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    Motion Magic

    Motion
    Motion

    Player 
    Lineage : Knight Of Frostfire.
    Position : None
    Posts : 17
    Guild : Sabertooth
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : N/A
    Experience : 0

    Character Sheet
    First Skill:
    Second Skill:
    Third Skill:

    Motion Magic Empty Motion Magic

    Post by Motion 5th April 2015, 6:10 pm

    Magic

    Primary Magic: Motion Magic.
    Secondary Magic: None.
    Caster or Holder: Caster.
    Description: Motion magic is a passive ability that the foreigner must train until it becomes second nature to him. This technique is known as the Inertia Absorption. This surrounds the male in a "inertia field," which absorbs, stores, and redirects any kinetic energy coming in contact with it. The stored kinetic energy can manipulated for a number of varied purposes, the most famous being the ability to change the inertial properties of objects, or charge these objects and fire them back suddenly. By coming in contact with an object the user can transfer kinetic energy to it which alters its state of motion, changing both speed and direction. Since the inertia field is created on the premises of motion anything that enters its field of a different rate of motion can be detected and absorbed. The faster the object moves more likely it can be intercepted and gathered and returned at a greater degrees of speed, which protects Toda from fast moving objects, projectiles, and ballistics. This can even be used in close range to have a desired painful effect to his opponents who may venture to close for hand-to-hand or close-ranged based combat. The ability of using and gathering kinetic energy can be extremely vital as it means the male doesn't have to burn through his magic nearly as fast as a typical person would employing their abilities.

    This field makes it virtually impossible for the Samurai to be hit by traveling projectiles, ballistics, or other forms of kinetic energy. Making many forms of abilities that relies on its speed and moment to impact as once they enter the field it would be absorbed by the field and stored into its collected energy and simply be stored. This has shown to be extremely useful vs power, or long-ranged based fighters who rely on any form of projectiles, and thrown or launched objects. This Field also gives one with time and practice the ability to have kinetic force manipulation, kinetic force redirection, and minor vector manipulation abilities. Taking full advantage of the ability to increase an objects velocity in a given one direction, or speed in multiple directions. However despite the staggering amount of advantages its actually has a basic weakness that if not filter and unchecked by the male can be used against him. The faster the object is, the more effective the field can operate as it will be attracted and eager to absorb the kinetic energy that radiates from the said object in motion. This field will react in order to obtain motion faster than it and store it for the man to use at his discretion.


    Lineage: Knight Of FrostFire.
    Knight of FrostFire
    Description: One of the Seven Knights of King Kuroryu, this Knight could use the power of fire and ice and combining it into a mysterious element "FrostFire" known as the most lethal Knight out of the Seven, he could combine his element into his weapon or enhancing his magic spells to give it properties of "FrostFire." FrostFire was said to either be so cold it burned, or so hot it froze. This Knight was eventually banned from ever using this technique, however his descendents were later found to have this rare capability.
    Ability: Allows the user to combine "FrostFire" effects with either a weapon or a spell up. Upon landing a blow on the target, the target will either be set on fire or stunned due to intense freezing. The option is up to the user of the lineage. However, the one drawback that this lineage gives is that upon usage the user has to wait 2 posts between usage of "FrostFire" effects.
    Usage: The user of this lineage can only combine "FrostFire" effects up to four times in a single thread. Upon landing a blow the user can choose to have the target be burnt or frozen. If frozen, the target will be stunned for one post. If burnt, the target will receive damage equal to the attacker's rank, up till S-Rank.

    [ Un-Locked Spells]

    Name: Inertia Absorption - Stage 1.
    Rank: D.
    Type: Offensive/Defensive/Supportive.
    Duration: Two posts.
    Cooldown: Three posts.
    Description: Inertia Absorption is a passive supplementary ability. When in use it surrounds the Samurai in a "inertia field," which absorbs, stores, and redirects any kinetic energy coming in contact with it. The stored kinetic energy can then be manipulated for a number of varied purposes, the most famous being the ability to change the inertial properties of objects. By coming in contact with an object Toda can transfer kinetic energy to it which alters its state of motion, changing both speed and direction. Since the inertia field is created on the premises of motion anything that enters its field of a different rate of motion can be detected and absorbed. The faster the object moves more likely it can be intercepted and gathered and returned at a greater degrees of speed, which protects the user from fast moving objects, projectiles, and ballistics.

    The faster the object is, the more effective the field can operate as it will be attracted and eager to absorb the kinetic energy that radiates from the said object in motion. This field will react in order to obtain motion faster than it and store it for the Samurai to use at his discretion. This unique feature can be extremely frustrating to opponents who rely on quick strikes or speed based fighters or techniques. This does however create a seemingly equal weakness as this field can not pick or recognize objects that move slower than the rate of speed the field functions at. Meaning slow moving objects can actually penetrate his field of inertia and stand a chance of actually hitting him. The field is only interested in gathering and storing fast moving objects to increase it's own output, meaning objects that move slow will go unnoticed and will be largely ignored by the field.
    Strengths: Barrier, support, absorption, when it absorbs, it can be used as fuel for Toda.
    Weaknesses: Slow things can bypass the field, cannot effect elemental attacks, can only absorb two things at once - anything more is impossible, the field is only interested in gathering and storing fast moving objects to increase it's own output, meaning objects that move slow will go unnoticed and will be largely ignored by the field.

    Name: Kinetic Step.
    Rank: D.
    Type: Supportive.
    Duration: One.
    Cooldown: Two.
    Description: Kinetic step is a supplementary power that allows Toda to quickly move about. After absorbing energy, the Samurai gathers it into their feet. At the instant of moving, the male would then release a small burst of kinetic energy, which increases his speed when moving. If timed correctly the Samurai can dodge and attack and counter in mere moments. A 30% change in speed.
    Strengths: High-speed movements, he is able to tell where he is going, able to step on air itself due to the kinetic energy vibrating the particles within the air.
    Weaknesses: Can only be let out in a burst, has no defensive applications at all, keeps moving even if he wants it to stop, and can only be used when he has absorbed kinetic energy.

    Name: Kinetic Push.
    Rank: D.
    Type: Supportive.
    Duration: One.
    Cooldown: Two.
    Description: Kinetic Push is a technique what allows the male to push an object at great speed. To do this as Toda flows magic energy into his hand and the intended object. Upon releasing the object, either by throwing or dropping it. The object accelerates the moment leaves the users hand, the further the object travels the more speed it picks up; thus increasing the damage. An object like a small rock, can but used in the same manner as a bullet. This only deals D rank damage, and has a minimum range of twenty meters.
    Strengths: Can repel attack with the force, acts as an extension to his inertia field, therefore anything that comes into contact with it also gets absorbed, it can use items in the area as an attack also.
    Weaknesses: Can only be let out in a burst, it cannot be stopped once initiated, there is a push back on the attack; causing him to take damage, and can only be used when he has absorbed kinetic energy.

    Name: Kinetic Shield.
    Rank: D.
    Type: Defensive.
    Duration: One.
    Cooldown: Two.
    Description: Kinetic Shield is a defensive Motion technique. It works by gathering pulse magic at a point in front of the male, which is usually done though pointing. After gathering a set amount of magic, the male releases it outward in a encased lens like fashion. The force of the release stops and often repels an incoming attack.
    Strengths: Being able to repel attacks, can force items to be pushed back, also able to use them as projectiles.
    Weaknesses: Can only be let out in a burst, it cannot be stopped once initiated, can only repel rank D attacks., and can only be used when he has absorbed kinetic energy.


    [ Locked Spells]
    (Meaning they are made, but not yet learned. )

    Name: Offensive/Defensive/Supportive.
    Rank: S.
    Type: Offensive/Defensive/Supportive.
    Duration: Five.
    Cooldown: Six.
    Description: Inertia Absorption is a passive supplementary ability. When in use it surrounds the Samurai in a "inertia field," which absorbs, stores, and redirects any kinetic energy coming in contact with it. The stored kinetic energy can then be manipulated for a number of varied purposes, the most famous being the ability to change the inertial properties of objects. By coming in contact with an object Toda can transfer kinetic energy to it which alters its state of motion, changing both speed and direction. Since the inertia field is created on the premises of motion anything that enters its field of a different rate of motion can be detected and absorbed. The faster the object moves more likely it can be intercepted and gathered and returned at a greater degrees of speed, which protects the user from fast moving objects, projectiles, and ballistics.

    The faster the object is, the more effective the field can operate as it will be attracted and eager to absorb the kinetic energy that radiates from the said object in motion. This field will react in order to obtain motion faster than it and store it for the Samurai to use at his discretion. This unique feature can be extremely frustrating to opponents who rely on quick strikes or speed based fighters or techniques. This does however create a seemingly equal weakness as this field can not pick or recognize objects that move slower than the rate of speed the field functions at. Meaning slow moving objects can actually penetrate his field of inertia and stand a chance of actually hitting him. The field is only interested in gathering and storing fast moving objects to increase it's own output, meaning objects that move slow will go unnoticed and will be largely ignored by the field.
    Strengths: Explained.
    Weaknesses: Explained.

    Name: Sixth Sense.
    Rank: A.
    Type: Supportive.
    Duration: Three.
    Cooldown: Four.
    Description: Sixth Sense is a Supplementary ability used by the male . Toda is able to actively or passively use the, the latter being active in a different way. To actively use this, the Samurai gathers magic into his hand(s) or feet. Then by hitting a surface he can send the Zen rippling outward, upon hitting something, the ripple propagates. Once the waves hit one another, it returns to the male and then allows him to see an object. This is often used, at night or in a dark area. It can also used to detect underground locations, the more Zen  that is used, the further it propagates. In order of it to be used passively, the male needs to be blind or blinded. When the conditions are met, the male's body releasing the Zen on its own much like when used actively. This allows the Samurai to constantly view their location and move based on the image. Toda stated that the passive use is far greater in terms of viewing the then the active.
    Strengths: Allowing him to see the immediate area surrounding him.
    Weaknesses: Can only see from the waves that hit an object, cannot see from his eyes while using this technique.

    Name: Hyperkinetic Enhance.
    Rank: S.
    Type: Supportive.
    Duration: Five.
    Cooldown: Cannot be used again in the same thread.
    Description: Hyperkinetic Enhance is likely to be one of the most strongest techniques in Toda's arsenal. After absorbing energy, the Samurai forces the energy into his somatic and sensory networks. With the increase in energy, both systems are much more efficient. The somatic system works more quickly, and is able to react to stimuli better. The sensory systems can process data much better, allowing the male to focus on the data pertinent to their desired action. This is augmented by a increase in precognition, imagining precise possible outcomes. In a case, when planning to jump over a short brick wall, the male can judge the angle and force of the jump necessary to vault the wall, as well as the probable energy required to land and roll safely. The Samurai can judge very specific outcomes from physical actions.
    Weaknesses: A downside to this is the male tend to have a deep mistrust in others and typically resist seeking help with problems. The male create troubling situations for themselves by not accepting assistance when needed. The abilities deadly drawback being that due to this great increase in energy, the Samurai's somatic and sensory networks are greatly damaged. Hence the longer the male has it active, the greater chance hiss somatic and sensory networks will shutdown, thus killing him.

    Name: Kinetic Black Sphere.
    Rank: S.
    Type: Offensive/Supportive.
    Duration: Four.
    Cooldown: Five.
    Description: Kinetic Black Sphere is one of the few Motion techniques that are marked as a higher-level ability, and is stated that a true master of the Motion magic can wield it without pulling themselves and others at risk. To use the Samurai gathers absorbed energy into a point in his palm. This causes a small clear sphere to appear, the Samurai then forces magic energy into it, in a inward motion. This cause the sphere to become black in color, the moment it does. The male forces energy in an outward motion, while maintaining an inward energy. Toda must continue to do this until the sphere begins to do it on its own. When it does, it will naturally begin to absorb objects for its surroundings.

    When this happens the Samurai creates a larger sphere around it, which is made up of absorbed energy and and inward forcing pulse wave. This barrier prevent the sphere from absorbing anything the male doesn't what it to. Upon lowing the barrier the orb begins to slowly pull things into it, aside from the Samurai.
    Weaknesses: Nothing physical can be absorbed into sphere, only elements and energies.


    Last edited by Motion on 7th April 2015, 7:39 pm; edited 2 times in total
    Motion
    Motion

    Player 
    Lineage : Knight Of Frostfire.
    Position : None
    Posts : 17
    Guild : Sabertooth
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : N/A
    Experience : 0

    Character Sheet
    First Skill:
    Second Skill:
    Third Skill:

    Motion Magic Empty Re: Motion Magic

    Post by Motion 5th April 2015, 6:11 pm

    Bump.
    Kihia
    Kihia

    Pretty as a peach 1


    Pretty as a peach 1

    Administrator- Moderator- Dragon VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Ten Wizard Saint Member- Guild Master- Demon Slayer- Legal Guild Ace- S-Rank- A-Rank- Rich- Veteran Level 1- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- Player 
    Lineage : Bloodline of the Frozen Armor
    Position : None
    Posts : 1525
    Guild : Lamia Scale
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Iarok Kaloka (deceased)
    Experience : 337.5

    Character Sheet
    First Skill: Ice Make Magic
    Second Skill: Crystal Make Magic
    Third Skill:

    Motion Magic Empty Re: Motion Magic

    Post by Kihia 7th April 2015, 6:00 pm

    Hello there Motion, I shall be going over your magic with you, all requests and comments are in this color

    Your magic:

    You need to get rid of one of your D ranks, as I wasnt able to find any record of a purchase, you can only have four at this time(that is the starting amount)

    After all of this please bump the thread and I will return


    _____________________________________________________________________________________

    Motion Magic Kihisi10
    Motion Magic 17496c10
    EXP:350/1200



    Themes:
    Motion
    Motion

    Player 
    Lineage : Knight Of Frostfire.
    Position : None
    Posts : 17
    Guild : Sabertooth
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : N/A
    Experience : 0

    Character Sheet
    First Skill:
    Second Skill:
    Third Skill:

    Motion Magic Empty Re: Motion Magic

    Post by Motion 7th April 2015, 7:06 pm

    Bump.
    Kihia
    Kihia

    Pretty as a peach 1


    Pretty as a peach 1

    Administrator- Moderator- Dragon VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Ten Wizard Saint Member- Guild Master- Demon Slayer- Legal Guild Ace- S-Rank- A-Rank- Rich- Veteran Level 1- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- Player 
    Lineage : Bloodline of the Frozen Armor
    Position : None
    Posts : 1525
    Guild : Lamia Scale
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Iarok Kaloka (deceased)
    Experience : 337.5

    Character Sheet
    First Skill: Ice Make Magic
    Second Skill: Crystal Make Magic
    Third Skill:

    Motion Magic Empty Re: Motion Magic

    Post by Kihia 7th April 2015, 7:16 pm

    Please make sure you look at all the notes, including those in the spoiler please


    _____________________________________________________________________________________

    Motion Magic Kihisi10
    Motion Magic 17496c10
    EXP:350/1200



    Themes:
    Motion
    Motion

    Player 
    Lineage : Knight Of Frostfire.
    Position : None
    Posts : 17
    Guild : Sabertooth
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : N/A
    Experience : 0

    Character Sheet
    First Skill:
    Second Skill:
    Third Skill:

    Motion Magic Empty Re: Motion Magic

    Post by Motion 7th April 2015, 7:40 pm

    I think that's it.
    Motion
    Motion

    Player 
    Lineage : Knight Of Frostfire.
    Position : None
    Posts : 17
    Guild : Sabertooth
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : N/A
    Experience : 0

    Character Sheet
    First Skill:
    Second Skill:
    Third Skill:

    Motion Magic Empty Re: Motion Magic

    Post by Motion 9th April 2015, 11:18 am

    Bump? Again?
    Kihia
    Kihia

    Pretty as a peach 1


    Pretty as a peach 1

    Administrator- Moderator- Dragon VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Ten Wizard Saint Member- Guild Master- Demon Slayer- Legal Guild Ace- S-Rank- A-Rank- Rich- Veteran Level 1- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- Player 
    Lineage : Bloodline of the Frozen Armor
    Position : None
    Posts : 1525
    Guild : Lamia Scale
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Iarok Kaloka (deceased)
    Experience : 337.5

    Character Sheet
    First Skill: Ice Make Magic
    Second Skill: Crystal Make Magic
    Third Skill:

    Motion Magic Empty Re: Motion Magic

    Post by Kihia 9th April 2015, 2:11 pm

    Round 2:

    Bump the thread when you are done and I am sorry for the wait previously,


    _____________________________________________________________________________________

    Motion Magic Kihisi10
    Motion Magic 17496c10
    EXP:350/1200



    Themes:
    Motion
    Motion

    Player 
    Lineage : Knight Of Frostfire.
    Position : None
    Posts : 17
    Guild : Sabertooth
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : N/A
    Experience : 0

    Character Sheet
    First Skill:
    Second Skill:
    Third Skill:

    Motion Magic Empty Re: Motion Magic

    Post by Motion 9th April 2015, 6:02 pm

    I am trashing it, or not trashing this but rather putting this on hold, as I sent you a PM about it. I would like to speak more there.

      Current date/time is 18th November 2024, 1:33 pm