are used for standard combat. The shots fired can also be manipulated to have other effects (hallucinations, paralysis etc.) or have an elemental attachment (lightning, fire, wind etc.). The guns get stronger along with the user and fire standard shots that penetrate armor two ranks below the user’s rank and partially penetrate armors one rank below; against armoring of the same level the shots act like punches, however these shots will tear through flesh as they are real projectiles (for NPCs and/or players who have given their consent to be killed). All ammunition is magically produced. The case is made of a very hard metal, nearly impossible to break. With this case the user can also melee attack with great damage (ever been hit by a two ton coffin?) and block. Naturally due to the immense weight f the equipment the user gains additional strength.
Strengths:
This magic allows both great attack power and versatility. It allows the user to keep their distance and most spells use little magic. The case can protect Gunner and act as a weapon and can even be put down to act as a turret (spell required). Even without the case Gunner still possesses the dual handguns and case to fight. The user can still fight without the weapons due to the increased physical strength and stamina. Strength is increased in every limb, making dodging with the case possible. The case has many other devices implanted that are unlocked as Gunner becomes stronger. It is very hard to destroy and can act as a shield at any moment.
Basically all bullets kill (only NPCs and players who gave their consent).
Weaknesses:
The coffin may provide good protection and melee attack, but it is still very cumbersome making it unfit for faster opponents even with Gunner’s additional strength. If he loses all his weapons he cannot use any magic either (except for spells that do not require him to hold his equipment). The magic does not provide any additional physical durability (though the coffin may block against most attacks). Most spells may last long, however they also have a longer cool down time. Iron dragon slayers may also prove to be a problem since they may eat pieces of the case, though it is still very tough to bite through. This magic can also be very physically draining for the user. Though the extra strength in the legs allow extra dodging the case still adds some extra velocity making movements harder to control.
Ammunition of the handguns may be unlimited, but the cartridges have to be replaced after certain amount of usage, so that the weapons don’t overheat.
Abilities/Powers:
Inhuman Strength and Stamina
Ace Shot (increased accuracy with firearms)
Name: Machine gun (light)
Rank: D
Type: Case-Firearm
Description:
It is a spell activated through voice command. Once done Gunner takes the case under his arm holding it like a rifle. In turn the case deploys a rifle barrel from its round side. This gun shoots bullets capable of penetrating light armoring.
Strengths: It can penetrate light armor and is a fully automatic weapon. There is barely any recoil. Pierce damage.
Weaknesses: The case is massive and thus cumbersome and hard to move with. It limits Gunner’s ability to dodge and move.
Duration: 6
Cool Down: 4
Name: Ricochet Bullet
Rank: D
Type: Bullet
Description:
Gunner infuses magic into the cartridge and, as a result, affecting the bullets. These bullets have a high ricochet capability making trick shots possible.
Strengths: Gunner can shoot into nearly any area by bouncing the bullets off of other objects. The bullets do decent amount of blunt damage.
Weaknesses: These bullets cannot penetrate armor and will usually ricochet off it. If activated when another bullet spell is in effect it will cancel out its predecessor.
Duration: 8
Cool Down: 3
Name: Explosive Bullet
Rank: D
Type: Bullet
Description:
Gunner infuses magic into the cartridge and, as a result, affecting the bullets.
These bullets partially penetrate light armor and then explode.
Strengths: It can penetrate light armor and causes a small explosion doing more damage than an average bullet. blunt/piercing and burn damage
Weaknesses: These bullets explode on impact with anything. If activated when another bullet spell is in effect it will cancel out its predecessor.
Duration: 7
Cool Down: 3
Name: Neural Discharge
Rank: D
Type: Case-mechanism
Description:
The user pulls a certain mechanism on the case. This results in a discharge of a pulse that messes up any brain-activity. The pulse disrupts the electrical impulses the brain emits. It possesses a reach of 20 meters.
Strengths: Causes anyone within reach of the pulse to be unable to think clearly or even move correctly. It basically makes anyone affected unable to move or even form coherent thoughts to plan ahead; all actions in progress are immediately stopped. The effects last for several minutes (1 Post).
Weaknesses: It possesses limited reach and has a long cool down time.
Duration: 1
Cool Down: 3
Last edited by Gunner Von Grave on 17th October 2012, 4:57 am; edited 3 times in total