Puppets Song.
Primary Magic:
Puppets Song.
Secondary Magic:
None.
Caster or Holder:
Caster.
Description:
The music is one of the few things she has always enjoyed a sense of wonder and happiness fills her with each and every song. It is through this that her magic was born for as each song was made and each time was listened she began to slowly weave magic into her songs making it both a self defense mechanism. . . and a weapon.
When in combat her songs can be used in multiple ways from affecting her own body to creating a special field which cloaks her allies from the sight of enemies. Some of her songs even directly effect the minds of those she sings too and others affect her own body and change it for more useful purposes. It is because of all this that she is a very versatile puppet on the battlefield always singing and helping her master in one way or another.
When in combat her songs can be used in multiple ways from affecting her own body to creating a special field which cloaks her allies from the sight of enemies. Some of her songs even directly effect the minds of those she sings too and others affect her own body and change it for more useful purposes. It is because of all this that she is a very versatile puppet on the battlefield always singing and helping her master in one way or another.
Strengths:
- Is a versatile magic and can adapt on the battlefield quickly to the needs of her master.
- Allows her to support her master if need be or even become a strong attacker.
- Can be useful due to the different effects her songs can have on the mind of enemies or even allies.
Weaknesses:
- Since her magic is based on songs she needs to be able to sing for this to work.
- If someone cannot hear her songs then they might be unaffected by some of them.
- Only as strong in its versatility as her allies can take advantage of.
- Is only as strong as how she uses it since most of her spells require he to either be NEAR the enemies or near her allies to help or harm.
Lineage:
Other Half
Description: A very long time has passed since the initial curse that caused this "condition". One of your ancestors was in the middle of a war and was desperate enough to trade off his sanity for immense power. They were able to win the war and spare their village, but were quickly executed after it was all over. The village elder had hoped that they were the last of his "kind" while burning the body, but what they didn't know was that they had given birth to a child already. This condition wasn't initially spotted, so it was kept under wraps from everyone else. When the child was old enough, the remaining parent sent them off to avoid persecution from the village's residents.
Ability: The user is able to drown out any sense of pain and goes into a state of all out attack. Though, they still take damage, they don't feel it. This also clouds the ability to distinguish friend from foe.
They temporarily gain 100% HP more when used, but their true HP is damaged first. If damage would kill them normally, they continue to use the temporary HP for the duration. They don't need to breathe and seem to ignore massive damage to vital organs including brain, lungs, and heart.
The all-out attacking frenzy increases damage they do by 50%.
Once the spell ends if they took damage exceeding their normal HP, they die then rather than earlier when the damage was taken.
This effect automatically triggers if reduced to 0% HP, or can be activated intentionally. They can be healed while in this effect and if healed above 0% HP they won't die.
Usage: 6 posts. 10 post cooldown. The extra HP does not regenerate after use and if used again starts where it was before.
Ability: The user is able to drown out any sense of pain and goes into a state of all out attack. Though, they still take damage, they don't feel it. This also clouds the ability to distinguish friend from foe.
They temporarily gain 100% HP more when used, but their true HP is damaged first. If damage would kill them normally, they continue to use the temporary HP for the duration. They don't need to breathe and seem to ignore massive damage to vital organs including brain, lungs, and heart.
The all-out attacking frenzy increases damage they do by 50%.
Once the spell ends if they took damage exceeding their normal HP, they die then rather than earlier when the damage was taken.
This effect automatically triggers if reduced to 0% HP, or can be activated intentionally. They can be healed while in this effect and if healed above 0% HP they won't die.
Usage: 6 posts. 10 post cooldown. The extra HP does not regenerate after use and if used again starts where it was before.
Unique Abilities:
Puppets Respite:
Due to the nature of her puppets body and the music box which she tends to keep with herself she has a natural bonus 5% Hp regen every five posts putting it up to 15% every 5 posts instead of 10%.
Puppets Razor:
Hidden within her hands are three razor sharp metal claws which she can pull out at any time that add a bonus amount of damage to her attacks equal to double a Strong(+) weapons damage but they have no bonus abilities and they still have they restrictions of rank requirements like a normal weapon for the damage.
Puppets Voiceless Song:
So long as she is able to give someone a link to her music box not only herself but her allies can telepathically communicate even if they are continents apart allowing for great battlefield communication not only from her master to her for orders but for everyone to formulate plans when need be from anywhere.
Songs of the Worthless Puppet:
Name: Puppets Maghda.
Rank: D-Rank.
Type: Defensive.
Duration: 3 Posts.
Cooldown: 4 Posts.
Description: Beginning her song she sings of the sightless eyes of a leader creating a barrier around herself with a 5m radius that begins to twist the sight of those looking at the barrier making it seem like the barrier is empty in essence cloaking anyone within it. This barrier is a stationary thing and takes around one and a half seconds to begin its cloak.
Strengths:
- Allows her to cover her allies in a veil of safety and perhaps stall for time.
- Can be used to set up ambushes nicely.
Weaknesses:
- Cannot be used easily in a combat situation due to the arm time.
- Is only good in certain situations.
- Due to the barrier being a sphere targets that are too large to fit in it are SOL.
Name: Puppets Bubonem.
Rank: D-Rank.
Type: Offense, Sound.
Duration: Instant.
Cooldown: 2 Posts.
Description: Singing of a clergyman driven to madness she cause the minds of those who hear this song within a 10m radius to begin feeling as if a rake of nails were being dragged across their skulls and brain dealing 100% D-Rank damage (20) and causing a minor disorientation effect due to the pain on the brain.
Strengths:
- Is a good AOE spell for dealing with annoying enemies.
- Can be useful for the disorientation effect.
Weaknesses:
- Can affect allies if she herself does not see them as allies.
- Due to it being sound she requires being able to sing for it to work.
- Is less effective vs those who cannot hear. (25% And loses secondary effect.)
Name: Puppets Materia.
Rank: D-Rank.
Type: Offensive.
Duration: 3 Posts.
Cooldown: 4 Posts.
Description: Beginning to rub her arms as she sings of the great clashes of steel and fire of wars her arms rather than the flesh like material they use is instead morphed to a malleable unknown metal which allows her strikes to deal a bonus 15 damage on strike and morph her arms to either claws or blades should she need to do so.
Strengths:
- Allows her to deal more close combat damage.
- Accents her wicked strength that many do not realize she has.
Weaknesses:
- Using this disallows her to use her unique ability "Puppet Razor" while is is active.
- The metal can be eaten by slayers.
- Is only really good if she is able to attack an enemy in range of her.
Name: Puppets Tears.
Rank: D-Rank.
Type: Supportive, Sound.
Duration: Instant.
Cooldown: 3 Posts.
Description: Singing of the pain war cause to all she creates a field of soothing music around herself in a 3m radius causing any Allies OR Enemies in the area to be healed by 10% HP once the heal ends everyone will feel calm of mind for a split moment before combat resumes.
Strengths:
- Can help an ally or herself survive death or even to top up an ally.
- The moment of calmness can be good for stopping a rampaging enemy or ally.
Weaknesses:
- Heals enemies too. Kinda self explanatory there.
- The calmness that happens can stop a channel on a spell which can mess with allies.
- The 10% Heal can only go so far sadly.
- Spell Fusions LOCKED.:
- List of Spell Fusions:
Name Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Fused Spells(What Spells Went into the Fusion and their Ranks?)
Description:
Duration:
Cooldown:
Strengths:
Weaknesses:
Last edited by Nequam on 10th November 2015, 11:34 am; edited 1 time in total