Magic
Primary Magic: Sekki
Secondary Magic:
Caster or Holder: Caster
Description: A type of magic that allows the user to store and/or withdraw items into a pocket dimension. However, there is a limit as to how many items the user can store and/or withdraw, and this is based on their magic level (or in this case, their rank). At their will, the user can call upon an item in the pocket dimension according to its name, and have it appear in mere moments (speed is dependent on rank). This is normally the case for an average ReQuip Mage, though a ReQuip Mage with the power known as the Sekki tends to use this magic quite differently. These are known as Regalia.
To properly utilize Regalia, the user must simultaneously, and telepathically call a Regalia soul within him, along with a weapon from his pocket dimension. If performed perfectly, the two powers should combine into a Sekki: the link between a Regalia soul and a weapon. One cannot properly handle a Sekki unless they have a Sekki tattoo magically needled into their body. A Sekki uses both the properties of the weapon and Regalia called to create it. It is recommended that the user uses a single weapon for a single Regalia soul, for certain circumstances can become costly and heavy on the user if two or more Regalia souls are fused into the same weapon. A D-Ranked Mage, such as Kichiro Yukine, can only use basic properties of a Sekki, though after an advancement into a new rank, a Sekki can evolve and take on a more magical form. Finally, the most important part of a Sekki is that, by calling the Regalia soul's name once more, the soul can be released and fuse with the user, taking on yet another new form entirely. This means that each Sekki carries two different effects: one for each circumstance above. The user can willingly call off the effects of a Sekki, and/or store the Sekki in the pocket dimension at any given moment
Strengths:
Weaknesses:
Abilities/Powers:
Primary Magic: Sekki
Secondary Magic:
Caster or Holder: Caster
Description: A type of magic that allows the user to store and/or withdraw items into a pocket dimension. However, there is a limit as to how many items the user can store and/or withdraw, and this is based on their magic level (or in this case, their rank). At their will, the user can call upon an item in the pocket dimension according to its name, and have it appear in mere moments (speed is dependent on rank). This is normally the case for an average ReQuip Mage, though a ReQuip Mage with the power known as the Sekki tends to use this magic quite differently. These are known as Regalia.
To properly utilize Regalia, the user must simultaneously, and telepathically call a Regalia soul within him, along with a weapon from his pocket dimension. If performed perfectly, the two powers should combine into a Sekki: the link between a Regalia soul and a weapon. One cannot properly handle a Sekki unless they have a Sekki tattoo magically needled into their body. A Sekki uses both the properties of the weapon and Regalia called to create it. It is recommended that the user uses a single weapon for a single Regalia soul, for certain circumstances can become costly and heavy on the user if two or more Regalia souls are fused into the same weapon. A D-Ranked Mage, such as Kichiro Yukine, can only use basic properties of a Sekki, though after an advancement into a new rank, a Sekki can evolve and take on a more magical form. Finally, the most important part of a Sekki is that, by calling the Regalia soul's name once more, the soul can be released and fuse with the user, taking on yet another new form entirely. This means that each Sekki carries two different effects: one for each circumstance above. The user can willingly call off the effects of a Sekki, and/or store the Sekki in the pocket dimension at any given moment
Strengths:
- Single-Targeting: This sort of magic only affects the user, thus it is more focused, concentrated, and effective.
- Quick: The Sekki is a swift form of ReQuip magic. With the Sekki, the user can easily and rapidly utilize the techniques of ReQuip magic, and transfer them between two different points: the palm of the hand, and the vessel, itself.
- Efficient: The art of the Sekki is not very costly as it is simply the linking between the user's mindset, and the cooperation of the Regalia inside him. Regalia prove to have the same attributes as their host, meaning there is no difficulty in releasing them. The only difficulty in this process is the fusion and evolution stage (along with timing, of course).
Weaknesses:
- Channel Time- Sekki magic requires two sources instead of one, meaning it can take up to double the time of an average ReQuip spell just to reveal Sekki magic, let alone use it in combat.
- Damaging- A Regalia's willpower is bonded with the user's willpower, meaning they both receive the same amount of pain in certain circumstances. With this being said, hurting a Sekki can damage the user physically, or worst-case scenario, the user receives twice the amount of pain if the Sekki fuses with his vessel.
- Limitations in Numbers- The user can only withdraw so many weapons and Regalia at once to create Sekki. It is highly recommended that the user only spawn one Sekki to use in combat.
- Fusion Cost- A Sekki is a Regalia and weapon becoming one. With this being said, a Sekki breaking is the equivalent of a Regalia's death, meaning it can no longer be of any use. Ever.
- Fire- All Regalia were once human, and while they were human, together, they were all burned to a crisp. This fire became a curse for them later on, and so, even as Regalia, they are all sensitive to fire.
Abilities/Powers:
- Call- Whenever Yukine would have an item removed from his grasp, this allows him to instantaneously return that item(s) to his grasp magically. For example, if a sword would be knocked out of his hands, this ability would bring the sword itself into his hand.
- World of Regalia- Outside of battle only, Yukine can enter a secret dimension only home to his own Regalia and converse with them under their true, human forms in their ideal universe.
- Extreme Speed- The unison of many spirits in one soul generally boosts the owner of that soul. As the owner of spirits who prefer to focus on speed, this unison allows that owner to gain a 20% increase in that stat.
- D-Ranked Spells:
- Name: Sekki: Yato- God of Calamity!
Rank: D
Type: Offensive
Description: The user first calls the name "Yato", creating the Sekki named after it. Yato is a ninjato with a sharpness high enough to cut through steel. However, Yato possesses an additional effect while in the grasp of the user: Speed and Reaction time are increased by 5%. When Yato is combined with Yukine's vessel, instead, these effects are off, though the following effect is now applied: The user's speed and reaction time are increased by 7%. This spell is casted by the user correctly following the rules of summoning a Sekki. After this, by holding the Sekki ninjato sideways, and rubbing both the index and middle finger over the side of the blade, the user says a chant that allows the effects of Yato to take place. Yato, as a ninjato, is 1.4 meters in length, and three inches in width. Therefore, the range of this spell is the range of the blade. Combined with the vessel, there is no range as it is only Yukine, himself, that the spell affects. The speed of this spell is in accordance to the enhancement it gives while in effect. Finally, the area in effect is wherever the Sekki travels. Yato can be used only for two posts.
Strengths:- Sharpness: Yato can cut through steel with ease, making it a deadly weapon to encounter.
- Speed: Depending on which effect is applied, the user's speed can either increase by 35% or 50%.
- Weight: Yato is very light, and so swinging his ninjato is not difficult (3 lbs)
Weaknesses:- Channel Time: Yato takes exactly six seconds to form into a Sekki. The chant takes six seconds, as well. This Sekki, in particular, requires one post of preparation to use successfully.
- Fragility: Yato only weighs 3 pounds, though it can be repaired unlike other Regalia. However, if it is to be overcome by weight, it will break. If Yato breaks, the user will have to spend one post making the same chant to restore the weapon.
- Willpower: While fused with Yukine, any damage applied to him is doubled, meaning his chances of dying and/or falling unconscious from pain are doubled, as well.
- Fire- Yato's blade is really sensitive to fire. If hit by fire (regardless of how many times), once Yato goes into cool-down, that cool-down will increase by 1 post.
Duration/Cooldown:- Duration/Cooldown: Yato can only be used for two posts. After this, the user must place him back into the pocket dimension, then wait three posts if he wishes to use Yato again.
Name: Kitsune- Sister of Yato!
Rank: D
Type: Supplementary/Offensive
Description: By abiding by the laws of Sekki correctly, Yukine can spawn a sword automatically in his grasp. This sword goes by the name of Kitsune, and can only activate and resolve properly with Yato also in Yukine's grasp. Kitsune copies what Yato can do, and applies the effect to Yukine. If merged with his soul instead, however, Kitsune can increase Yukine's magic power by 7%- Extra Speed- Altogether, Kitsune ultimately doubles the speed boost Yukine would receive from Yato
- Collaboration- Kitsune's presence also allows for dual-sword-wielding, which historically, has proven to be a great offensive tactic
- Light: It is not difficult to carry Kitsune around during battle.
Weaknesses:- Fire- If hit by fire during her duration, once in cool-down, Kitsune's cool-down will increase by 1 post.
- Easily Overcome: As Kitsune is light, if a melee attack were to exceed her weight, Hiyori could potentially break depending on the amount of force behind the assault. Kitsune weights five pounds, so a ten pound assault would break her.
- Timing: In total, it takes about a dozen seconds to spawn Kitsune.
- Vulnerability: Though merging with Kitsune would give Yukine more magic power, it would also leave him vulnerable on one side of his body for attacks.
Duration/Cool-Down:- Duration/Cool-Down: Kitsune can only be used for two posts. After this, the user must place her back into the pocket dimension, then wait two posts if he wishes to use her again.
Name: Rabo- God of Sensory
Rank: D
Type: Supplementary
Description: By abiding by the laws of Sekki correctly, Yukine can use its magic to spawn a special pair of goggles over his eyes. These goggles give Yukine a thermal scope of everything surrounding him (Please refer to the Thermal Scope used in Call of Duty if you don't know what this means). As obvious as it may seem, Yukine uses Rabo to seek opposition whom are out of his field of view. This is the independent form of Rabo. The merged form of Rabo allows Yukine to see things that are up to one kilometre away from his naked eye, so long as he is facing the proper direction, and they are not hidden. The goggles are three inches big and wide.
Strengths:- Tracking: Gives Yukine a better insight on battle
- Scouting: Allows Yukine to travel at an easier pace
- Safety: Allows Yukine to see hazards he wouldn't otherwise see without the goggles.
Weaknesses:- Fire- If hit by Fire, once Rabo goes into cool-down, his cool-down will increase by 1 post
- Fragility: Upon contact, the goggles will disappear from Yukine's face instantaneously if touched by the opponent.
- Color Scheming: With the goggles on, Yukine can only sense objects in three different colors: white, red and blue; white for mages, red for warm-colored objects, and blue for cool-colored objects. This may cause troubles regarding camouflage, seeing as Yukine can now only see what's ahead of him in three different colors. Should two cool-colored or two warm-colored objects be close by, they'd look as though they were merged together.
- Timing: It takes about a dozen seconds to successfully spawn Rabo.
Duration/Cooldown:- Duration/Cool-Down: Rabo can only be used for three posts. After this, Yukine must wait three posts before using Rabo again.
Name: Nora- God of Mystery
Rank: D
Type: Defensive
Description: By abiding by the laws of Sekki correctly, Yukine can successfully spawn a pair of shaded glasses over his face. While wearing these contacts, opponents will always see Yukine as if he were doubled, meaning their chances of hitting him and/or touching him would be split. Ultimate, these glasses allow Yukine to be more evasive, and stall for more time if he finds himself in a time of panic. The glasses are two inches big and wide.
Strengths:- Evasiveness: Evasiveness is increased while Yukine wears Nora.
- Planning: Ultimately, Yukine uses these glasses to give himself more time to think about future moves.
- Quick: Only six seconds is required to spawn Nora.
Weaknesses:- Fire- If hit by Fire, once she goes into cool-down, Nora's cool-down will increase by 1 post.
- Regalia Flaw: Nora reacts to being spotted in a cowardly manner, and so she will disappear if someone successfully comes into contact with Yukine while wearing her. If this be the case, Yukine must wait two posts before having her re-appear, and allowing the original duration to continue.
- Chance: Nora is only used for matters of luck. The opposition still has a 50% chance of coming into contact with Yukine at all times.
- Vulnerability: Aside from being more evasive, Yukine's vulnerability is still at its maximum, and Nora is one of the few Regalia that cannot merge with Yukine.
Duration/Cooldown:- Duration: Nora can only be worn for two posts. After this, Yukine must wait three posts before using Nora again.
- Sharpness: Yato can cut through steel with ease, making it a deadly weapon to encounter.
Last edited by Kichiro Yukine on 4th March 2015, 8:18 pm; edited 24 times in total (Reason for editing : Added Passive Abilities Available for My Rank and Added Extra Weaknesses)