Primary Magic: Symbiote magic
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Holder
Description: Symbiote magic is unlike most forms of holder magic. Instead of using your own magic source to power a spell by using an object as a medium, the user feeds a symbiote which grants them abilities similar to magic. The symbiote that is linked to Jet feeds off a peculiar magic energy which appears to be connected to his Bloodline, sometimes drawing directly from his Ethernano container in order to change its biomass to suit the current situation. The symbiote is always surrounding Jet, capable of changing color and shape in order to allow him to blend in to almost any situation, but when combat arises it takes the form of armor to protect its host which provides it sustenance, sometimes going as far as to control his movements, but this only happens when the life of the host is threatened.
After years of development as part of Jet it eventually began to speak to him within his mind, which eventually led him to learning the name of the entity that had been protecting him all this time, Aeternam. This all happened during the time of civil war which was happening in his country, Aeternam was handed down to Jet with the sole reason to protect him from any harm that might come from it since Jet himself was unable to tap into his own magic power source.
Aeternam is capable of manipulating its shape freely, consuming the mass of metals and is capable of duplicating anything it has consumed or covered, be it mechanical or magical since Aeternam is a living tesseract. Most of Aeternam’s abilities are centred on evolving itself to better suit situations (eg: adapting to certain environments where others would have difficulty adapting to) but due to Jet’s upbringing, when engaging in fights Aeternam creates duplicates of weapons it has consumed, shifting his form to allow them to be comfortable in Jet’s grasp yet still capable of a unique hardness which seems out of this world. Consuming the hosts mana when creating a weapon would cause the weapon to become a magic weapon, which is unable to occur within Aeternam's current stage of evolution (restricted to average weapon creation till B-Rank). Consuming the hosts mana adds mass to Aeternam.
- armored form:
- Adaptable is as adaptable as most requip style magics
- Aeternam is a living tesseract, allowing it to change its shape, color and hardness at will
- As the weapons are an extension of Aeternam Jet is capable of swinging them around without any restriction as though they were an extension of himself
Weaknesses:
- Symbiote and host must be in unison in order to work effectively
- Rapid swapping weapons can be taxing on both the host and the symbiote
- If all MP is consumed, Aeternam will be unable to move as he has lost his source of food (the magical energy in Jets bloodstream)
- In order to mimic weapons, Aeternam must have come into direct contact with the weapon.
Lineage:
- soldier of chaos:
- Soldier of Chaos:
Description: There was once a general who's skill in battle was unsurpassed, and his leadership demanded the respect of all his soldiers. However he craved longingly for a warrior to match his skill. Slowly, this craving turned to a corrupting desire until he was lost in his search. He challenged everyone and everything that came across his path, slaughtering his king-his soldiers- fellow generals- and soon started a massive war that spread across the continent. One by one, kingdoms fell to his might. Finally, his desire turned his men against him, where they tricked their general to being entombed and to rot for eternity. The general finally died, but his spirit lived on to possess other soldiers to finally end his craving. Every so often; a Soldier is consumed by unquestionable blood-thirst, and an immeasurable desire for carnage and war until they meet their true rival in a battle to the death.
Ability: Upon activating the lineage, the user's strength is dramatically increased, as well as his endurance and speed. They obtain a cleaving passive for their physical attacks, with a blood red aura wave emitting from whatever they are using for a weapon. 5 meter range.
Usage: The user can only buff themselves once per thread, and it lasts five posts. While under the effects of the buff, they receive a debuff, where they will turn on everything near them, including allies until the buff has ended. If used too much, the side effects increase in duration until the person is completely corrupted by the desire.
- Symbiotic Speed:
- Symbiotic Speed (passive): Aeternam assists jet when moving, giving him “A spring in his step” and allowing him to move 15% faster than other mages of similar rank.
- Symbiotic Defence:
- Symbiotic Defence (passive): When hostility is detected Aeternam enters its armored form, giving him a 15% resistance boost against physical attacks.
- Symbiotic Strength:
- Symbiotic Strength (passive): Aeternam lends Jet a portion of his strength, allowing him to lift larger weights along with giving him a 15% boost in strength.
- Symbiotic Resistance:
- Symbiotic Strength (passive): When hostility is detected Aeternam enters its armored form, giving hima 15% resistance boost to magical attacks.
SPELLS:
- Signature:
- Double:
Name: Double
Rank: C
Type: Supportive
Duration: 5 posts
Cooldown: 5 posts
Description: Aeternam expands itself and creates an extra set of arms which it can control from the armor’s shoulders, allowing Jet to physically hold more weaponry as well as allow him to defend himself from extra angles.
Strengths:- Allows Jet to wield more weapons
- Extra options when mixing spells
- More defensive and offensive power (gives no buffs, just an extra set of limbs)
Weaknesses:- Jet isn’t in control of the limbs so he is unable to control the way they move
- Can be an annoyance if Jet isn’t properly co-ordinating his attacks
- Can get in the way of certain attacks
- Doesn’t deal weapon damage
- Allows Jet to wield more weapons
- D-Rank:
- Transcend:
Name: Transcend
Rank: D
Type: Support
Duration: 3 posts
Cooldown: 4 posts
Description: Aeternam changes the cape of its armored form to that of fully functional wings, allowing Jet to be more mobile and allow him to be more combatant in the air. This also provides an extra 10% increase to speed.- Spoiler:
- only the wings, nothing else on the monster
- Allows Jet the ability of flight
- Extra options when in combat
- Speed boost
Weaknesses:- Easily destroyed by a D-Rank spell
- Can get in the way of certain attacks
- Cannot fly if wings are restricted
- If wings are damaged they will be unusable
- Enchant- Flash:
Name: Enchant: Flash
Rank: D
Type: Light
Duration: Instant
Cooldown: 2 posts
Description: Aeternam converts ethernano rapidly into light energy, causing a bright flash to temporarily blind those within a 10 meter area
Strengths:- Blinds enemies for 2 posts
- Stuns enemies for 1 post
- Can be used to escape or distract a target
Weaknesses:- Blinds allies for 3 posts
- Stuns allies for 1 post
- Doesn’t work on those who are blind
- Doesn't work on those above B-Rank
- Blinds enemies for 2 posts
- Adapt-Resist Heat:
Name: Adapt: Resist Heat
Rank: D
Type: Support
Duration: 3 posts
Cooldown: 4 posts
Description: Aeternam alters it’s armored form to allow it to resist all forms of heat (magical and natural) more easily, giving basic immunity to all burn effects for the duration. Allows Jet to feel no discomfort or be disadvantaged in hot areas, basically making him unable to feel heat.
Strengths:- Resists low tier fire/heat spells
- No discomfort in hot environments (eg: desert, volcano, etc.)
- Immunity to burns
Weaknesses:- Heat resistance only lasts the duration
- Only affects D-Rank spells
- Only affects certain locations
- Doesn’t allow Aeternam to resist higher tiered spells than D-Rank
- Resists low tier fire/heat spells
- Adapt- Resist Cold:
Name: Adapt: Resist Cold
Rank: D
Type: Supportive
Duration: 3 posts
Cooldown: 4 posts
Description: Aeternam alters it’s armored form slightly to allow it to resist all forms of cold (magical and natural) more easily, negating all debuffs caused by cold spells. Allows Jet to feel no discomfort or be disadvantaged in chilly areas, basically making him unable to feel the cold.
Strengths:- Resists low tier ice/cold spells
- No discomfort in chilly areas (eg: anywhere with snow or completely frozen wastelands)
- Immunity to frostbite
Weaknesses:- Cold resistance only lasts the duration
- Only affects D-Ranked spells
- Only affects certain locations
- Doesn’t allow Aeternam to resist higher tiered spells than D-Rank
- Resists low tier ice/cold spells
- C-Rank:
- Dawnbreaker:
Name: Dawnbreaker
Rank: C
Type: Weapon
Duration: N/A
Cooldown: 3 posts
Description:- Visual:
Strengths:- Long reach
- Devastating cleaving power due to its weight and size
- Can easily cleave through weapons of same rank
Weaknesses:- Because of its size it is difficult to handle
- Must be wielded in two hands if the wielder isn’t strong enough to lift it
- Melee weapon
- Can be easily dodged if the wielder is inexperienced in using such a weapon
- Passive Ability:
- The longer the weapon is used in battle the more powerful it becomes, gaining an extra 10% damage boost for every 5 posts it is drawn, stacking up till it reaches 70%
- Active Ability:
- Type: Offensive
Duration: Instant
Cooldown: 2 posts
Description: The glyphs along the blade and the jewel in the hilt glow a faint red with radiant energy, causing the weapons blade to glow. For the duration that the weapon is glowing it will be able to cut through C-Rank or lower tier spells/weapons without taking any damage
Strengths:- Allows the weapon to cut through low quality items/weapons/weapons/spells easily
- Can create pathways through defensive spells
- Great offensive power
Weaknesses:- Effect only lasts long enough to cut through one spell
- Only works on things of equal or lower rank to the weapon
- When used on a spell of greater rank it will not cut through
- Only works on things within the range of the weapon
- Allows the weapon to cut through low quality items/weapons/weapons/spells easily
- Crack of Dawn:
- Name: Crack of Dawn
Rank: C
Type: Offensive/Special
Duration: Instant
Cooldown: 3 posts
Description: The jewel in the hilt of Dawnbreaker begins to glow a faint red as the blade begins to glow a similar color. The wielder then lifts the blade in the air as it glows ever brighter before slamming it down on the ground in front of him/her causing a circle of radiant energy to erupt around the wielder and pulse outwards for 25m in every direction at 15m/s.
Strengths:- Decent AoE
- Simple yet effective
- Can damage multiple enemies within the range of the spell
Weaknesses:- Can damage allies within the spell range
- Raising Dawnbreaker and slamming it into the ground is required
- Jet is immobile during the spell casting, allowing enemies to escape the range
- Whilst casting the spell, it can be cancelled if Jet is struck
- Decent AoE
- Nightfall:
Name: Nightfall
Rank: C
Type: Offensive/Spell Weapon
Duration: N/A
Cooldown: 3 posts
Description:- Spoiler:
Strengths:- Ranged Weapon
- Unlimited ammo
- Can be used in close range to defend against bladed weapons
Weaknesses:- Can only fire six shots each per post
- Range limited to roughly 35m
- Not that great if the target is over 35m away
- Each clip holds 12 bullets before needing to be recharged
- Passive Ability:
- The weapon has the peculiar ability of firing highly condensed kinetic, allowing it to cause the target which is hit by the shot to be knocked back 2 meters
- Active Ability:
- Type: Offensive
Duration: 1 post
Cooldown: 3 posts
Description: The purple sections on both created Nightfall begin to glow a deep purple before firing off a beam of purple condensed kinetic energy from both weapons, consuming all 6 shots on both weapons for the post. The beams are 3 meters in diameter and reach up to 50m. The path of the beams can be altered by moving the weapons line of sight. If hit by the beam it will launch whatever is hit backwards 15 meters
Strengths:- Decent sized area
- Almost always an assured hit
- Great offensive power
Weaknesses:- Consumes an entire posts worth of ammo, meaning that the weapons must be reloaded after firing
- Weapon must be fully loaded in order to fire the beams
- Will not knock back anything of A-Rank+
- Will only knock back B-rank things half the distance
- Decent sized area
Last edited by Jet Armorum on 12th August 2015, 6:52 am; edited 24 times in total