Magic
Primary Magic: Venom God Slayer: Bloody Transcendence.
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Caster.
Description: A frozen blood through the power of shadows was supposed to be her cure but what she had not expected was that her own blood would adapt to the cold and unfreeze itself by allowing itself to become corrosive. With black corrosive blood running in her veins due to the effects of her god slayer magic it has allowed her to control the mutations to a stronger degree preventing more while also giving up her ice slayer powers in return for Venom God Slayer ability's due to her partner in venom Uziael.
While in combat her strength comes from her ability to cripple enemies with quick bursts of her venom and by making them have to choose to fight at range due to her blood. But even so that does not mean she is weak at range as her on slayer spells are a danger to anyone around her even allies.
Strengths:
Weaknesses:
Lineage:
Slayer Perks:
Unique Abilities:
Spells:
Primary Magic: Venom God Slayer: Bloody Transcendence.
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Caster.
Description: A frozen blood through the power of shadows was supposed to be her cure but what she had not expected was that her own blood would adapt to the cold and unfreeze itself by allowing itself to become corrosive. With black corrosive blood running in her veins due to the effects of her god slayer magic it has allowed her to control the mutations to a stronger degree preventing more while also giving up her ice slayer powers in return for Venom God Slayer ability's due to her partner in venom Uziael.
While in combat her strength comes from her ability to cripple enemies with quick bursts of her venom and by making them have to choose to fight at range due to her blood. But even so that does not mean she is weak at range as her on slayer spells are a danger to anyone around her even allies.
Strengths:
- ☣Strong battlefield control.
- ☣Has a good mix of Area and Single target damage.
- ☣Extremely powerful against any nature type mages by killing their plants.
Weaknesses:
- ☣Can harm allies if the get hit by her Area spells.
- ☣Is dangerous to use in areas with low stability due to the corrosive nature of her magic.
- ☣Damage is mostly all over time and can be slow.
- ☣Will deal less damage against earth mages dealing 25% less damage to them.
Lineage:
- Spirit Link.:
Spirit Link:
Description: A weathered old monk once had the ability to communicate with spirits. These spirits granted him their abilities, linking with the monk, covering him in a misty white aura, allowing him access to a greater power. The spirits that linked with the monk we’re one of an insane berserker, a warrior with a legendary shield, and a dragon. During a great war, the monk fought for his country, and was supposedly killed in action. It’s rumoured that he fled after the battle, supposedly teaching his family in secret the ways to link with spirits as he once did.
Ability: Allows the user to take on the appearance of a berserker, a guardian, or a dragon in combat.
Usage: Each form lasts for 3 posts and can be used once per thread.
The berserker gains a giant two handed spirit claymore, capable of shredding through User ranked armours and defenses, up to A-Rank. No defensive or healing spells may be used in this form
The guardian gains a massive shield of adamantum capable of blocking the equivalent of 3 A-ranked spells. No additional defensive abilities can be used in this form.
The dragon gives the user the ability to fly and a roar of pure energy equivalent to a B ranked Dragon Slayer roar. Also can use claws and tail for basic melee damage. Cannot use any other spells or magic in this form.
Slayer Perks:
- Perks.:
- God Slayers can eat any form of their own element, pure and mixed. However, they cannot consume the element of their Demon Slayer counterpart.
- Deals double damage towards Holy, God, and Angel type non-human beings.
- First Gen. God Slayers have learned the magic from the God of their respective element.
God Force: A Slayer must consume at least 70% magical energy from his respective element in order to achieve Force, however, their total magical energy must equal to 150% or higher. In other words, the Slayer can still use magic, but if it does not equal to at least 150% magical energy after consuming 70% magical energy, they must consume an appropriate amount to reach it. If the Slayer can achieve this within the next 5 posts, Force is activated. If they cannot, the magical energy is rapidly consumed by the Slayer's body, causing any magical energy that was above their maximum to go down to the max. The Slayer can then try to do this again, if the opportunity is there.
God Force highly increases the power of the God Slayer's magic, physical endurance, speed, and strength. (God's Aura: Body is cloaked in a shaded aura of their respective element) It puts all stats into the next range on the character scaling.
The spell power of each rank is increased to 150%.
In God Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. ( Frostbite, Burn, Poison, etc. )
During God Force the Slayer does not lose any mp from casting spells, but after it wears off is left with 5% mp.
Lasts for 7 posts
- A slayer’s body is naturally going to be stronger than regular people’s due to their intense training which gives them a 10% buff to their durability, strength and speed. This amount is considered what it is like for a mage to be just above the capabilities of a mage of their rank.
- All slayers have a resistance to their own element,
2 ranks above: 0%
1 rank above: 10%
Same rank: 25%
1 rank below: 30%
2 ranks below: 50%- All slayers have enhanced senses,
- God Slayers can eat any form of their own element, pure and mixed. However, they cannot consume the element of their Demon Slayer counterpart.
Unique Abilities:
- ☣Transcended Blood: Due to the effects of the Slayer magic on her blood she has black blood that is linked to her magic in that it is infused with the darkness of her own slayer magic making it unable to be eaten by other slayers.
- ☣Neuro Toxic Blood: Her blood is highly deadly and dangerous to anyone that touches it dealing one instance of D-Rank damage to anyone that touches it and now due to the corrosive nature of her magic can melt any armor of weak status over 2 posts.
- ☣Venomous Transcendence: Due to the fact she can now control her mutations her body can now move and react 20% faster than most normal humans.
- ☣Venom Resistance: Even if she cannot eat a type of venom her body has a unnatural resistance to it reducing poison and venom damage by 40%
Spells:
- Signature Spell.:
Name: Venom Gods Hook.
Rank: Same as Caster.
Type: Offensive, Venom.
Duration: Instant.
Cooldown: None.
Description: Sayrn lunges 3 feet forwards throwing a kick that if it hits knocks the enemy 3 feet into the air and immediately afterwards a chain made of black venom hits the enemy from above knocking them back down to the ground as this all happens within two seconds. (1.5 ft/sec.) Deals 100% Users rank in damage.
Strengths:- Good for dealing with close range combatants.
- If in a combo with her CC makes it easy to hit.
- Leaves an enemy open as they lie on the ground from the chain of venom knocking them there.
Weaknesses:- If she misses she is left open.
- Cannot be used in areas with low ceilings due to the fact it knocks them in the air.
- Requires her to be close to the opponent.
- Heavier enemies cannot be lifted into the air.
- Good for dealing with close range combatants.
- D-Ranks Spells.:
- Venom Gods Nova.:
Name: Venom Gods Nova.
Rank: D-Rank.
Type: Deffensive, Venom.
Duration: 2 posts.
Cooldown: 4 Posts.
Description: Sayrn releases a large nova of Black poison that glows with a vibrant green outline around herself that upon contact with an enemy will begin to seize their muscle control for the first post reducing their speed of all kinds by 50%(25% if they are B-Rank or higher.) and full paralysis on the last post. (changes to just another post of the slow if they are B-Rank or higher.) (Range of AOE: 10 meters.)
[Paralysis starts on the post it is active E.G the one right after the slow and ends that same post.] (Does NOT deal any damage)
Strengths:- Great for taking care of large groups and keeping them down.
- Can be synergistic with spreading her other poisons around.
- Great for using inside a small space as it makes it harder to avoid the nova.
Weaknesses:- Can affect allies.
- Cannot affect people if it cannot touch their skin or be inhaled.
- The nova has a slow effect and can be countered before full paralysis.
- Can be stopped by cover so places with lots of cover can make it easy to avoid this move.
- Great for taking care of large groups and keeping them down.
- Venom Gods Terror.:
Name: Venom Gods Terror.
Rank: D-Rank.
Type: Offensive, Venom.
Duration: Instant.
Cooldown: 2 Posts.
Description: After half a second of charging Sayrn releases a massive burst of highly toxic black venom with a vbrant green glow to it from her body that will expand quickly at 7 meters/second pulsing twice within two seconds and the second pulse being half as fast the first. It will expand up to 15 meters away from her with this spell dealing 1 instance of D-Rank damage on the first pulse and 50% of that the next.
Strengths:- Good for taking out a bunch of opponents at once.
- Has great execution potential while in a desperate fight due to large AOE.
- Makes for a great hiding tool due to the opaqueness of the venom.
Weaknesses:- Is not worth using in highly claustrophobic areas.
- Is easily seen due to vibrancy of the venoms glow making it easy to dodge the AOE if you know the look of it.
- While fast the venom itself can be blocked and is not incorporeal.
- It can and will hurt allies if they are unable to avoid or block this spell.
- Good for taking out a bunch of opponents at once.
- Venom Gods Gale.:
Name: Venom Gods Gale.
Rank: D-Rank.
Type: Offensive, Venom.
Duration: Instant.
Cooldown: 2 Posts.
Description: Sayrn spews forth a a large ball of black venom with a vibrant green outline dripping towards her opponents that upon contact deals damage and slows their movment by 25% (Reduced to 13% on B-Rank or higher targets.) (Range of Gale: 25 feet forwards. Size of Gale: 3 meter Diameter.) Deals D-Ranks worth of damage.
Strengths:- Large strike range.
- Good for a bread and butter skill since she uses twin daggers.
- Has a good spam use since it can help her get close to her opponents.
Weaknesses:- Can be intercepted by obstacles so large crowds will not all get hit.
- The slow will rapidly decay.
- For all it's ability to be spammed it would use up lots of Magic Power if used as such.
- Not very good in small spaces since it cannot get around people.
- Large strike range.
- Venom Gods Epidemic.:
Name: Venom Gods Epidemic.
Rank: D-Rank.
Type: Offensive, Venom.
Duration: 2 Posts.
Cooldown: 4 Posts.
Description: Sayrn creates a orb of pitch black venom that glows with a dark green aura and when thrown releases a miasma of venom in a 4 meter radius that deals 100% D-Ranks damage on the initial release and then 50% the second (Releases once each post.) and causes enemies whose bare skin touches the miasma to form black pustules that after one post incubation period explodes dealing no damage to any enemies within 2.5 meters of the enemy affected by it but causing any enemies hit by the spray of venom from the pustules to have a new instance of the orb appear and trigger on them. (Orb travels at 7m/sec and can be thrown 15 meters away.) Enemies affected by the plague are unable to be affected by it again meaning that one pustule is all that will form on the same enemy for the rest of the thread.
Strengths:- Great for spreading damage around a crowd.
- Can spread chaos among people as they try to deal with the infected.
- Hard to avoid when Sayrn casts right next to her as she can keep you in the range.
Weaknesses:- Can affect Allies.
- Is less effective when it cannot create the pustules due to lack of skin contact.
- Enemies can scatter away from infected individuals reducing it's effectiveness.
- They can remove the pustules before their incubation period ends to prevent them from dealing their damage.
- Great for spreading damage around a crowd.
- C-Rank.:
- Venom Gods Breaker.:
Name: Venom Gods Breaker.
Rank: C-Rank.
Type: Offensive, Venom.
Duration: Damage goes for 2 Posts, Actual venom lasts 3.
Cooldown: 4 Posts.
Description: Sayrn will fire off a small spine of bone from the palm of her hand that is black in color flying at 5ft/sec and with a max range of 20 feet. Upon contact with the skin of a organic being the initial effects are simply two instances of 50% C-Rank damage over 2 posts; however on the third post it's real effects manifest as their bones become highly brittle (With the process being painful but does not deal damage and highly audible snaps and cracks as the bones become brittle with these sounds being highly audible.) and weak causing any physical attacks to deal 25% more damage for that post and causing a 50% chance that should impact happen on a bone it will break with ease (The poisons second effect has only a 25% chance to break B-Ranks bones and does not affect A-Rank or above at all.)
Strengths:- Great for helping a physical mage take down a target.
- Can be used to break the legs of a mobile opponent to stop them cold in their tracks.
- Makes it so that an opponent may have to be weary of her with close quarters combat.
Weaknesses:- If it hits an ally they will be affected by it bone brittle and all.
- It MUST hit an organic target for the second portion to take affect however it will still deal damage to non-organic.
- If the spine does not contact skin then its full effectiveness is not utilized.
- The projectile can be shot out of the air/caught.
- Great for helping a physical mage take down a target.
- Venom Gods Rage.:
Name: Venom Gods Rage.
Rank: C-Rank
Type: Offensive, Venom.
Duration: 4 Posts.
Cooldown: 5 Posts.
Description: Sayrn lets out a massive pained and angry roar as her blood begins to rip out of her hands and forms venomous black claws around her fingers and causing her physical attacks to do 50% D-Rank damage over 2 posts on the enemies she hits and her attacks to do one instance of C-Rank Damage every hit. (Claws are 9 inches long per claw and they also gain the bonus affects of the blood itself in which they are highly corrosive and can melt down weak armor.)
Strengths:- Buffs her physical damage so that she can hold her own against enemies.
- Allows her to take advantage of peoples thoughts that she relies on range and cc
- The poison on the claws means she can cut down an enemy while not having to worry too much about a finishing blow.
Weaknesses:- She cannot touch her allies while this is active.
- It siphons her blood for this spell and as such if it is spammed too much she will die.
- The claws cannot cut apart harder armor and can be blocked by sufficiently hard armor.
- The pained roar of rage causes it to be very easy to tell when she is using the spell.
- Buffs her physical damage so that she can hold her own against enemies.
- Venom Gods Corroding Aura.:
Name: Venom Gods Corroding Aura.
Rank: C-Rank.
Type: Offensive, Venom.
Duration: 3 Posts.
Cooldown: 4 Posts.
Description: At will Sayrn is capable of releasing a 5 meter ring of opaque black caustic gas around herself by boiling her own blood which upon contact with skin or armor eats away at it until it causes bleeding on the flesh. Once this has been achieved the gas causes a reaction in the blood creating a excruciating pain dealing 50% C-Rank damage for each post the enemy remains in the ring of gas. (cannot eat away Legendary or Artifact armors.)
Strengths:- Good for deterring melee fighters who want to harm her.
- Great for dealing quite a large amount of damage in a pinch just by sticking to the enemy.
- It can cripple an enemy if they have lots of open wounds on them due to the pain created from the chemical reaction with the blood.
Weaknesses:- If used in too much a cramped space can choke out the air.
- an still affect allies so it is safer to be away from them with this active.
- If the enemy is a ranged type mage they can keep out of the gases range.
- If the enemy has a melee weapon that has a large range it can out range the gas.
- Good for deterring melee fighters who want to harm her.
Last edited by Sayrn Firrion on 17th August 2015, 12:40 pm; edited 1 time in total