Primary Magic: Rewrite Scripture
Secondary Magic: N/A
Caster or Holder: Caster/Holder
Description: Rewrite Scripture is something of an exotic form of Script magic, one that requires the practitioner to be able to see what many cannot: the very underlying codes of magic and the world. For them the world is filled with words and laws, ones that they can inject temporary changes or modifications to suit their purposes or those of others. They gain a different understanding of the world and how it works, including the people within it that may alter how they interact with them as well as written dialects. There is very little they cannot alter or change as they learn the odd, symbolic-like language that comprises their views as well as form of magic though not every change is a permanent one. Their spells range from affecting inanimate objects to other people and the very spells they try to wield either for or against the Rewrite user.
Rohma's adapted this odd magic to hide its true form, disguising instead as a Gun Mage type magic, often performing her spells through a pair of pistols (among other guns). When going without them however a lot of spells involve writing a symbol in the air or injecting a mentally written code into the object or spell. Her use also tends to be more counter-attack based rather than outright offensive, preferring a defensive stance in combat when not enhancing or weakening people personally and creating opportunities for her and her allies.
Strengths:
Weaknesses:
Lineage:
Unique Abilities:
Decomposition: The world is filled with the coding of an ancient language, and Rohma’s mastered the art of inserting a simple code to erode simplistic objects. As such things not empowered by magic can degrade quickly after the application, allowing her to break out of bonds quickly.
Bullet Writing: Having certain codes memorized, Rohma can create bullets out of anything in her surroundings, capable of using unusual things when truly desperate that might have extra effects (such as using wood or bone might create bullets that splinter in their targets). However for cases of PvP she can merely create normal bullets.
Borrow: When partnered up Rohma can sometimes copy the “coding” of one of her allies’ magic, gaining the use of one of their unique abilities. In order to swap however it requires two posts cool down before editing her personal coding.
Health Recode: As damage alters the symbols within, Rohma’s able to replace the changes with the “original coding” to prompt her body’s regeneration. While in story this could be used to over write some extreme damage over time, within combat it can allow for 1% health regen +1% per rank.
Spells:
Secondary Magic: N/A
Caster or Holder: Caster/Holder
Description: Rewrite Scripture is something of an exotic form of Script magic, one that requires the practitioner to be able to see what many cannot: the very underlying codes of magic and the world. For them the world is filled with words and laws, ones that they can inject temporary changes or modifications to suit their purposes or those of others. They gain a different understanding of the world and how it works, including the people within it that may alter how they interact with them as well as written dialects. There is very little they cannot alter or change as they learn the odd, symbolic-like language that comprises their views as well as form of magic though not every change is a permanent one. Their spells range from affecting inanimate objects to other people and the very spells they try to wield either for or against the Rewrite user.
Rohma's adapted this odd magic to hide its true form, disguising instead as a Gun Mage type magic, often performing her spells through a pair of pistols (among other guns). When going without them however a lot of spells involve writing a symbol in the air or injecting a mentally written code into the object or spell. Her use also tends to be more counter-attack based rather than outright offensive, preferring a defensive stance in combat when not enhancing or weakening people personally and creating opportunities for her and her allies.
Strengths:
- Spoilers: Beneath the layers the world the user can see and read odd symbols. This leaves everything and everyone as something of an open book in some regards. While a lot of things get spoiled, it makes it impossible to hide things like one’s magic or an item’s general abilities.
- Duality: Allows Rohma to channel spells either through her fingertips or through guns. Spells can only be channeled through a single gun, the power either held within a single bullet made of magic or split to the maximum capacity of that gun (ex: gun holds 6 bullets, so either 1 is a magic bullet of full spell strength, or each bullet created holds 1/6 of the spell’s strength).
- Reality: While she balks at affecting living entities too much outside the occasional bit of foliage, this magic does offer her the ability to not only affect allies and enemies, but the general environment around her. From changing color palettes of forests to rock formations to even altering one’s interior decorating the woman can have a bit of fun.
Weaknesses:
- Offense: Lacks a lot forthright offensive spells, many built more around recycling other spells or utilizing the environment rather than blasting opponents.
- Elemental: While it can affect elemental spells as it suffers no weakness against one, it can only affect one at a time so dual-element spells can only be half affected by the magic.
- Split Power: Dividing the power can allow for some creative uses against opponents, but it also ensures that the spells won’t likely win in an outright match against a full-strength spell without some sort of rank advantage.
- Failed Copy: Messing the underlying codes of reality one runs the risk damaging things when they fail to either cast a spell correctly or are interrupted. This can have more stronger consequences against living objects and require taking the time to fix them if they can even be fixed.
Lineage:
- Spoiler:
- Blessed by the Fourth Wall
Description: The ancestor in here could have turned into a god, but nooooo, he had to preserve the fabric of reality or something. For this lineage, this ancestor, known as the One Who Got Close, is the only one to have found the Fourth Wall of the world, giving himself the chance to break it and ascend to the heights that are unknown, basically, us. However, when told by the wall that breaking it would sacrifice everyone else in the world, the noble goody-two-shoes chose to stop himself instead and as a result, he was blessed by the Fourth Wall. This blessing would go down to his bloodline and now you, oh lucky guy, are one of his kin.
Ability: The Fourth Wall respects the user's bloodline and has given those of it the Glimpse, the ability to see what the user should not be able to see. Of course, to respect the purpose of the Fourth Wall, the user can only see one "Thing" at a time. Such as a snippet from a magic or character app (See 2 strengths or 2 weaknesses, see 2 likes or 2 dislikes, and so on.), or from another post to know someone is for example pursuing them or that someone is going to make a certain attack on them within the current post.
Usage: 5 post cooldown between uses.
Unique Abilities:
Decomposition: The world is filled with the coding of an ancient language, and Rohma’s mastered the art of inserting a simple code to erode simplistic objects. As such things not empowered by magic can degrade quickly after the application, allowing her to break out of bonds quickly.
Bullet Writing: Having certain codes memorized, Rohma can create bullets out of anything in her surroundings, capable of using unusual things when truly desperate that might have extra effects (such as using wood or bone might create bullets that splinter in their targets). However for cases of PvP she can merely create normal bullets.
Borrow: When partnered up Rohma can sometimes copy the “coding” of one of her allies’ magic, gaining the use of one of their unique abilities. In order to swap however it requires two posts cool down before editing her personal coding.
Health Recode: As damage alters the symbols within, Rohma’s able to replace the changes with the “original coding” to prompt her body’s regeneration. While in story this could be used to over write some extreme damage over time, within combat it can allow for 1% health regen +1% per rank.
Spells:
- Signature Spells:
Name: Code Copy
Rank: C
Type: Utility
Duration: 1
Cooldown: 3
Description: Able to see the underlying symbols of magic, the user can recreate a spell they've witnessed in the immediate past. During a current fight they can copy a spell temporarily and use it against their foe(s). Ally or enemy spells may be copied as long as they're spells and not simply passives or physical maneuvers.
Strengths:- Element of surprise
- Can copy any spell of the same rank regardless of type
- Doesn't require the same catalyst/movement of the original user, is cast using either the symbols or holder form
Weaknesses:- Only lasts a single post, regardless of the copied spell's usual duration
- Only works on spells witnessed in the current topic, so spells witnessed in other topics can't be used
- Cannot copy higher-ranked spells
- Has to witness the spell so if the user's in another room then that spell can't be copied
Name: Shared Vision
Rank: D
Type: Utility
Duration: 2
Cooldown: 2
Description: A simplistic spell, it's also a quick cast spell as Rohma merely has to hold up a hand to ‘quick write’ the spell or cast it through a weapon. Going off sort of like a flash bomb, it temporarily allows up to two people to view the world’s symbolic layers, acting as something of a blind/confusion spell.
Strengths:- Can confuse with the sudden change of view and lack of understanding the symbols
- Can be used at range and up close
- Alters vision allowing to more easily hide amongst all the symbols
Weaknesses:- Lasts only 1 post against those a rank higher, and not at all against two ranks
- Can be cleansed/dispelled
- May be outright avoided
- May be accidentally intercepted by an ally if used in a ranged fashion
- Element of surprise
- D-rank:
Name: Delay Write
Rank: D
Type: Illusion
Duration: 1
Cooldown: 3
Description: A spell that allows itself to be pre-written, the user can cast it at will and charges the air around the user. When a spell or attack comes towards the user, the field activates to continue the events as they would if the attack hit while in reality the user dodges the attack or somehow makes their escape.
Strengths:- Fools opponent(s) into believing they got a hit
- Pre-written so it doesn't run into delay issues some counter-spells might experience
- May offer an attack of opportunity
Weaknesses:- Pointless if escaping/dodging isn't possible at the time
- Affects anyone watching so allies are likely fooled as well if they're paying attention
- Only provides temporary stealth while the illusion plays out
- Doesn't provide any defense, merely opportunity to escape unnoticed
Name: Ally Reversal
Rank: D
Type: Illusion
Duration: 3
Cooldown: 4
Description: Creating a field of about 5 meters, when a foe of equal or lesser rank walks into it their perception of reality is altered. The identities of people around them are reversed so that one of their original foes appear as one of their allies and reversed with an original ally. Can only affect up to two people, in regards to RPCs can only affect D-rank characters.
Strengths:- Changes the tables on who's likeliest to be attacked
- Can affect up to two people
- Even voices are "swapped"
Weaknesses:- Constant attempts to convince the affected reduces the duration by a post
- Pointless in 1v1
- Breaks after they deal damage to someone
- Breaks after they receive damage equal to their rank or more as it "knocks them back into their senses"
Name: Elemental Opposition
Rank: D
Type: Counter
Duration: Instant
Cooldown: 3
Description: Able to read one's magic and it's weaknesses in a sense, the user is able to create a symbol strong against that element. Injecting it into a spell, depending on the rank of the opponent's foe it can either fully change the spell or partially augment it. Those of the same rank are completely changed causing it to cancel out completely while those of a rank higher are halved in power due to half the spell changing to the opposing element (so a C-rank fireball would become half water and thus a D-rank fireball in terms of damage).
Strengths:- Can cancel out an elemental spell the same rank
- Can halve a C-rank elemental's spells power
Weaknesses:- Only affects elemental spells
- Can only affect one element of any multi-elemental spells
- Doesn't affect spells two ranks higher at all
Name: Reality Rewrite
Rank: D
Type: Heal
Duration: 1
Cooldown: 3
Description: An odd take on healing, it's a bit ironic too given that the user can shoot the ally to activate the spell otherwise it requires touching the person in order to apply the symbol to them. When in effect it begins to rewrite the events the body experienced and heals the person for 15%, reversing the recent damage caused by combat or personal abilities.
Strengths:- Heals for 15%
- Reverses effects of magic, such as bleed effects or frostbite
- Can reverse harmful effects a person's magic might have upon themselves
Weaknesses:- Can only affect one person at a time
- Can only be used once per person in the topic
- Can be intercepted
- Only heals organic beings so can't be used to repair objects
- Fools opponent(s) into believing they got a hit
- C-rank:
Name: Disrupt
Rank: C
Type: Counter
Duration: Instant
Cooldown: 4
Description: A violent spell by nature, or one capable of turning even a support spell into a violent one. The user will inject the symbol into a spell either in the process of being cast or one just cast that will corrupt the "rules" of the spell. Since it's not a proper or full conversion of the spell it instead causes it to explode and damage those in the immediate vicinity of the spell equal to the spell's rank.
Strengths:- Turns any spell offensive
- Non-manipulated spells can be easy targets
- Hard to dodge AoE affected spells
Weaknesses:- Damage can be readily escaped
- Can miss spells that opponents may manipulate
- Only affects spells, not physical attacks
- Can only fully affect spells of equal rank or less
Name: Rebound
Rank: C
Type: Counter
Duration: 2
Cooldown: 3
Description: A two-part spell, it requires someone to fire off a spell of equal or lesser rank. Upon inserting the code, it temporarily hides the spell, "deactivating" it. The user then needs to place a mark somewhere for the spell to reenter reality, able to hold it for up to a post before using it. Due to the slight rewrite in the code it causes the spell to be harmful to the user even when they're normally safe from their magic.
Strengths:- Offers a defensive ability in redirecting a spell
- Can be used to redirect an ally's spell
- Creates a potential surprise attack
Weaknesses:- Cannot work on an actual summon/requip item itself
- Only affects spells of equal or lesser rank
- People can figure out where it'll come from if they're paying attention
- Can only work on offensive spells
Name: Inversion
Rank: C
Type: Utility
Duration: 2
Cooldown: 5
Description: A darker Rewrite spell and a spell that could inflict fear upon those who focus more on their physical aspects. Interjecting the symbol in a person's code it reworks any buffs and boons they might be under, reversing the effects instead. It can only affect up to two buffs/increases and only works on a single target. This means if someone has a +20% increase to strength then they're instead -20% to their strength. Only affects RPCs that are C-rank or lower.
Strengths:- Inverts up to two buffs on a single target
- Can be used at long to close-range
Weaknesses:- Requires the user to possess some sort of buff or boon, cannot affect lineage bonuses
- Could be accidentally intercepted by the wrong person
- Can be avoided completely
- Can be healed away as a status effect
- Turns any spell offensive
Last edited by Rohma on 13th October 2015, 1:37 am; edited 1 time in total