Magic
Primary Magic: Gravitonic Adhesion "Force Running"Secondary Magic: None
Caster or Holder: Holder
Description:
Gravitonic Adhesion, often called Force Running is a very acute and logical magic that requires not only planning your attacks to predict your opponents actions, but also involves considering the proper application of force. To put this simply Force Running is the art of controlling the tension, pushes and pulls of energy. This capably allows the user to control to some degree the basic concepts of physics. By exerting Force into objects they are infused with a push, pull, or adhesion. Thus they are granted reduced/increased directional force, as well as vacuum like pressure for the effects of binding.
Kyo's application of Force Running is an up-close, flowing and adaptive fighting style that focus on closing gaps quickly between him and his target so that he can utilize the effectiveness of close range force control. he is found of drawing out the martial uses of manipulating both his and his opponents directional force as well as overpowering his opponent with attacks in quick succession. In a bind he can manage some ranged offensive capabilities, but generally speaking it is weak as he can not manipulate from too far away.
Strengths:
- Powerful Disabling: Being able to control the flow of battle through adhesion as well as changing a targets directional force allows Kyo to single out a target and remove them from combat for long periods of time.
- Speed and Strength: Controlling the force of his movement Kyo is able to adjust his speed, as well as strength respectively allowing fast and powerful blows,
- Hard to Resit: Having no elemental affinity as well as subtle workings, it is hard to see, predict or react to Force Running.
Weaknesses:
- Single Target: Due to the concentration and way that Force Running functions, Kyojitsu is unable to use his magic on more than one opponent at a time. He can use it on objects however, but not opponents.
- Short Ranged: Most of Force Running is done through direct contact, and as such Kyojitsu is unable to effect anything that he has not touched. Unlike fireball spitters the only range he has is through tools or planning.
- No Direct Damage: Unlike some other abilities, Force Running is almost entirely incapable of doing any sort of direct damage. Most of the damage is dealt through Kyo's own strength, or through an outward force.
- Physical Taxing: Due to the nature of close and constant combat, this magic is much more physically draining than most. Kyo being force to fight in constant close quarters doesn't have down time for his body to regain as much stamina.
Lineage:
- Aspect of Terra:
- Aspect of Terra
Description: Terra was a goddess who's domain was over the earth. Hailed as "Mother Earth" Terra's influence was a fairly broad one with two major highlights: Earth, and Fertility. Terra's influence brings itself to bare within the host as an influence over the earth.
Ability: The aspect of Terra grants it's host some of it's influence over ground and stone based magics. Their own earthen magic can only be consumed by god slayers. The host can spend half of the magical energy an earth mage uses for a spell to nullify it.
Usage: Passive, 3 post cooldown on nullification. Can only be used three times per thread.
Unique Abilities:
- Physical Enhancement: Hardened by increasing the pull force has on him towards the ground at all times, Kyo's body is hardened, and when he releases the weight his body moves exceedingly fast. This in turn enhances his total speed by 20%.
- Manipulation: Kyo can freely control the forces affecting things he is touching. This allows him to control the amount of directional force that an object currently carries, thus amplifying the directional force of the object, or reducing it to lessen the absolute force. This manipulation also effects his own physical form allowing himself to freely control his own directional force and thus allows him to move unhindered by most opposing forces.
- Mythic Perception.: A unique ability sealed somewhat within blood and enhanced by magic. When in use it fills their eyes with a glowing with a vibrant blue hue which is outlined with a red ring around the iris. Aside from the radiating appearance while active these mythic eyes provide a unique insight. When active the user shall see red lines over the weaknesses of whatever they are looking at (as everything has some form of weakness). The user is able to draw their attacks along these lines in an attempt to maximize their efforts. Only users of Eyes of Mythic Perception can see these lines. While active the users vision can’t be impaired except by abilities of a greater ranks.
Credit to my buddy Pikante ~<3
Spells
:- Spells List D Rank:
- Name: Push
Rank: D
Type: Offensive.
Duration: 1 Post
Cooldown: 2 Posts.
Description: A simple yet effective spell, by creating an invisible bubble of concentrated force in hand the user will press their hand against the targets body and push that force into them. After force is pushed into a person they will be flung flat angle direction that is not in direct opposition of gravity (aka Up?). This pushes the target effectively 30 feet and if they make contact with an object they are slammed into it and held there for a moment (1 Post) if no contact is made, the target will keep their sudden momentum causing them to possibly roll another 30-50ft (Up to them).
Strengths:- Good Controlling ability, allowing disengage or engage.
- Not visible to the naked eye making this hard to see or predict.
- Easy preparation, no obvious channeling increase its quick response power.
Weaknesses:- Entirely no range aspect and thus doesn't work in many situations.
- Requires direct contact with hands.
- Can be blocked by shields and others defensive items. (Though not clothes)
- No guarantee for actual binding as you do have to make them hit something.
Name: Repel
Rank: D
Type: Defensive
Duration: 1 Post
Cooldown: 2 Posts
Description: By gathering a bit of force in hand, and moving the user's hand through the air with almost an nonchalant flick of the wrist a small translucent wall is created. No bigger than 2 inches in width 2 feet in square footage, this wall resists motion towards it. With large items, or other magic spells they simply are slowed for a few seconds before passing through, but with small things such as baseballs sized rocks are stopped dead in motion, and then drop simply to the ground after a few moments. In regards to its actual stopping power on weapons it is merely able to stop weak weapons in their tracks.
Strengths:- Not visible to the naked eye making this hard to see or predict.
- Not a physical shield, and thus can not be moved (Under normal circumstance at least).
- Fast to make in a bind making it a good if shoddy solution to sudden issues.
Weaknesses:- Less practical than a normal shield as large objects simply pass through without losing power.
- Not big and thus can easily be worked around.
- Effects User's/His allies and can impede their attacks.
- Can not be dispelled by User and thus is stuck with the nuisance even after its served its point.
Name: Adhere
Rank: D
Type: Supportive; Trap
Duration: 3 (Depending on time spent gathering energy).
Cooldown: 4 (regardless of duration.)
Description: Gathering an amount of force, the user is able to touch an area and push an adhering force into the area. This force covers as 5 meter radius spot (This can be made smaller by choice) and when a person comes in contact with this spot, they become physically glued to the spot by the spot creating a powerful pull on whatever is touching it. Touching further causes the target to become further stuck (think fly paper). Removing oneself from said adhesion is highly unlikely as it isn't like pulling ones self off glue, but more as you pull away it pulls you back to it. The actual hold's power is decided relative to time used, and it is able to restrain D rank wizards without any charge time, but to hold a C rank it must always be channeled to its fruition.
Strengths:- Powerful Crowd Control able to hold down multiple targets on its activation.
- Hard to negate as pushing off it worsens the situation sometimes (Press a hand on it, now a hands stuck).
- Can gather energy while moving allowing on the move channeling.
Weaknesses:- Unable to use other spells while gathering energy.
- On use creates a large yellow glow in the object for a few moments, before vanishing.
- Has a duration only equal too its channel time. That said this is a trap, so it sticks around till activation.
- User glows yellow while gathering energy, entirely obvious preparing for attack.
Name: Density
Rank: D
Type: Offensive/Supportive
Duration: 2
Cooldown: 3
Description: Gathering a ball of blue energy the user can transfer some of his manipulation into a an ally or force it onto an enemy on contact. Doing this causes the target start glowing with a blue aura and then immediately become lighter, affected less by the pull of gravity or heavier having an additional pull of gravity. How the effected target uses this can make this a buff or a debuff depending on how they use it. Usually taking preemptive exposure to the ability allowing them to understand how to work with the change in the pulls. When lighter the effected person can jump, and move faster, and the reverse is true for when heavier, however this can be used to creative measures.
Strengths:- Versatile and thus allows a multitude of creative applications.
- Hard to negate once active the target is stuck with it for a bit for good or worse.
- Quick to use allowing for creative counter play or quick reactionary uses.
Weaknesses:- Creates an obvious glow, causing opponents to be cautious.
- Can be turned against the user if opponent is clever.
- Close Range and thus can be entirely useless in situations where user can't close the gap.
- Requires direct contact with hands to press the energy in.
- Good Controlling ability, allowing disengage or engage.
Last edited by Kyojtisu on 28th May 2015, 5:09 am; edited 2 times in total