Magic
Primary Magic: Technology Requip
Secondary Magic: None
Caster or Holder: Caster
Description: The user of Technology Requip can requip technology , may it be armour or weapons, onto the user. Rather, however, rather than being focalized in one weapon, is broader for more flexibility and versatility. Being able to switch from long to close combat easily.
Strengths: Versatile, quick, and swift. The strengths have many things such as some of those that are listed. Not having at least a semi-counter to something in the large arsenal.
Weaknesses: Due to it being versatile, it can actually be overly underpowered due to how much the power is divided into, not focalizing or specializing in anything.
Lineage: Malefic Illusions
Description: There was once an ancient madman, said to have strong powers of illusion. Rumor has it he made a deal with the devil to give him eyes to allow him to harm people. Anyone who looked into his eyes would be trapped in his own twisted and malefic world, were they would be tortured by the most bizarre of creations. However, he used his eyes too much and ended up going blind the rest of his life. These eyes were said to be passed down to his numerous descendants, albeit many know nothing of such happenings in their ancestry.
Ability: User can trap foes in a murderous and twisted world to mentally cause damage to them.
Usage: The user locks eyes with his foe to trap them in a malefic world to be tortured by their malefic creations. The eyes last for 3 posts and can be used once in a thread. In order for the torture to be sustained, direct eye contact must be kept at all times. The victim receives a third of the user's rank damage per post.
Unique Abilities: (List the abilities it provides, make sure to separate each ability! Abilities are like passive traits, or a hidden power that can be activated for a very limited amount of time. These abilities are Unique to your character's specific use of the magic! As a starting D rank character, you are able to have 3 unique abilities, refer to the magic rules for abilities higher than D rank.)
Changing bullets; By spinning the revolver if it is or changing weapons, if it is a gun the bullet type or magic bullet may change into a new kind. This can only be used once per post.
No mana in reload, when needed to reload on a gun-like or bullet related weapon, instead of using mana or anything, it auto fills. Voiding the need to use mana/mp.
Quick Draw, when the user with this ability switches his or her weapon. During the two posts, this will be like a passive ability and does not stack, and the percentage will be based on the mage’s rank. The user gains more speed and more damage input with the weapon he or she switched into(so a fist wouldn’t increase in damage input)
D: +9 % speed, +8 percent damage input
C: 13%+speed, 15 % damage input
B: 20%+ speed, 25% damage input
A: 35% speed, 45% damage input
S: 70% speed, 85 % input damage input
SS: 132% speed, 165% input damage
H: 260% speed, 325% Input damage,
Spells:
Name: Reequip; Revolver
Rank: D
Type: All-Around
Duration: One-Three
Cooldown: Two-Four (+1 to the amount of duration was used)
Description: This spell summons a six bullet chambered revolver gun, with average bullet speeds and has nothing special about it.
Passive: Cowboy’s Honing; the user , as long as this is in there hand, will have any bullets they shot out as a honing device to anything with one rank above the user's current rank and under magical signatures. (Thus, it would not process a overwhelming signature)
Active: Rapid fire, by twirling the place that stores the bullets in the revolver, he can shoot 3 bullets at once, making this a type of swift fire ability.
Strengths:
Primary Magic: Technology Requip
Secondary Magic: None
Caster or Holder: Caster
Description: The user of Technology Requip can requip technology , may it be armour or weapons, onto the user. Rather, however, rather than being focalized in one weapon, is broader for more flexibility and versatility. Being able to switch from long to close combat easily.
Strengths: Versatile, quick, and swift. The strengths have many things such as some of those that are listed. Not having at least a semi-counter to something in the large arsenal.
Weaknesses: Due to it being versatile, it can actually be overly underpowered due to how much the power is divided into, not focalizing or specializing in anything.
Lineage: Malefic Illusions
Description: There was once an ancient madman, said to have strong powers of illusion. Rumor has it he made a deal with the devil to give him eyes to allow him to harm people. Anyone who looked into his eyes would be trapped in his own twisted and malefic world, were they would be tortured by the most bizarre of creations. However, he used his eyes too much and ended up going blind the rest of his life. These eyes were said to be passed down to his numerous descendants, albeit many know nothing of such happenings in their ancestry.
Ability: User can trap foes in a murderous and twisted world to mentally cause damage to them.
Usage: The user locks eyes with his foe to trap them in a malefic world to be tortured by their malefic creations. The eyes last for 3 posts and can be used once in a thread. In order for the torture to be sustained, direct eye contact must be kept at all times. The victim receives a third of the user's rank damage per post.
Unique Abilities: (List the abilities it provides, make sure to separate each ability! Abilities are like passive traits, or a hidden power that can be activated for a very limited amount of time. These abilities are Unique to your character's specific use of the magic! As a starting D rank character, you are able to have 3 unique abilities, refer to the magic rules for abilities higher than D rank.)
Changing bullets; By spinning the revolver if it is or changing weapons, if it is a gun the bullet type or magic bullet may change into a new kind. This can only be used once per post.
No mana in reload, when needed to reload on a gun-like or bullet related weapon, instead of using mana or anything, it auto fills. Voiding the need to use mana/mp.
Quick Draw, when the user with this ability switches his or her weapon. During the two posts, this will be like a passive ability and does not stack, and the percentage will be based on the mage’s rank. The user gains more speed and more damage input with the weapon he or she switched into(so a fist wouldn’t increase in damage input)
D: +9 % speed, +8 percent damage input
C: 13%+speed, 15 % damage input
B: 20%+ speed, 25% damage input
A: 35% speed, 45% damage input
S: 70% speed, 85 % input damage input
SS: 132% speed, 165% input damage
H: 260% speed, 325% Input damage,
Spells:
Name: Reequip; Revolver
Rank: D
Type: All-Around
Duration: One-Three
Cooldown: Two-Four (+1 to the amount of duration was used)
Description: This spell summons a six bullet chambered revolver gun, with average bullet speeds and has nothing special about it.
Passive: Cowboy’s Honing; the user , as long as this is in there hand, will have any bullets they shot out as a honing device to anything with one rank above the user's current rank and under magical signatures. (Thus, it would not process a overwhelming signature)
Active: Rapid fire, by twirling the place that stores the bullets in the revolver, he can shoot 3 bullets at once, making this a type of swift fire ability.
Strengths:
- It's badass because revolver
- It has one of the biggest bullet count in her aresnal
- It has honing cabilities
Weaknesses: - Being it only has 6 bullets per reload, the gun requires a lot of reloading and it has a low duration thus doesn’t get many shots in due to this.
- It is only a revolver, thus it can easily be off-aim
- Small-Medium range for a gun, being a revolver
- The gun it's self can require a lot of cleaning due to the where the place the bullets are held are not a clip, thus requires more maintence.
List of Spell Fusions: None
Name: Reequip: Gun Claw Blades
Rank: D
Type: All-Around
Duration: One-three
Cooldown: Two-Four
Description: Summons a Gun Claw blade on the user's arms. This is her single slight close-combat weapon, relying on this when it needs to get fisty fast.
Passive: +5 percent on all close-combat damage
Active: This ability is called dimensional rifting, the user can essentially rift out of the dimension with this on using the claws. thus allow, for example, to cut threw a wall and hand threw hand pass through the concrete and cut whatever is inside without damaging the main surface at all. However, it causes strain that is destructive to the body after consecutive uses. This results in a permanent HP loss and minor MP loss. Meaning after one overuse, for say a rank D mage, his or her base would become (90 HP and 98% MP), etc. 10% HP permantely and 2 % MP permantely after each reuse. Ten overuses will result in permanant loss of any magic type of magic and psychical abilities with a base of 1 HP and 0% MP.
D: Five uses, anything uses later would make the user lose eye and muscles permanently, slowly destroying the body.
C: Seven
B: Ten
A: Fifteen
S: Twenty
SS: Twenty-one
H: Twenty Five
Strength: - It is versatile from being Close combat to long distance.
- It can be used in a way of taking advantage of the surrounding area.
- Makes pocket picking easy ;)
Weakness:
It is not however, very fast in long distance.
It can only shoot one bullet per load
As well makes the user unable to fight with more conventional fighting styles.
Damange bonus on this weapon is only to close-combat damage.
Fused spells: None
Name: Reequip: Sniper rifle
Rank: D
Duration: One-three
Cooldown: Two-four
Description: Summons a Sniper rifle, it is a normal sniper rifle with a passive and active, nothing very special to it.
Passive: The First shot after each summon, will have a +15 percent damage boost and a +10 speed boost, but only the first shot after each summon.
Active: The user can charge for one turn and make a charged-up shot for +25% damage. However, the user is wide open to attacks and due to the heavier equipment slower.
Strengths:
It can hit hard and fast from a long distance
It is a way to kill sneakily if needed
Sniper Rifles are badass :O
Weaknesses
It’s slower
It needed charge time
Low bullet count with 4 large rounds
Lowers agility
Makes blindspots
Fusion spells: None
Name: Reequip: Nanobots
Rank:D
Type: All Around
Duration one-three
Cooldown: Two-four
Description: It summons thousands of nanobots and two gloves on her hand, these gloves control and manage the swarms of nanobots.
Passive:Lighting Charge; they can store large amounts of lightning, the swarms, and have lower counts of lightning damage by a total of 40%
Active: Explosion; can make each nanobot explode on command and cause a two inch explosion for each, this can cause a large chain. Each Explosion will cause 1/10th of the user's rank damage for indirect damage (Aka not a direct explosion in or on the body) and 1/7th a D spell for a direct hit. Chains depend on how many are used and will be measured by the amount of direct and indirect for a proper amount.
Strength:
Can act as a lightning wall
suicide bombs
Being it has no form, it can be many things
Weakness:
It requires vast concentration and as well being they are tiny
more knowledge than just forcing it down someone’s throat.
Vunerable to fire
If fire magic is used on the nanobats while they are shielding, they can explode and sucessfulyl backfire on the user. Killing her instead of protecting her.
Fusion spell: None
Last edited by Raven Ryu on 12th September 2015, 9:06 am; edited 2 times in total