Primary Magic: Imp Magic
Secondary Magic:
Caster or Holder: Caster
Description: As an imp The Imp has a handful of powers at it's disposal. As an imp carved from the wood of the Tenrou Tree The Imp has exceptional powers at it's disposal. The basics of imp magic involved manipulation of trees and plant life along with mild voodoo(as imps themselves are animate voodoo dolls). The Imp's connection to the Tenrou Tree adds magic energy manipulation to it's arsenal giving abilities of the same nature as the great fairy magics even if not of the same scale. Most notable of it's abilities is that when near the Tenrou Tree, the Fairy Tail Guildhall or other members of Fairy Tail the magic of The Imp increases in power.
The Imp's favorite trick is teleporation a vital aspect of keeping itself alive due to its fragile body. The Imp uses this power to dance around a battle field while pelting its foes with various powers. These include but are not limited too, wood manipulation, telekinesis, fairy energy and voodoo. Being obsessed with fun The Imp sees fighting as a game assuming it doesn't run away.
Strengths:
Diversity: It's a good thing The Imp has a hat because it needs one to pull all these powers out from. While they are all related they cover a lot of bases.
Unity: The Imp can become ever more powerful when surrounded with allies, this likely compensates its lack of teamwork skills.
Battlefield Control: The Imp has the means to attack from a distance and stay at a distance. A combo that can allow him to turn any fight one sided.
Weaknesses:
Cowardice: The Imp is a wuss and as such is liable to run from fights all the time even agaisnt foes weaker then him.
Panic: When under stress The Imp's cognitive process slows dramatically. Good ideas are replaced with panic. When it needs to be at its best The Imp is at its dullest. It is not common for The Imp to completely forget it has magic altogether.
The Trickster Tricked: The Imp's fighting style resembles that of a trickster character, however The Imp is bonehead stupid. Its powers could combine into a deadly arsenal that cannot be trumped but The Imp never thinks of these things. It posses a mental handicap in battle that stops it from being effective at all.
Fire: The Imp is highly susceptible to fire damage, it also is a sure fire panic lever.
Lineage:
Unique Abilities:
Teleporation: To compensate it's general weakness The Imp can teleport around indefinitely. While this may seem an invincible power The Imp is a bit slow on the draw and doesn't always react fast enough to avoid danger. Also despite being The Imp's favorite power, it is the first one it forgets. Trapped in a burning building? No problem it can just teleport out. But don't be surprised when you find The Imp escaping on foot because it forgot it could teleport.
Telekinesis: First thing to know The Imp has little control of its telekinesis. The telekinesis seems to function with a will of its own. While it serves The Imp and general does what The Imp wants it to, The Imp does not cognitively direct it. Not being in direct control just makes him all the more prone to forget its there. That aside its rather powerful and well makes up for The Imp's lack of strength, if it could be used effectively. It's power becomes greater when surrounded by members of Fairy Tail, in the guild hall or on Tenrou Island.
Forest Command: The Imp is able to mentally tell plant life to do what he wants. While he does not have sway over magic plants created by other mages, The Imp's command is otherwise impressive. With The Imp calling the shots every tree becomes a womping willow. However The Imp cannot make any plant do anything self-destructive. So no up rooting trees to throw them or anything of that sort.
Spells:
Spell Template
Note: BE SPECIFIC AND ADD DETAILS
- D-Rank:
Name: Fairy Dance
Rank: D-Rank
Type: Offensive
Duration: 4 posts or until interrupted
Cooldown: Duration + 2 posts
Description: The Fairy Dance is a simple dance of skipping and hopping and humming that The Imp can do. While doing it three fairies made of magic appear around The Imp. While it is dancing around in circles the fairies will fly at foes seeking them out in an effort to collide into them unleashing a surge of magic power to deal damage. Once they hit the fairies must fly back to The Imp and touch him to recharge and attack again. If a fairy is struck before it delivers it's magic payload it loses it's magic and has to fly back to the imp to recharge again. This will continue until something interrupts the dance. For every Fairy Tail mage nearby the power of the magic attacks of the fairies increase by 5% of their base power maxing out at 20%
Strengths:
Infinite Potential: This spell has no upper limit.
Three Pronged Attack: The fairies are much smarter then The Imp and take advantage of their numbers to fight a tactically smart battle. They are also small, fast, and a pain in the butt to avoid.
Hail Hydra: Cut off a head three more take its place... Is how the saying goes but in this case its just "cut off one head and it just gets up and keeps going." Bottom line the fairies themselves cannot be harmed or defeated, it just doesn't work. But they can be: evaded, dodged, trapped, thrown, blocked and all that good stuff.
Weaknesses:
Ooh Shiny: While normally an outside force will do the job, The Imp sometimes interrupts its own spell with its impulsive nature. So while yes in theory it could go forever that isn't likely.
A gentle touch: Really anything will do the trick. A proper hit, a loud noise or a gentle poke. anything to make The Imp miss a beat.
What's done is done: Once The Imp stops dancing that is it, it cannot be resumed or continued until the cooldown is completed. No matter how quickly it was cut off.
Busy Bee: The dance takes a surprising amount of focus so The Imp can't pay attention to anything else. Not the approaching monster, the meteor coming down or the cliff it is dancing towards.
Name: Dummy Doll
Rank: D-Rank
Type: Supportive
Duration: 5 posts or Until Destroyed
Cooldown: Duration +3 posts
Description: With a little voodoo chanting and a silly jig another imp appears in a puff of smoke. This dummy imp appears to look just like The Imp and behaves like him too. However it is a non-sentient creature. The dummy doll has no powers of its own but any time The Imp teleports the dummy doll teleports at the same time, if not to the same place. Its job is to imitate The Imp and trick the enemy into thinking it is the legitimate article. Why? Reasons two-fold, one its a distraction and two when struck by ample force the Dummy Doll explodes in a blast of fairy magic right in the face of its aggressor. Ample force being defined as any amount of force that would translate to a proper attack on a living person, any attack spell, punch, kick, throwing weapon, sword slash, but something like throwing a stick or a pebble won't register as an attack worth exploding over. If it's hard to say weather the force is enough the doll can choose to detonate or not(but this is only when the impact is a grey area somewhere between solid attack and gentle nudge). The explosive blast's power increases by 10% of it's base power for ever mage of Fairy Tail near The Imp caping out at 40%.
Strengths:
Intelligence: The dummy doll may very well be smarter then The Imp. While it cannot use the same powers as The Imp it does an excellent job of mirroring The Imp whenever it uses magic. This is done so that it is hard to tell which one is really doing the magic.
Boom!: Dynamite with legs. What more can you ask for?
Persistent Bugger: The dummy doll sticks around until The Imp sends it away or until it blows up in someone's face.
Weaknesses:
Imperfect Clone: The dummy doll is a mirror image of The Imp. While The Imp may appear symmetrical at first glance but being made of wood and having ragged clothes differences aren't hard to spot. A tear being on the wrong sleeve, a knot in the wood on his right arm is suddenly on his left.
Magic-less: Just force one of the imps into a situation where they need to use magic, if they can't they're the doll.
Range attack: The self-destruct thing isn't useful if hit by a projectile at a distance.
The big reveal!: Being not too bright on the battlefield The Imp doesn't think much to help the dummy doll from blowing it's cover. Using magic will be a dead give away which is doll and which is real? He'll probably use magic right away.
Name: Hero Bush
Rank: D-Rank
Type: Defensive
Duration: 2 posts
Cooldown: 4 posts.
Description: The Imp grabs a seed from a pouch on his belt and throws it into the ground. Almost instantly the seed will sprout into a large bush with large cushy leaves. The Hero Push is very soft and makes a great chair, really. The Hero Bush can be manipulated by The Imp’s Forest Command ability, however with its stubby base and leaf heavy leaf-to-branch ratio there isn’t much to be done with it.
Strengths:
-Shock absorption: The Hero Bush absorbs impacts very very well. Any D-Rank blunt attack would be stopped in its tracks, and it makes a lovely fall cushion.
-Big: “a large bush,” means a large bush. The dome shaped bush is about 5 meters in diameter, making it sufficiently big for any purposes.
-Cozy: The bush has an unrealistic amount of leaves for how small and few its branches are. This makes it very possible to slip in through the leaves and hide within. It’s very comfortable.
Weaknesses:
-Sharp things: Being all leaf and no branch, there is nothing stopping a sharp edge from shredding this bush.
-Wind Magic: Wind attacks blow right through this fluffy shield.
-Too fluffy: If the Bush is summoned too close to any person they could get trapped within its bushy mass as it expands to its large size.
-Dirt: If there isn’t good soil the Hero Bush can’t be planted.
Name: Piper Puppet
Rank: D-Rank
Type: Support
Duration: 3 posts
Cooldown: 5 posts
Description: With voodoo chanting and jig the Imp can summon a wooden doll similar in appearance to himself, but clearly different.- Spoiler:
Strengths:
-Trance: The song of the piper is soothing to wild creatures and can make even the most savage creature docile.
-Center Spotlight: Hostile magic of the four basic elements fire, earth, air, and water fired at The Imp will find itself magically drawn off target towards The Piper.
-Deadly Duet: A miracle, as mentioned in the description, can be caused when The Imp and The Piper play a duo. This “miracle,” will cause either The Imp’s Telekinesis or Forest Command to go into overdrive performing some great feat that is most desperately needed by The Imp.
Weaknesses:
-True Savagery: The Piper cannot calm rage or other emotions induced by magic.
-Full Force: The Piper’s power draws fire from The Imp unto himself and that gives him a very short life expectancy.
-Fragility: Any solid D-Rank spell should blow The Piper to pieces, or really any quantity of fire at all will do.
-Miracles Not Made To Order: The Piper Imp Duet power is one that The Imp does not know about. He has not performed it(accurate as of the last update of this app) ever before. It can only be triggered on instinct and its effect is out of The Imp’s hands. So to activate The Piper must be active, The Imp must have his flute, and he must be in great enough peril for his subconscious instinct to take over and make the magic happen. (Plot device only: unavailable in PvP).
- C-Rank:
- Name: Friends
Rank: C-Rank
Type: All of the Above
Duration: 4 posts
Cooldown: 6 posts
Description:- Spoiler:
Strengths:
I'll be back: Break em, burn em, smash em, tear em, anyway you bust these guys up they always manage to pull themselves together. Unlike other spells so far which only end with interruption this spell can only be endured.
Shattering Strength: The puppets are so strong punching an enemy destroys their own arm. Scary.
Surprise: When summoned the puppets can appear anywhere in twenty meters of The Imp. This can make for some nasty ambushes, should The Imp have a rare stroke of genius.
Weaknesses:
Why is moon moon driving the train?: Unlike the fairies or the dummy doll who are smarter then The Imp, the puppets are even dumber. They act of their own free will but are single minded to a fault.
Teamwork?: They have no concept of it. The puppets can be rather self destructive as they think only to protect The Imp and not themselves, or each other. It's not uncommon for them to attack each other to achieve conflicting objectives.
Worst meat shields ever: Their job is to protect The Imp but they are so fragile any decent attack destroys them. At least they get up and keep trying...
Rate of Fire: They destroy their own limbs as they attack, sure they grow back, but that dramatically reduces their attack speed.
Name: Protection Tree
Rank: C-Rank
Type: Support
Duration: 6 posts
Cooldown: One use per thread
Description: You know how people have spirit animals? Imps have spirit trees. The Imp carries with him a golden seed in a tiny pouch. When planted it instantly grows into a mighty oak tree. For every member of Fairy Tail within 30 meters of the tree the physical stats and magic power of all who bear the mark of Fairy Tail increases by 10%, this caps out at 40% However for each rank above C-Rank an ally is the boost they receive is halved, 5% for B-Ranks, 2.5% for A-Ranks, 1.25% for S-Ranks and last but least 0.75% for H-Ranks. However the common person will not even notice a power increase of 1.25% so at that point it's essentially non-existent.
Strengths:
Power of Friendship!: Now no longer a psychological power boost, with the Protection Tree your friends can literally give you strength.
Big Tree...: The Protection Tree is a massive and strong tree. As it is a tree The Imp can manipulate it like any other and use it as a large weapon.
Criteria: The Imp's tree is similar to but is not the Tenrou Tree. While the Tenrou Tree can tell apart a member of Fairy Tail from any old bloke with the mark on them, the Protection Tree cannot. This may sound like a bad thing but really it means The Imp can artificially increase the power of the spell by painting the guild seal on things. Except The Imp doesn't know how it works but coincidentally he has painted the guild seal on his puppets and dummy doll and since the fairies of Fairy Dance have the appearance of the mark the protection tree counts them all towards the number of members. If only The Imp was smart enough to exploit this...
Weaknesses:
Backfire: An obvious draw back to the strength above, if a smart foe recognizes that the tree will accept any old bozo with the Fairy Tail guild seal on them they can take the power for itself by drawing the mark on them.
Fire: If set on fire the tree will not burn away but it's effects will be cut off until the fire can be put out. Which can waste precious duration time.
Seed Troubles: When time expires and the tree has exhausted its power it shrinks back down into a seed to recharge. However it does not return to The Imp, they must go and retrieve the seed by hand. Until the seed returns to The Imp's possession it does not start it's cool down.
Immobile: Once planted the tree cannot be moved until its time expires.
Name: Hero Vines
Rank: C-Rank
Type: Omni Purpose
Duration: 3 posts
Cooldown: 5 posts
Description: The Imp grabs a handful of seeds from his pouch and throws them at the ground. They will quickly burrow themselves into the ground and almost immediately sprout up into large woody vines. Using his plant manipulation The Imp can then will these vines to do darn near anything you can imagine using a vine for. At the end of the duration the vines shrink back down into seeds and fly back to their pouch.
Strengths:
-A bit of everything: The vines can whip, bind, weave into a shield or even support crumbling structures. If the Imp can imagine, they can.
-Quantity Can Mean Quality: The Imp can plant about 10 vines at a time, each about 10 meters long and a quarter meter thick. In short: It’s a lot of vines.
-Scatter and Mix!: The seeds do not need to be planted even remotely close to each other. If The Imp had the IQ points he could use this for some neat traps.
Weaknesses:
-A bit slow: The Hero Vines, while capable of offense, are more defense/utility oriented being made of a tough wood that’s rather stiff. Making its maximum speed not that hot.
-Burn: One obvious application of this spell is to catch lots of falling stuff. It’d be a real shame if that crumbling building you were trying to catch was on fire; that’d complicate things.
-A good tactical skill: The Hero Vines have lots of tactical opportunities that will never be exploited by the the simple minded Imp.
-Nice arm kid: The Imp cannot throw the seeds very far as his arms are highly scrawny. Three meters would be about his upper limit.
Signature Spell:
Name: Fairy Pistol
Rank: C-Rank
Type: Offensive
Duration: Instant
Cooldown: 2 posts
Description: This spell can only be used in conjunction with The Imp’s “Fairy Dust,” Weapon. The Imp makes a finger gun with his right hand and points it at his target. Its telekinesis gathers its Fairy Dust around the tip of its finger before launching it like a bullet at the target on the verbal command “Pew!” The attack carries the sting of Fairy Dust and the force of The Imp’s telekinesis combined.
Strengths:
-Pew!: In an arsenal of spells that is lacking direct simple damage. Fairy Pistol is a spell so simple even The Imp can use it quasi-efficiently.
-Speed: The Fairy Pistol is almost the only attack that The Imp has that doesn’t require dancing. Which saves time.
-Quick Cooldown: As this spell is derived from a passive ability its recharge is real quick.
Weaknesses:
-Pew?: Fairy Pistol only does D-Rank damage despite being a C-Rank spell.
-What’s aiming?: The Imp is a terrible shot.
-Mercy!: While the attack is entirely non-lethal, The Imp can forget that and is hesitant to use it against cute entities.
-Limited Range: As Fairy Dust cannot move more than 10 meters away from The Imp, making that the maximum range of the spell.
Last edited by The Imp on 7th June 2016, 9:35 pm; edited 5 times in total