Primary Magic
Kiritsu no Mae: Aspect of the Warden
Caster Magic
This was a primary magic taught by her family to which it focuses on the concept of “To Torture or to discipline through punishment”. The idea of this magic is much similar to that of a simple game of chess, if an opponent makes a bad move, they are punished for such action and thus losses an important asset or tool for the entire period until conditions are met to regain such. If by chance they moved the Queen for instance in a bad spot, it shall be captured until a pawn reaches for the goal but at what cost for it and what will it take to have one of the pawns complete their objective? One cannot just simply move a pawn casually to the opposing side knowing that enemy pieces of the board are present. It’s safe to say that it conditions an opponent making them trade something for a confiscated tool.
Another idea of this magic, the terrifying one, is that in the overall battle against an opponent, most of the caster’s spells embodies torture methods which a jailor would normally use on its prisoners. This involves increasing damage to an opponent who suffers impaired movement as well as bypassing and weakening the opponent’s defenses no matter how strong and powerful they are.
Strengths:
- An overall summary of the magic is that it conditions its opponents to make a choice, to gain something and to lose another and regardless of the choice the opponent makes, a price of equal value has to be made and as a result the caster controls the flow of battle itself.
- It’s a kind of magic known to use buffs known as Mark of Sin applying additional effects to all spells affiliated with it. Enhanced spell effects may lead to dire consequences for the target itself. Its only by applying Mark of Sin to an opponent can the caster be given an advantage, it also serves as a trump card in losing battles.
- Facing the caster alone may prove to be difficult whether their rank maybe equal or lower. Though most of its spells can strike multiple targets, once the opponent is caught in the web, it would be difficult for them to get untangled from it.
Weaknesses:
- Removing the Mark of Sin buff may lower the effectiveness of some spells. Having only a few stacks of Mark of Sin may actually gain favor as it causes the caster to wisely choose her spells. Less problems, more comfort.
Lineage
The Gingerbread Man
Description
"Run and run as fast as you can. You can't catch me, I'm the Gingerbread Man."
Know the story of the Gingerbread Man? That obnoxious little dough stain that always runs faster than anyone else, running so fast that no matter how fast people try to run, they can never catch him. Until one man caught him of course. In a confrontation with this little prankish devil after a promise to the people to take him down, this man, whose name faded from history, chased him down for 7 years, 7 months and 7 days, around the world and through time and space, until one day, he did the impossible and caught the little guy purely based on his own speed, rather than relying on the cunning that the fox in the classic utilized. The tremendous feat that broke the impossible resulted in the creation of a legend and the power behind this legend gave those of this man's blood supernatural agility and speed, but with a twist. Reenacting the chase that gave them this power, users of this ability have Absolute Speed.
"Run and run as fast as you can. You can't escape me, I'm the Gingerbread Man."
Ability
Absolute Speed, the world's most powerful speed ability. It is an ability not based on adding just raw speed to the user, but on comparing the user's speed against the speed of the opponent the user is fighting. As a result when this ability is active, no matter the speed or reflexes of the opponent, the H-rank user is always faster. ALWAYS. Not even light-speed can keep up, but being able to exceed it would depend on the rank of the user. When used, the spell adds the speed of the fastest opponent/projectile in the field to their own, making them always dominant in the speed factor. Note: you do not get auto-dodge during rolls nor auto-hits. However, if a spell is said to be so fast that you cannot try to dodge it, disregard the claim, because you can.
Usage
Moving so fast however may break one's body, especially when the opponent is much faster than your base speed. Thus, the limit for users is 2 uses per thread, lasting 2 posts each, with six post cool down. The user's rank also limits the max speed their still human bodies can take, with bullet-speed (1200 m/s) as the limit for C-rank and below, Mach 100(34000 m/s) for B-rank, lightning(6000 km/s) for A-rank and light(300,000 km/s) for S-rank, with exceeding light-speed at H-rank. This lineage does not apply to projectiles but does apply to physical attacks.
The Gingerbread Man
Description
"Run and run as fast as you can. You can't catch me, I'm the Gingerbread Man."
Know the story of the Gingerbread Man? That obnoxious little dough stain that always runs faster than anyone else, running so fast that no matter how fast people try to run, they can never catch him. Until one man caught him of course. In a confrontation with this little prankish devil after a promise to the people to take him down, this man, whose name faded from history, chased him down for 7 years, 7 months and 7 days, around the world and through time and space, until one day, he did the impossible and caught the little guy purely based on his own speed, rather than relying on the cunning that the fox in the classic utilized. The tremendous feat that broke the impossible resulted in the creation of a legend and the power behind this legend gave those of this man's blood supernatural agility and speed, but with a twist. Reenacting the chase that gave them this power, users of this ability have Absolute Speed.
"Run and run as fast as you can. You can't escape me, I'm the Gingerbread Man."
Ability
Absolute Speed, the world's most powerful speed ability. It is an ability not based on adding just raw speed to the user, but on comparing the user's speed against the speed of the opponent the user is fighting. As a result when this ability is active, no matter the speed or reflexes of the opponent, the H-rank user is always faster. ALWAYS. Not even light-speed can keep up, but being able to exceed it would depend on the rank of the user. When used, the spell adds the speed of the fastest opponent/projectile in the field to their own, making them always dominant in the speed factor. Note: you do not get auto-dodge during rolls nor auto-hits. However, if a spell is said to be so fast that you cannot try to dodge it, disregard the claim, because you can.
Usage
Moving so fast however may break one's body, especially when the opponent is much faster than your base speed. Thus, the limit for users is 2 uses per thread, lasting 2 posts each, with six post cool down. The user's rank also limits the max speed their still human bodies can take, with bullet-speed (1200 m/s) as the limit for C-rank and below, Mach 100(34000 m/s) for B-rank, lightning(6000 km/s) for A-rank and light(300,000 km/s) for S-rank, with exceeding light-speed at H-rank. This lineage does not apply to projectiles but does apply to physical attacks.
Unique Abilities
- Garden of Sinners:
- It was known that humanity received their gifts from the gods as a token of gratitude, rewards that had fit their labor. Having known this, humanity sought to gain something at the expense of the blood and sweat they put into however the system of what one grants benefit was abused making them too powerful. Their desires to gain more became the concept of temptation and thus it became a crime known as sin. A law was passed that day and well of eternal blessing was robbed from humanity as its dire consequence. The world was their garden and the humans who lived in it are its sinners, for there is no worthy and unworthy, all are equal. From now on everything has a price, including the efforts that they are so willing to make.
This unique ability aims to manifest the concept of “Humanity as Sinners of the Garden” and realizes that concept into reality. The caster can materialize a boundary field around them which is called the Garden of Sinners that expands to 90 meters in radius. Any mage excluding the caster that invokes and projects a spell cast will be rewarded with the mark of sin which shall appear as a small tattoo on the target mage’s body, the mark of sin then can be sparked with an invocation of a spell cast and activates only when conditions are met. In addition "Sinners may never leave the garden."
The Garden of Sinners persists as long as spells are casted in the area either from both caster and target; this includes active spells and spell effects for that the boundary field automatically absorbs traces of ethernano for it to sustain. If no spells are casted in the boundary field for 3 posts, the Garden of Sinners will disperse. The cooldown of the boundary field is equivalent to the number of posts it has been active plus one post.
- Mark of Sin:
The Mark of Sin is a buff, marking the target as a “Sinner”. The Mark of Sin is a tattoo formed on part of the mage’s body at random (sometimes appears an inappropriate places as a comic relief). If a target is hit by one of the caster’s spells while bearing the mark, the Mark of Sin is consumed giving the spell additional effects. This makes it possible to stack spell effects capping to three stacks. The target is tracked by the caster as long as the Mark still persists.
Signature Spell
- Chains of the Eclipse:
The Chains of the Eclipse, Binds of the Heavenly Warden
Type: Tactical, Offense, Support
It was said that even the Heralds succumbed to desire and their fellow kin, some became tyrants due to the well of fortune, manifestations in canon literature of these divine tyrants are Mephisto, Ares, Cronos. And so it was willed that as such the tyrants be restrained under the mercy of the Great Warden that brought order to all.
Additional reference for the very strength of the chains would be the Eclipse Celestial Spirit Arc, whereas the chains would drag the Celestial Spirit King himself down to the core.
It’s a special spell that only she can use which something is related to her birth and embodies her origin. Though these are not just any magical chains, they are chains that are said to prevent all kinds of escape once they are bound to the target may it be teleportation, substitution, special transference or phasing. It’s meant for a few purposes, it captures a target and immobilizes them and be used as a kind of catalyst for any other of its spells. Specifically the chains are said to have a stronger grip on targets with divine origin or something that is related to the divine, first generation slayers for instance. The greater their divine origin, the stronger and tighter the chains may hold them, this automatically treats it as an anti-divine based spell. To regular humans it would be difficult to pry off, for magical beasts or inhuman entities, they are considered as tough chains.
These Chains emerge from transparent portals making them seem that they appear out of nowhere and extend to about 25 meters per chain. In addition they can be used as weapons in order for the caster to gain attack range.
It has many uses plus the very spell and weapon she holds cannot part with her nor can it be copied.Rank Chains Summoned Durability towards Divine Targets D rank 2 chains Equivalents a C Rank C rank 4 chains Equivalents a C Rank B rank 6 chains Equivalents a A Rank A rank 8 chains Equivalents a A Rank S rank 10 chains Equivalents a SS Rank
Strengths:
When used as a basic weapon, she gains attack range
Its supposed to be an Anti-divine weapon, durability against divine beings are increased
These Chains prevent any kind of escape whatsoever, even a single chain attached to the target that they may be able to escape.
Weaknesses:
There's only a total of 12 chains, 2 of which are sealed
There's no escape once a target is bounded but that doesn't mean its indestructible.
Its possible to bypass attacks from these chains, making the caster open for an attack.
Its possible to suppress these chains by crucifying them or entangling them
An active spell barrier may prevent one from falling under the mercy of the chains themselves.
D rank Spells
- Timorant Token:
Timorant Token
Type: Tactical Offensive, Buff
Duration:Durable till the clip is used
Cooldown:3 posts to reload
Timorant is a pormeateu of words “timoria” and “antamoivii” in Greek which means “Punish and Reward.” The Token is described to be an ethereal bullet in nature, a small black sphere of pure energy. This however heavily mistakes it as Dark magic but in actual it is not. The Timorant Token deals D rank spell damage and upon contact with a target, grants them the Mark of Sin which is later used and sparked for other spell purposes. Timorant tokens when used and shot as projectiles, the trajectory speed matches that of a regular handgun. Timorant Tokens can also be embedded to melee attacks. The clip count starts at 5 and adds 1 token per post while the spell is not in use. Once the clip is emptied, cooldown is applied.
Strengths:
Timorant Token is primarily a spell shot but it can be used in melee attacks
Timorant Token deals spell damage of its own rank plus physical damage to the caster’s own rank upon Melee hit.
Timorant Token although lacking in damage, once an opponent is hit by them, the Mark of Sin will appear.
Weaknesses:
Timorant Token doesn’t deal much damage as a spellshot against those higher than her rank
Timorant Token may only fire 10 shots for Semi-auto, 30 shots for full auto and will be locked for cooldown so afterwards
Timorant Token’s damage efficiency falls on a melee hit
Timorant Token is the basic spell used to initiate her other spells once her opponent is marked as a Sinner.
- Fog of Lies:
Fog of Lies
Type: Tactical, Support, Buff
Duration:3 posts + 1 post for each Mark of Sin consumed (Max Bonus Duration 3, Max duration 6)
Cooldown:4 posts
The caster uses Ethernano in the air as a catalyst in order to summon a thick fog or vapor in an area with a range of 25 meters that causes visual obstruction, though the caster's shadow and figure in the mist would be dimmed unless of course they are close. In addition while the caster is within the fog, they gain a 10% increase in agility and any sound they will make will be completely suppressed.
Mark of Sin: Any mage that carries the Mark of Sin while exposed to the fog will lengthen the duration of the spell and causes them to suffocate, draining a bit of oxygen out of their bodies. If they remain in the mist for 6 posts without exiting, they will run out of oxygen. (Either death or by being unconscious) Sucession of this condition is that if the opponent is below 20% of their total Hitpoints
Strengths:
The spell’s thick fog causes visual obstruction, making opponents hesitant to fire projectiles
The caster gains an advantage while they’re in the fog, giving parameters of an assassin.
If an opponent bears the Mark of Sin, they cannot see or feel the Caster’s presence. Each Mark consumed is a post worth of its effect.
Weaknesses:
Though it may cover an entire area and allows a chance of evasiveness for the caster, a powerful gust may blow it away, robbing all advantages gained in the fog.
Though it may be difficult to fight the caster head on in the fog, it’s possible to at least hit them with AoE spells
Enemies with Clairvoyant abilities may be able to overcome the fog as long as they don’t have Mark of Sin.
The Mark of Sin effect can be bypassed if the caster himself is being tracked by another spell.
- Repercussion:
Repercussion: The Weight of Crime
Type: Tactical, Offense
Duration:1 post and 3 post to maintain the effect
Cooldown:3 posts
Parents usually discipline their children whenever they do something wrong and are sometimes punished simply by being whipped or spanked on soft parts of the body may it be by hand or by object. For inmates, they are physically punished by means of whip, the number of whips they taken is equal to the number of violations they have made, persisting to this kind of punishment may repeat results until they are pacified.
The Caster permeates pure energy from any part of their body or any weapon that will be used for their next basic attack dealing D rank spell damage plus additional damage depending on how the enhanced attack was launched may it be by Weapon Tier damage (If weapon is used) or Physical rank damage (If a part of the mage’s body is used). If Repercussion isn’t consumed half its mana cost is refunded.
Mark of Sin: If Repercussion is activated and the basic attack hasn’t landed, the user has a chance to spark up to three Marks of Sin. Once the basic attack lands on the target user, it will deal an additional D rank damage for each mark consumed. If three marks are consumed by this effect, the next attack whether physical or magical damage will deal an additional 25%.
Strengths:
It deals D rank magical damage to a target plus physical rank damage of the mage.
The Buff can be embedded on any part of the caster’s body or weapon.
If an opponent bears the Mark of Sin, they cannot see or feel the Caster’s presence. Each If the target has been stacked by three marks, if Repercussion hits, will deal 1 B rank damage in total plus the next attack deals 25% damage
Weaknesses:
If Repercussion has hit a different target, it is consumed.
If the opponent has an active spell barrier, the damage and effect is negated
Repercussion cannot come in a form of projectile.
The effects of Repercussion can be dispelled