Magic
Primary Magic: Pain, Stop
Secondary Magic: N/A
Caster or Holder: Caster
Description: Pain, Stop is a magic that was devised by Allison for the purpose of fulfilling her goal-- to remove all pain and suffering from the world. This magic consists of weapons and attacks made out of Allisons' magical power, as well as utility options. It uses high mobility combined with high single target damage to remove specific targets from the world, or to paralyze and knock out her opponent. However, this magic is not as good in a 2v1 situation (with Allison being the 1) or a 2v2 situation, etc. because she is unable to focus on more than one target at a time. Additionally, since stealth and quick endings are a vital part of this magic, extended skirmishes can cause it to be not useful. Most of the weaponry attacks that are formed out of magical power, or MP, are completely invisible and cannot be detected with Sensory. Nonetheless, considering the fact that Allison is a mid to close range fighter, her attacks from the shadows can be countered with Sensory, by figuring out the placement of her aura.
This magic is meant to do one of three things in a combat situation-- either paralyze them and then knock them out (if they haven't been injured yet but fighting is inevitable) or dodge long enough to find an opening to run away (if fighting is not unavoidable). The other option is to do as much damage to a single target as possible, in order to kill. This damage done is very useful when Allison is attempting to "fix" people, since it's something like using assassination techniques in its stealth and quick attacks. Allison typically will try to avoid fights if possible, and that is why the second option out of all of these is utilized most often. She usually saves Repression or other seriously offensive spells, for targets that are either hurt in some way or have committed a crime in her eyes by causing pain to others. These people, Allison aims to kill and will forgo paralyzing and knocking out for simply attacking and dealing enough damage to send them to the world of the dead.
Strengths:
- High single target damage
- High mobility
- Good in close-mid range combat
- Has no elemental weaknesses
Weaknesses:
- Requires having to get close
- Bad at long range ^^
- Uses a lot of MP by creating weapons/draining
- Not useful in extended fights
- Not useful against more than 1 person
- Cannot be used in conjunction with armor, as it requires lots of movement and a light body
- Many spells require a channeling time
- Attacks using stealth are countered by opponent use of Sensory
Primary Magic: Pain, Stop
Secondary Magic: N/A
Caster or Holder: Caster
Description: Pain, Stop is a magic that was devised by Allison for the purpose of fulfilling her goal-- to remove all pain and suffering from the world. This magic consists of weapons and attacks made out of Allisons' magical power, as well as utility options. It uses high mobility combined with high single target damage to remove specific targets from the world, or to paralyze and knock out her opponent. However, this magic is not as good in a 2v1 situation (with Allison being the 1) or a 2v2 situation, etc. because she is unable to focus on more than one target at a time. Additionally, since stealth and quick endings are a vital part of this magic, extended skirmishes can cause it to be not useful. Most of the weaponry attacks that are formed out of magical power, or MP, are completely invisible and cannot be detected with Sensory. Nonetheless, considering the fact that Allison is a mid to close range fighter, her attacks from the shadows can be countered with Sensory, by figuring out the placement of her aura.
This magic is meant to do one of three things in a combat situation-- either paralyze them and then knock them out (if they haven't been injured yet but fighting is inevitable) or dodge long enough to find an opening to run away (if fighting is not unavoidable). The other option is to do as much damage to a single target as possible, in order to kill. This damage done is very useful when Allison is attempting to "fix" people, since it's something like using assassination techniques in its stealth and quick attacks. Allison typically will try to avoid fights if possible, and that is why the second option out of all of these is utilized most often. She usually saves Repression or other seriously offensive spells, for targets that are either hurt in some way or have committed a crime in her eyes by causing pain to others. These people, Allison aims to kill and will forgo paralyzing and knocking out for simply attacking and dealing enough damage to send them to the world of the dead.
Strengths:
- High single target damage
- High mobility
- Good in close-mid range combat
- Has no elemental weaknesses
Weaknesses:
- Requires having to get close
- Bad at long range ^^
- Uses a lot of MP by creating weapons/draining
- Not useful in extended fights
- Not useful against more than 1 person
- Cannot be used in conjunction with armor, as it requires lots of movement and a light body
- Many spells require a channeling time
- Attacks using stealth are countered by opponent use of Sensory
- Lineage:
- Lineage: Inuki: The Dog Demon:
Description: Inuki was a demon that could take human form, he was said to be the lord of all dog demons and held great power in the demon world. Inuki could kill thousands of weak demons in one slash. He had a natural affinity with blood and all his attacks are based in blood. One day in demon history, Inuki clashed with dozen of other demon lords that wanted Inuki gone. Inuki slew all of them - but was incredibly weak. He took the form of a human and mated - creating this lineage named after him. He died shortly of his wounds and all that is left of him is his blood.
Ability: The ones blessed with the blood of Inuki will be able to give the user a passive that allows the user to endure darkness related attacks. The user will also be able to drink blood of his enemy and turn into a dog demon.
Usage: The user has a passive that allows them to endure darkness spells a lot better, usually allowing the user to take 10% less damage. The user can activate his lineage to drink blood and transforms into a dog demon, once the user transforms they move stronger, faster, and all attacks deal 10% more damage.
- Abilities:
- Unique Abilities:
- Numbness: (Passive) All of Allison's physical and magical attacks do not cause pain, except ones that specifically say that they do (i.e. Repression). This includes non-magical weapon attacks, as well as punches, kicks, etc. Additionally, Allison has an extremely high threshold for pain, and does not feel any pain from attacks that are one rank above her or under. Attacks that are 2 ranks above her have the amount of pain they cause halved, and attacks that are more than 2 ranks above her do not have the pain they cause affected.
- Pity: (Passive) Allison aims to end things quickly whenever she is fighting. For every 10% HP the opponent is missing, Allison's attacks do +5% damage, for a maximum of +45% damage when the opponent is at 10% health.
- Enhanced Magic: (Passive) Allison has an additional 5% maximum MP due to the fact that because she uses her magic power so often, her pool has become slightly larger. Additionally, she regenerates an extra 3% MP per post, which increases to +5% out of battle for a total of 5% MP regen/post in battle and 7% MP regen/post out of battle.
- Angel of Assistance: (Passive) Because when Allison is fighting, she is aiming to kill in order to release that person from pain and suffering and is therefore "helping" them, attacks upon Allison passively have the damage they do decreased. Attacks that are of more than 1 rank lower than Allison have their damage negated completely. Attacks that are Allison's rank have 30% of their damage reduced, while attacks that are a single rank below have a 40% resistance percentage. One rank above = 20%, Two ranks+ above = 0%.
- Satisfaction: (Passive) Allison aims to help people by "fixing
them, and she is happy when she is able to complete her goals successfully. Therefore, upon killing a target or opponent or knocking them out, Allison regains the amount of damage she has dealt to them within that thread. This passive can only be triggered on the same opponent twice per thread.
- Signature Spells:
- Name: Skipping Step
Rank: Player Ranked
Type: Offensive/Defensive
Duration: Instant
Cooldown: No Cooldown
Description: Allison skips so often that she has developed a technique for combat called the Skipping Step. Basically in this spell, Allison makes a giant skip towards a certain target-- (there is a requirement for the direction) within 20m. Anything within 2m takes Allison's rank in damage. Allison cannot skip to the same target for 1 post. The actual skip does not resemble a skip at all, but rather is instantaneous, and much more like teleportation. Allison cannot go through non-magical made solid barriers, but she can break through spells that are of a lower rank and pass through those of an equal rank. Spell barriers of a higher rank are impassable using Skipping Step.
Strengths:
- Used for many purposes
- Has no cooldown
- Can allow Allison to escape
Weaknesses:
- Can only teleport towards living/undead things
- Short distance
- Cannot be used in a vertical fashion (i.e. to jump the distance up into the air)
- Allison can only teleport to things she can see
Equipment Sacrificed: Strawberry Swirl
Name: Angel's Touch
Rank: C Rank
Type: Supportive
Duration: 1 post
Cooldown: 3 posts
Description: After being told that fixing people unnecessarily would simply cause pain, Allison developed a new technique and decided to save fixing people for the extreme situations. This technique is called Angel's Touch, and is dedicated to Alyia, the angel of luck. In this spell, Allison touches a creature of any kind and can heal them for one and a half spell ranked damage. This spell also has the effect of relieving any pain caused by attacks one rank higher or below.
Strengths:
- Is instant in casting (no channel time)
- Also numbs pain
- Heals right away
Weaknesses:
- Does not do healing over time
- Does not remove debuffs and is only healing
- Can only heal one person at a time
- Must be touching the person
- D Rank Spells:
- Name: Bladed Tears
Rank: D
Type: Offensive
Duration: 1 post
Cooldown: 2 posts
Description: Allison dislikes it immensely when people cry, and therefore she has developed a technique called Bladed Tears. This is designed to target the eyes, and if it hits anywhere on the person's face, does 120% ranked damage. Successfully hitting the eyes will cause the spell to do 150% ranked damage. The Bladed Tears are shaped like giant, silvery-blue tear drops, and are roughly 2 centimeters long each, a centimeter wide at the biggest part, and about a centimeter thick. They have a pointed end and a cone shape with a curved "base part." The Bladed Tears travel at 30m/s and are summoned as objects levitating in the air-- a maximum of 4 can be summoned at once. The spell has a range of 15m.
Strengths:
- If the opponent tries to dodge by covering their face or looking away, Allison can make an attack
- Is good in close combat, perhaps better, unlike most ranged spells
- Does a lot of damage if aimed correctly
Weaknesses:
- Difficult to aim correctly
- Easy to dodge ^^
- Requires concentration to levitate
- Makes a bit of a gory sight
- Doesn't do any damage if they don't hit the face (they bounce off and disappear), the side of the head and the back of it are not able to be targeted
- Allison must be close enough to see their face in order to properly even attempt to aim
Name: Vitality Exchange
Rank: D
Type: Defensive, Supportive
Duration: Variable
Cooldown: 2 posts
Description: (I wasn't sure if I was able to have this as an active ability, so I made it a spell anyways.) Allison can drain her MP in exchange for HP at a rate of 2:1, respectively. Up to 10% MP can be drained per post, and therefore up to 5% HP can be regained per post. There is no sign of weakening while being drained, unless of course her MP hits the dangerously low levels. There is no need to channel this spell, as all Allison must do to activate it is think of the activation. The same applies with deactivation.
Strengths:
- Allows Allison to recover HP without using Repression or having to fight enemies (and use Satisfaction)
- Has no cooldown
- Is easy to cast
Weaknesses:
- Drains large amounts of MP
- Has an uneven exchange rate
- Is automatically turned unavailable during battle
- Cannot be used until one post after leaving battle
Name: Nerve Cutting Dagger
Rank: D
Type: Offensive
Duration: 2 posts
Cooldown: 3 posts
Description: This spell is basically a miniature version of the larger Nerve Cutting Blade. The blade itself is invisible to almost everyone except Allison, and others that specialize in MP techniques such as this. It is about a half of a foot long and is extremely thin and attached to Allison`s hand by MP. Allison can perform a dash - type action that allows her to move at 18m/s for a maximum of 2 seconds after casting this spell. There is no area of effect with this spell. Each cut by this blade deals ranked damage, and there is damage over time associated with this spell. If the three cuts were successfully dealt in succession to a specific area, the target will be paralyzed if it is equal to the spell's rank or under. If the target is above Allison`s rank, it may receive some moderate paralysis in certain limbs or extremities, but the full body will not be paralyzed. If the three hits are not dealt in succession or Allison misses the area, targets underneath the spell's rank will still be completely paralyzed if 2 hits were landed/3 were landed and one missed, and targets equal or over the spell's rank may experience some paralysis, depending on their resistance. 50% ranked damage is done each post, not including the first post, during the duration of this spell. No visible markings can be seen on the skin that are left by this spell.
Strengths:
- Allison can move very fast to close distance, so it`s good against targets without a lot of agility
- Does damage over time
- Allison can perform this spell whether or not it is directed at a specific target, so she could, in effect, use this spell and dash away to an area
Weaknesses:
- Has a moderately short/close range after the dash time is over
- Requires 2 consecutive cuts in a specific area before the spell can take true effect
- Requires a channeling time of 2 seconds to make the blade
- Does single target damage
Name: Disorientation Orb
Rank: D
Type: Offensive/Defensive/Supportive
Duration: 2 posts
Cooldown: 3 posts
Description: In this spell, Allison gathers energy together in her palm. It`s crackling energy that sort of resembles a ball of lightning, but it doesn`t give out shocks that electrocute people. The ball is a small size, and fits comfortably in Allison`s hand. Unlike many of her other spells that require things made out of her MP, this spell is visible to others besides Allison. (It is still formed out of her MP) Instead, Allison simply throws it into the midst of a group of people, and the orb will send out signals to the nerves that confuse them and cause them to stop working properly. This spell has an area of effect of a radius of 10m, and Allison can throw it from a max of 15 meters away. It travels at a speed of 10m/s, and Allison can choose it to become active at any point in it`s journey, at which is the center of the radius of 10m. The spell itself confuses the nerves and causes opponents equal to the spell's rank and below to be completely paralyzed for the remaining duration of the spell. Opponents above Allison's rank may have some parts of their body paralyzed for the duration of the spell. It also does 150% spell ranked damage to the center of the area of effect (2m radius from the center), and spell ranked damage in the entire 10m radius.
Strengths:
- Has Area of Effect
- Allison can throw it from far away
- This spell paralyzes the enemy if they are equal to the spell's rank or below
Weaknesses:
- Allison must form it / channel for 5 seconds
- This spell can also hit her allies
- This spell is dodgeable since it can be seen by others besides Allison
- Travels kind of slowly
- C Rank Spells:
- Name: Nerve Needles
Rank: C
Type: Offensive/Supportive (Possibly Defensive, but unlikely)
Duration: Variable (Read Below)
Cooldown: 1 post greater than the duration
Description: These needles are created out of Allison's MP, and therefore they are invisible and unable to be dodged by most people. Animals or beasts cannot dodge them unless they have super sensory vision or reflexes, either. If you could see them, however, they would vaguely resemble senbon that ninjas use, and Allison uses them the same way; by throwing them at her enemy, aiming for very specific spots. The needles can travel at up to 15m/s, and Allison can throw them in groups of three, two, or one. She can throw them from up to 20m away, and this attack has no area of effect. On impact, the needles hit the nerves in a certain way that can either damage them, cut them, cut them off, or other things. Often times, Allison will use them to hit the nerves, which will cause the muscles to either spasm uncontrollably or to be paralyzed. The needles each do a natural 25% damage, and 50% damage if they hit the specific area Allison is aiming for.
Strengths:
- Can pierce through armor & shields of a lower rank
- The needles are invisible and therefore difficult to be dodged
- The needles fly a little bit more quickly as Allison can throw-- enemies that are below Allison's rank cannot dodge them, (it's a higher ranked mage throwing magically needles with magically enhanced speed).
Weaknesses:
- Allison must land at least 2 of these needles in a very specific location on a nerve in order for it to take effect
- An enemy can only take damage from 3 needles maximum
- Making the maximum number of these needles requires an extra 3% of Allison`s maximum MP
- Allison can only make 8 needles at a time
- If somehow, someone has the ability to see the needles and literally pulls/yanks them out, the duration of the spell will be reduced to ending in the post when they were pulled out. For example, if the needles are pulled out in the first duration post, then the duration will be decreased to 1 post. Otherwise, the duration of the spell is one post longer than the amount of posts it took for the needles to be thrown.
Name: Nerve Pierce
Rank: C
Type: Offensive
Duration: 2 posts
Cooldown: 3 posts
Description: Allison deals purely damage to any target within 8m. She lifts up one hand and after a short delay, damage is done to her target unless they move out of range. Deals 150% spell ranked damage. There is no sign of the damage being dealt, and no pain is felt. Ignores defenses of equal or lower rank. During the second post of the duration, Allison deals an extra 50% spell ranked damage with any close-ranged nerve attacks. (i.e. Knife of Fate, Nerve Cutting ______)
Strengths:
- High damage
- No sign that the opponent has been targeted
- Can be used out of melted range
Weaknesses:
- Only does single target damage
- Does not have damage over time
- Has a delay of 3 seconds after casting
- Short range, so the opponent could simply run out of range after being targeted
Name: Knife of Fate
Rank: C
Type: Offensive
Duration: 2 posts
Cooldown: 3 posts
Description: Allison conjures a sharp Knife of Fate, which resembles a blade attached to her right or left hand. The blade itself is about five inches long, and extremely thin-- however, it is also very sharp. The knife deals 150% damage to targets that are at full health or above 100%, and normally does spell ranked damage. This spell also does 150% damage to targets that are under 60% HP.
Strengths:
- Is invisible to the naked eye
- Does lots of damage to start out a fight or while attempting to end one
Weaknesses:
- Has a short range
- Isn't good in the middle of fights
- Has no status effects (paralyzation, etc.) only damage
- B Rank Spells:
- Name: Nerve Cutting Blade
Rank: B
Type: Offensive/Defensive/Supportive (Versatile)
Duration: 3 posts
Cooldown: 4 posts
Description: This spell is extremely similar to the Nerve Needles in that it is a weapon comprised of Allison`s MP. The blade itself is invisible to almost everyone except Allison, and others that specialize in MP techniques such as this. It is about 1.5 feet long and is extremely thin and attached to Allison`s hand by MP. Allison can perform a dash - type action that allows her to move at 22m/s for a maximum of 2 seconds after casting this spell. There is no area of effect with this spell. Each cut by this blade deals 50% ranked damage, and there is damage over time associated with this spell. If the three cuts were successfully dealt in succession to a specific area, the target will be paralyzed if it is equal to the spell's rank or under. If the target is above Allison`s rank, it may receive some moderate paralysis in certain limbs or extremities, but the full body will not be paralyzed. If the three hits are not dealt in succession or Allison misses the area, targets underneath the spell's rank will still be completely paralyzed if 2 hits were landed/3 were landed and one missed, and targets equal or over the spell's rank may experience some paralysis, depending on their resistance.
Strengths:
- Allison can move very fast to close distance, so it`s good against targets without a lot of agility
- Allison can perform this spell whether or not it is directed at a specific target, so she could, in effect, use this spell and dash away to an area
Weaknesses:
- Requires an extra 3% MP to make the blade
- Has a moderately short/close range after the dash time is over
- Requires consecutive cuts in a specific area before the spell can take true effect
- Requires a channeling time of 2 seconds to make the blade
- Does single target damage
Name: Shield of Mercy
Rank: B
Type: Defensive, (Possibly Offensive)
Duration: 4 posts
Cooldown: 5 posts
Description: In this spell, Allison forms a shield around her that is invisible to the naked eye and covers her body completely, in every aspect. It is only visible to Allison, and although it covers her eyes, ears, and nose, none of her senses are affected, including her vision. Somehow, everything looks exactly the same. Anyways, the shield can absorb up to 150% spell ranked damage. The shield has a regeneration ability, and it regains the ability to absorb an 50% spell ranked damage per post. This does stack. The shield can also reflect damage that is inflicted to it, back at the person who did the damage. Upon being hit by any attack lower than the shield's rank, spell ranked damage is reflected back. Upon being hit by an attack equal to the shield's rank, 50% spell ranked damage is reflected back, and upon being hit by an attack one rank above the shield's rank, 20% spell ranked damage is reflected back. However, it cannot reflect damage from an S-rank or above attack. Also, for example, if the shield has no damage done to it / receives no damage, at the end it will have the ability to absorb a total of 300% spell ranked damage. However, if Allison`s shield absorbs more damage than it can take, all spells that go through the shield will do an extra 10% damage. Allison`s shield has a size of whatever the person`s body is, as it manifests less than 1-inch away from their skin. It is not directly touching the target`s skin, as it also has the ability to absorb small shocks of up to any rank below Allison`s rank.
Strengths:
- Reflects damage
- The shield amount can regenerate/stack
- Cannot be teleported through because it's so close to the skin that there isn't any room
Weaknesses:
- Does not cover a large area (is only an inch away from the skin)
- Can only be cast on one person at a time
- No one but Allison can see the shield, so if she casts it on an ally they may have troubles gauging how much more damage it can absorb, etc
- Does extra damage to the protected person if damage goes through the shield/the shield breaks, for the rest of the duration unless the shield was de-summoned before it broke
Name: Repression
Rank: B
Type: Offensive/Defensive/Supportive (Versatile)
Duration: 3 posts
Cooldown: 4 posts
Description: This is a spell that Allison usually saves as a last resort, or she uses it on monsters or things that she has a definite intention to kill. This spell only works on targets that are already injured aka are not at full health for any reason. Allison can spend an extra 5% MP than she would usually use for a spell in order to use Repression, which causes her target unbelievable pain and disables them for the duration of the spell. Enemies that are the same rank of the spell or under will be completely affected by this spell, and enemies above the spell's rank will still feel incredible pain, but will not be incapacitated or disabled unless they are sensitive to pain in some way. This spell deals spell ranked damage in the first post, then 25% spell ranked damage per post for the duration of the spell. Allison can cast it on any target that is within 20m of her, and has no area of effect. Allison may begin channeling the spell whenever the target is within 12m of her, and if the target moves outside of a 25m radius range before Allison finishes channeling, the spell is broken. If the spell is broken during channeling, Allison takes 50% spell ranked damage. If the spell kills the target (at any time during the duration), 20% of Allison's maximum MP is returned, and the cost of the spell is refunded.
Strengths:
- Incapacitates the target completely for 2 posts if it is equal to Allison`s rank or under
- Heals Allison for the damage dealt
- Does damage over time
Weaknesses:
- Allison must channel this spell for 1 post
- Unlike a lot of spells, this one can't affect opponents above the spells' rank-- not even if they're 1 rank above (unless they're extremely sensitive to pain)
- Neither the target or Allison may be at full health
- This spell consumes an additional 10% of Allison`s maxiumum MP. (included in the spell cost)
- Allison may only use this spell 6 times per thread
- Spell Fusions:
- List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)
Name Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Fused Spells(What Spells Went into the Fusion and their Ranks?)
Name Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Fused Spells(What Spells Went into the Fusion and their Ranks?)