Magic
Primary Magic: Unlimited Elecktronics Core
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Holder
Description:
Electronic origin is not just a magic its something that created most of the know technology used in advanced countries in the world. This was created by an advanced race of humans on a faraway planet called earth. The Origin Is actually a place where all advanced technology with electronics is stored. To access this vault of greatness there were tools made. These tools were spread through the universe when one of their garrison ships got destroyed by a black hole. One of these tools landed in fiore. Where it was found by a demon. And now pein got them when he lost his arms. They didn’t know what these arms did. From the outer side they look like black mechanical arms with small yellow lines in patterns around it. In the palm of the hand there circles of the yellow. This holder item has to be connected to the mage body to function.
This magic consists of using the technology stored in the Origin in battle. This is done by making a copy of the item stored in the origin. He can improve these copys with upgrades and new ability’s. these copys come from touching the weapons or droids or robots or anything with some elecktronics in it. The most uses he has for it is summoning of exo skeleton or weapons or summon of ai controlled robots.
Strengths:
- Single target damage
- aoe damage
- Long ranged
- Short ranged
- Great at stunning and cc
Weaknesses:
- has to go close himself
- His AI can fire on allies
- No medium Ranged spells
- No support spells for other people
- Weak against metal slayers
- Summons Are weak to Water magic
Lineage: This is an additional bit of lore or abilities your roll for in the The ancient one forum, when you roll and find out what you have, copy and paste the lineage here!
Unique Abilities:
- Overcharge: when summons get hit by lightning or electric spells the same rank or one rank higher they over charge. in over charge mode the damage they deal is 50% higher than normal and there speed and range is increased by 50% but they get destroyed after 4 posts
- Force field: The holder item generates a permanent Force field around the holder mage. The mage gets lowers 15 % damage of B rank and 30 % of C rank and 50% D rank. This only works for magic spells.
- Electronic Weakness: His magic can analyze any electronics. Because of this he can scan for any weakness in Electronics and do 50% more damage to them.
- Copper Wiring: The origin is a planet completely made out of copper wire. Because of this the holder item will patch up the casters body with Nano copper wires. It heals every post for 2% hp.
- Unlimited tech safy: The caster can summon unlimited small elecktronics to be used by evryone. from radios to night vision. but nothing that is a weapon or anything special. cost depends on the size and difficulty of the object.
Primary Magic: Unlimited Elecktronics Core
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Holder
Description:
Electronic origin is not just a magic its something that created most of the know technology used in advanced countries in the world. This was created by an advanced race of humans on a faraway planet called earth. The Origin Is actually a place where all advanced technology with electronics is stored. To access this vault of greatness there were tools made. These tools were spread through the universe when one of their garrison ships got destroyed by a black hole. One of these tools landed in fiore. Where it was found by a demon. And now pein got them when he lost his arms. They didn’t know what these arms did. From the outer side they look like black mechanical arms with small yellow lines in patterns around it. In the palm of the hand there circles of the yellow. This holder item has to be connected to the mage body to function.
This magic consists of using the technology stored in the Origin in battle. This is done by making a copy of the item stored in the origin. He can improve these copys with upgrades and new ability’s. these copys come from touching the weapons or droids or robots or anything with some elecktronics in it. The most uses he has for it is summoning of exo skeleton or weapons or summon of ai controlled robots.
Strengths:
- Single target damage
- aoe damage
- Long ranged
- Short ranged
- Great at stunning and cc
Weaknesses:
- has to go close himself
- His AI can fire on allies
- No medium Ranged spells
- No support spells for other people
- Weak against metal slayers
- Summons Are weak to Water magic
Lineage: This is an additional bit of lore or abilities your roll for in the The ancient one forum, when you roll and find out what you have, copy and paste the lineage here!
Unique Abilities:
- Overcharge: when summons get hit by lightning or electric spells the same rank or one rank higher they over charge. in over charge mode the damage they deal is 50% higher than normal and there speed and range is increased by 50% but they get destroyed after 4 posts
- Force field: The holder item generates a permanent Force field around the holder mage. The mage gets lowers 15 % damage of B rank and 30 % of C rank and 50% D rank. This only works for magic spells.
- Electronic Weakness: His magic can analyze any electronics. Because of this he can scan for any weakness in Electronics and do 50% more damage to them.
- Copper Wiring: The origin is a planet completely made out of copper wire. Because of this the holder item will patch up the casters body with Nano copper wires. It heals every post for 2% hp.
- Unlimited tech safy: The caster can summon unlimited small elecktronics to be used by evryone. from radios to night vision. but nothing that is a weapon or anything special. cost depends on the size and difficulty of the object.
- ”D rank”:
Name: Exo-skeletal Legs
Rank: D
Type: Support
Duration: 3
Cooldown: 4
Description:
The caster makes a copy of exo skeletal legs on his own legs to increase his speed and jumping. It also makes the caster be able to kick harder. It looks like he has metal plates on the sides of his legs and at the knees there joints where they can move. It increases his speed with 25 %. Makes him able to jump up to 10 yards high. And increases his kicks damage with 25 %
Strengths:
- has higher running speed
- He can jump up to 10 yards
- his kicks are increased in damage with 25%
Weaknesses:
- can’t be used in rain
- doesn’t in crease his fist attacks or anything else
- can be eaten or destroyed by 2 D rank spells
- slips easier over water
Name: Motor Forward!
Rank: D
Type: utility
Duration: instant
Cooldown: 3
Description:
By shouting Forward and putting his fist out in front of him a big ass motor appears on his back and shoots out a big ass flame to jump forward for 10 yards at a speed of 40 miles per hour. This is a great gap closer but only useful in one direction. He cant stop prematurely.
Strengths:
- Great to dodge
- great to get closer
- is very fast
Weaknesses:
- can only go in one direction
- only 10 yards far is short distance
- easy to be hit as he cant stop earlier
- gets damaged for D rank damge if he hits a object
Name: Energy shield
Rank: D
Type: Defensive
Duration: 2 posts
Cooldown: 3 posts
Description:
He summons a square metal box in his hand and throws in front of him on the ground. It will deply a energy field in front of him. this shield is five yards big and five yards high. It blocks two d ranks worth of damage. Nothing can get through the shield expect his summons attacks. The shield doesn’t stop physical non magical influenced attacks.
Strengths:
Great cover
Blocks 2 d rank attacks
His summons can shoot trough it
Weaknesses:
- only protects the front
- doesn’t stop non magical physical attacks
- can be walked trough
- can’t be moved
- signature spell:
Name: Upgrade Time!
Rank: B
Type: supportive
Duration: Instant
Cooldown: 3
Description:
This spell can only be used on his own summons. It also ahs to be casted before the summon is summoned. When this spell is casted a little hammer is projected above the gauntlet of his right arm. the next summon spell that is casted is upgraded to the signature spell. This increases its abilities and the summons attacks to the rank of the signature spell.
Strengths:
- Increases the next summons rank
- Makes there damage stronger
- Upgrades there abillities
Weaknesses:
- has to pay the signatures spell rank in mp instead of the actual spell rank mp
- can only be used on his summons
- Only works on lower rank spells
- has to be casted before summoning
- ”c rank”:
Name: Elecktric Charges
Rank: C
Type: CC
Duration: 3 posts
Cooldown: 4 posts
Description:
When this spell is activated then his arms start to glow blue and a elecktric relais is added to both of the arms. This makes his spells punch elecktric charges on the enemy. When the enemy is hit with this they get a charge of static elecktricity on them. If he hits a target three times they get stunned for one post. Cant be used on the same target more then once in the duration. His attacks also do lightning damage increasing his melee damage with 25%
Strengths:
- Can stun a enemy for one post
- Can be used on multiple enemys
- His attacks do extra lightning damage
Weaknesses:
- Spell disables when hit by a water mage spell
- can’t be used when its raining
- has to get close to be used
- needs to hit three times wihtout missing for one post to be effective
Name: Magic Emp
Rank: C
Type: CC
Duration : 1 post
Cooldown: 3 posts
Description:
The user makes a clone of a EMP grenade but upgrade the internals to stop the magic cells inside objects and bodys. He can then throw the grenade with his robot arm up to 40 yards from him. when the grenade hits the ground it beeps and then explodes into a area of 20 yards. Any mage in that area gets it magic disabled for one post. Spell charging and summons are disabled and send back to where they came from. The caster is not affected as he has anti emp material in his holder item.
Strengths:
- long range spell
- disables anybody in the range of the spell
- great to stop summoners or other long range mages
Weaknesses:
- can hit allies to
- doesn’t work on mages higher then C rank
- it only stops magic so they can stil dodge and melee attack or use weapons
- doesn’t stop magic in weapons
- B rank :
Name: Void pull
Rank: B
Type: CC
Duration: 2 posts
Cooldown: 4 post
Description:
He summons a small square flat grenade in his hand that is around 5 inches big and 2 inches thick. He can throw it underhands to a location of thirty feet from himself. It then grabs into the ground and starts to make a bio dark energy singularity. It is a purple dark sphere of one meter diameter. In a range of 25 meters everything (but pein as he gets anti-gravity boots with this spell for the time being). Evryhting gets pulled to the centre and are unable to move away from it for 2 posts. The singularity can be destroyed or gets destroyed at the end of the duration wich then explodes and pushes all the enemies hit away for ten meter. Does B rank damage.
Strengths:
- Pulls mages to the center and keeps them from leaving
- Explodes when destroyed or when the duration is over
- throws enemies back by 10 meters on explosion
Weaknesses:
- pull effect can be stopped by destroying the sphere
- A rank mages take one more post to be pulled, higher then A don’t get pulled
- it grabs allies to
- the range around the sphere is small.
Last edited by Chelvaric on 18th August 2015, 10:59 pm; edited 8 times in total