Brennan was strolling around Rose Garden, chills running through his spine. He did not want to be here, but he needed to come here, just to remind himself of what his father was capable of. Flames flickered around the metal-clad gloves on his hands, as much as Brennan hated to admit it, he would always be on alert here, no matter how much time passed since his father assaulted him. A rat scuttled past Brennan, and the flames on his hands instinctively flared up, and he almost shot a flame at the rat, before realizing that there were a lot of people around. Brennan did not know why, but the teen always thought that someone would attack him at Rose Garden. "Let's calm down now Brennan..." He mumbled to himself, putting out the flame on one of his gloves and adjusting his tie. Another rat scuttled by, and the flames ignited again, "Dammit Brennan... He told himself. Stop being so paranoid, you idiot..." He kicked the floor, and grimaced. "Wait... why are you even talking to yourself? Baka..." He shook his head, I really need to stop talking to myself... Brennan sighed, and kept walking, lightly shoving people out of his way. He wasn't really going anywhere, just... roaming. Brennan really hoped he wouldn't be attacked here, if he was, his trauma would only grow. But that didn't mean he wasn't ready to fight, if anyone attacked him, they would pay for it, and they would pay for it very dearly, after all, Brennan was already prepping his Absorb Stance.
Goodbye, Rose Garden. [Duel/That Adopted Kid]
Mark Baxter- - - - - - - - - - - - - - - -
Lineage : Clockwork Soul
Position : None
Posts : 1043
Guild : Black Sails
Cosmic Coins : 0
Dungeon Tokens : 0
Mentor : ---
Experience : 9,213.19
Character Sheet
First Skill: Cephalon Impulse
Second Skill: ---
Third Skill:
That Adopted Kid-
Posts : 571
Cosmic Coins : 0
Dungeon Tokens : 0
Character Sheet
First Skill: Fallen God Slayer 2nd Gen
Second Skill:
Third Skill:
The rose garden, a very fitting place for Sharp to walk within during this instance within her time in this plain. She wasn't on any kind of mission for Chaoris not, this time, it was just her exploring a part of the world in between her life of servitude. The massive amounts of people and the various flowers scattered about the area gave a misty glow within the atmosphere. The red, white, and hybrid flowers blending onto the mist within the air creating a hue within the fog that made the area all the more beautiful. Sharp couldn't appreciate it to her maximum extent, though unlike before she could, at least, feel something, it was calming being here, the people all wandering about their business, and Sharp within her own little world of peace. Shattered within an instant, Sharp felt it, an awakening of magic within the area, it was a flame or a spark, it didn't matter which, it was then that she saw something, it felt familiar yet different, it was odd, but she was somehow drawn to him, maybe it was just her overreacting or reading the atmosphere incorrectly, but she felt the need to try and preach right now, maybe it was still some of the leftover anger that she had felt from that shade? No impossible she purged such feelings, this was a sign to give prophecy to someone else right here and right now, probably by Chaoris's wisdom.
"YOU!"
Sharp boomed out and pointed towards Brennan, much of the crowd turning to look out of confusion, annoyance, or fear.
"You who shows potential but lack focus, draw your blade, and let me show you my benediction within this area, and let all who are here be witness to the true lord of this world, the blood god."
Drawing her blade, crimson, Sharp let the energy fan out of it, making the red hue particularly strong around her and now causing some panic at the drawing of a weapon.
"Come and show me, if you are just a foolish child or an actual warrior!"
Lifting up her left arm, Sharp pointed her weapon, Zeal towards the one who faced her down possibly now and fired off a single round towards them, as a starting "test" to this potential fight.
HP: 300/300
MP: 110%/110%
"YOU!"
Sharp boomed out and pointed towards Brennan, much of the crowd turning to look out of confusion, annoyance, or fear.
"You who shows potential but lack focus, draw your blade, and let me show you my benediction within this area, and let all who are here be witness to the true lord of this world, the blood god."
Drawing her blade, crimson, Sharp let the energy fan out of it, making the red hue particularly strong around her and now causing some panic at the drawing of a weapon.
"Come and show me, if you are just a foolish child or an actual warrior!"
Lifting up her left arm, Sharp pointed her weapon, Zeal towards the one who faced her down possibly now and fired off a single round towards them, as a starting "test" to this potential fight.
HP: 300/300
MP: 110%/110%
- abilities that are always active/items that are on Sharp or in use:
- Synthetic Celestial:
- Name: Synthetic Celestial.
Wielder: Sharp.
Description: Sharp unlike most who might try and claim a fancy lineage, wasn’t actually born. Artificially created within a lab Sharp was an experiment done by a man who wishes to obtain godhood. She was but a small stepping stone to see if a magical being could be created from next to nothing. This has made Sharp an anomaly, she isn’t truly alive, wasn’t truly born, and doesn’t truly follow any of the rules that her “race” would normally be subject to, an artificial missing link to test the boundaries between the physical and the metaphysical. While the test was considered a success, Sharp could be considered a failure, due to the restriction placed upon her by the creator. For his own personal reasons he has denied her the ability to feel almost any true emotions, making her a failure in terms of her own life, a success in terms of the original outcome of the experiment. Despite this emotionally she is broken, and on purpose, by her creator, an experiment to see the way one who lacks the ability to feel can adapt to its environment, though even this hides their true motives. This has lead, to a broken being which should have been, for all intents and purposes, almost perfect for what it was created to accomplish.
Sharp doesn’t have many claims to fame, she doesn’t have a heritage with deep rooted connections, just what she was given when created. Sharp is basically a modified Celestial spirit, made from the sole goal of bridging the potential gap between mortals and the magical. Like a normal celestial spirit Sharp can form contracts with others, for them to summon her to their side, but unlike a normal celestial spirit doesn’t need the contracts in order to keep her within the mortal plain, but rather can subsist independently. Sharp’s only real reason to form contracts is to gain perspective into the emotions of those she has a contract with, allowing her a greater understanding and to try and fill in the pieces for her own missing emotions. Thus Sharp is also more suspect to the behaviors of those whom she has formed contracts with, as her more blood thirsty nature due to her contract with Chaoris demonstrates. This small link to creating emotions and feelings of others that she has a contract with is the main reason why it might be possible for her to fully recover her emotions at some point in the possible future.
Finally Sharp’s magic, with her being a celestial spirit and all, are basically inseparable, and using her magic is like moving her hand. This makes her heritage mostly about her magic and how both can intertwine and affect both her and one another, creating a focused, for the most part, being that can use nearly any of their abilities as just a singular focused effort, though this leads the conflicting part in her mind that limits her emotions as of right now, making the focus still there for fighting but not there for what it can truly do, curing and healing emotions. Regardless she still has some abilities that are inherent even though she has lost her emotions, for the most part, which are listed below:
Contracts: Sharp as a celestial spirit can form contracts with other’s. She can form up to 3 contracts with different player characters, and up to 2 contracts with non-player characters (so more for plot reasons than anything). These contracts allow for one to summon Sharp to aid them in the thread for a limited time. In order to be summoned Sharp must have an open thread type (so she must have an open job slot, or social slot {social encompassing duels etc.} In order to be summoned into a duel both parties must agree for it to be allowed.) If Sharp is summoned into a job, Sharp only gains 50% of the experience from the job, and it takes 10% of her MP pool to stay on the field every post, though it only costs the key holder 5% of their mana to summon her. Sharp can only use spells up to the one who summoned hers rank, so if she is summoned by a C rank and is B rank, she can only use up to C rank spells in the thread. She still has all of her items and magic’s when summoned, but only lasts for 5 posts before being thrown back to where she was before the summoning. She can only be summoned once per thread. Sharp’s posts count don’t count towards the total posts needed in the job. If Sharp is summoned in a non-combat social the restrictions above don’t apply, since she could probably just join the social anyway.
Sustenance: Sharp is a being of magic tied to not only others through her keys, but the celestial realm due to her nature. Unlike other spirits however she doesn’t feed off of those who she has a contract with magical power to stay in the mundane world, instead she is self-sustaining, which leads to a strange phenomenon. Sharp still has the natural instinct to take magical power, but doesn’t need to, so she instead of the celestial realm trying to call her back, Sharp takes magical energy from the celestial realm to help fuel her and repair her “body” further within the mundane world. Sharp restores 2% MP and HP per post in addition to normal modifiers and recovery, though her HP recovery a turn can’t go higher than 15%, as per normal.
Celestial Body: Sharp’s body fluxes in and out of the natural world, which allows her a couple benefits compared to others with more mundane forms. Sharp’s body naturally reduces incoming blows, providing a 20% damage reduction to both magical and physical sources. In addition should Sharp die, then she will be sent straight back to the celestial spirit realm, regardless of how she died, or what other factors would prevent her from doing so. This happens when her HP hits 0 or she can will it if her HP drops below 20% of its total. This is to represent the normal rules for reviving, just without having to roll any dice at the alter. Sharp can also return to the celestial realm at any time outside of combat, and Sharp has unlimited stamina.
Ghost Walk: Sharp’s unnatural form allows her to ignore obstacles that would normally provide a challenge for her to go around or pass through. Sharp can move through any non-magical object without hindrance. In addition Sharp can choose to treat a non-magical object as physical (so she won’t always be falling through the floor or being forced to fly everywhere.) In addition Sharp’s has an additional 20MPH added to the movement speed that she can move up it naturally via the MPH chart, in exchange Sharp can’t receive speed increases that don’t originate from something she is either using, such as equipment, or from her own magic, both primary and secondary.
Empathetic Illusions: Sharp’s magic is generally tied to emotions, or her bodies state, her illusions thusly also focus upon this aspect too. Any Illusions that Sharp creates can only be negated by effects that originate from a source that is a rank above the Illusion, or Sharp’s own rank, itself. So if a source doesn’t allow for an opponent to be trapped in an illusion, than that effect must be one rank above Sharp for it to apply. This rank must be before modifiers that may increase the rank of effect, effectively meaning that the source must naturally be a rank higher than the source’s rank for Sharp’s illusion. In addition Illusions tend to play off of an opponent’s emotions, making them harder to tell apart than normal, for those who lack emotions the illusions are as normal. This second effect isn’t so much a percent or absolute but rather a guideline for those who are trapped in one of her illusions to be aware of.
Purification: Sharp using her purification magic, can purify someone of various problems. By touching them, Sharp can remove any diseases or afflictions upon them, including otherworldly afflictions such as vampirism, being a werewolf, etc. One can refuse her by resisting with their willpower (basically saying no as this may majorly affect a character). She can do this to both PC’s and NPC’s.
Hidden Features: Sharp can cast an illusion passively upon herself that is counted as equal rank to herself. This illusion merely hides some of her more odd features from others (such as animal appendages), but doesn’t hide her location or anything like that, or weapons that she is carrying, etc. She can choose who is affected by this illusion or not.
- Name: Synthetic Celestial.
Unique Abilities:- Hexagramic Wards: Sharp’s body is covered with many invisible wards that offer her various protections against magical and physical ills. The first effect of these various wards are that Sharp receives a 5% damage reduction to all magical and physical sources that affect her, with this reduction increasing by 5% for every rank about D that she is (so 10% at C rank, 15% at B rank, and 20% at A/S/SS/H rank). In addition any status affecting de buff’s (such as paralysis, binding, sleep, stat decreases etc.) have their durations upon her decreased by 1 post if they are the same rank as her, or 2 posts if they are a lower rank than her, they last the full duration if they are 1 rank or more above her (so she is C rank, a D rank spell that paralysis’s her lasts for 3 posts, this ability would make it only last for 1 post, while if the spell was C rank it would last for 2 and if it was B rank would last the full 3). (This can’t lower the De buff to below 1 post).
- Ether: Sharp’s magical energy isn’t quite the same as everyone else’s; as if being a celestial spirit wasn’t weird enough in the first place, her energy is also strange. Her magical energy is known as ether, while it functions mechanically the same way as regular magical power (such as using the same MP charts etc.) it has a few noticeable differences. The first is that her magical power level is harder to read, making her difficult to sense her magical power level (such as “rank”, or total MP pool) making her appear as just a mundane people with a little amount of magical power (higher ranks have no problem with sensing her actual level however).
In addition her magical energy can’t be targeted directly by equal or lower ranked attacks/effects (so a spell can’t be created within one of her spells or her body via an opposing force if it is the same rank or lower than her) but it can be manifested outside of said range of spell/magical energy. For spells count the spells rank rather than Sharp’s for this effect. Another’s body/holder item/reequip originating around their body always counts as outside of her range for this purpose (so no she can’t shut down someone’s magic by existing there). The range of this effect is up to 25 meters within a spell that Sharp creates (but no larger than the spell’s own range, so basically between the ranges of self, up to 25). This range limit for this effect applies to all of her spells regardless of rank (so an S rank with a 100 meter range would only prevent it from happening within the closet 25 meters of Sharp, but not the other 75).
Finally effects that cancel out any of Sharp’s magic(s)/lineage that are equal to or lower than her rank don’t affect her magic(s)/lineage or her proper(but not effects that block it like a shield or another spell hitting her magic etc. just those effects that prevent her from using her magic), areas on forum that disable magic, still cause her to be unable to use her magic as normal, but don’t cause her to vanish back to the celestial realm (due to her being a celestial spirit and thus being fueled by magic), just disable her using it for anything but keeping herself within the “real” world. - Negative Purging: Sharp’s magic focuses on purging both herself and others of the more negative aspects of life, sadly its left her with little to no emotion of her own, but it’s the price she has paid. Sharp can purge negative emotions from others naturally around her. This allows her to provide a plot based power to make others calmer naturally (should they not try and fight back against it or something). Sharp has an aura around her that stretches 15 meters out, and increases incrementally with her rank (15 meters at D rank, 30 meters at C rank, 50 meters at B rank, 75 meters at A rank, and 100 meters at S rank, SS rank, and H rank.) This aura lets up to 2 allies (the word allies meaning Sharp chooses who is affected by this ability), become affected by this aura, +1 ally per rank above D (So 3 at C rank, 4 at B rank, 5 at A rank, 6 at S rank, 7 at SS rank, and 8 at H rank).
This aura not only provides the previous ability of calming others down and purging negative emotions, but purges the darkest corners of their mind, eliminating their fears from their subconscious, if only temporarily. This can be both a good and bad thing as fear can keep one alive, but at the same time could hold them back from succeeding. Effectively this makes the allies within her aura immune to fear effects, but not damage added onto said effects (so a spell causes fear, and deals C rank damage, an ally in her aura would take the C rank damage, but wouldn’t be afraid etc.). This effect also applies to Sharp. In addition, Illusions that have fear as an effect decrease their duration when used against Sharp (but not her allies) by 1 post, but Sharp can’t add any fear effects to any of her spells/abilities. All effects of fear or illusions are limited to Sharp’s own rank, so a higher ranked spell/ability that causes fear, will still work as normal, but equal and lower will have their effects muted.
This aura doesn’t apply to her “ether” unique abilities effects (see previous ability) of preventing magic from originating within her own. - Ether Adaptation: Sharp’s magic is both volatile and benevolent, it restricts her on many levels, but at the same time provides her with blessings that could make others jealous. This shows in her adaptation to various natural environments and possible needs that might arise for her on a day to day basis. Sharp’s ether can project from her back, forming a pair of wings that allow for her to fly, the wings size don’t fully matter for this effect, but are normally no longer than she is tall. Sharp is also naturally sustained by her magical power rather than outside sources, allowing for her to function without the need to breathe, eat, sleep, etc. ( this is to represent the “understood” physiology of a celestial spirit, and how they don’t need most things humans need to function). Finally her ether fueling her body allows for her to function in naturally hostile environments that would kill/disable/harm someone normally, but has no effect on magical environments or the like (so she’s in a blizzard she can survive just fine {aside from all the vision blocking, but she won’t get frostbite/hypothermia etc.} but if it’s a magical blizzard she’d feel the effects of it), this is due to her magic purifying her body constantly, making it remain it’s structure regardless of natural influences, (not an effect, just the fluff). The restriction of non-magical environments doesn’t apply to the celestial spirit realm, which is technically her home, and “where she is from”.
- Penance: Sharp’s ability to purify others of various afflictions previously didn’t incorporate any form of punishment, the magic being more benevolent. After accessing some of her power from the contract with Chaoris (fluff), Sharp has begun to realize the more cruel nature of the world, and how some deserve to become punished. She has thusly twisted her magic slightly in order to on occasion punish those who challenge her new found wisdom into the way the world works. Whenever Sharp would cause an opponent to lose positive buff’s upon themselves (usually through spells) she can cause the buff’s to become a negative instead of simply being purged. This ability adds 5% to the cost of the spell, unless it wouldn’t have a cost in the first place naturally (such as D ranks at S rank, and not due to a magical cost decrease).
Weapons- Name: Crimson.
Rank: Legendary (+)
Type: Sword.
Description: Crimson isn’t a traditional sword, it’s more of a concept of a blade created from a hilt, than an actual pull out of sheath and stab weapon. The “blade” is hidden away within the hilt, until the user manifests it, allowing for transportation and concealing of the weapon until the time is right. The hilt of crimson is the only part of it that remains in a consistent tangible form. The blade is designed to switch between different lengths depending on the users will, increasing up to and in-between certain sizes depending on the users experience, strength, and willpower. Only the blade (not the hilt or cross guard) of the sword will increase in size The length of the blade is up to 5 meters which increases by up to an addition 5 meters per rank above D (up to 10 meters for C rank, up to 20 meters for B rank, up to 30 meters for A rank). The blade appears when the user flips a switch on the hilt. The blades color is that of a crimson like hue, thus the name of the blade. Despite the blade glowing, it isn’t true light but rather just the user’s magic flowing through the hilt, a tiny amount stored up beforehand to allow the user to wield the weapon without hindrance in combat. An elegant weapon, Crimson is easy to use, but hard to master, requiring a more delicate touch than a typical sword. Destroying the “blade” with a blow will only disable the weapon for one post, to truly disable the weapon for a time one must “destroy” the hilt. Should the Hilt be destroyed the weapon will take 6 posts to recover, during which time all abilities will be disabled.- appearance:
- Has an adjustable blade size.
- Easy to Transport.
- Recognizes the “owner” of the blade as the only user.
Weaknesses:- Can only be used by the user, making sharing impossible unless the user is dead.
- The blade gives off a glow making the weapon a bit obvious.
- The hilt by itself is useless as anything more than a glorified club.
- The length of the blade is limited to the users own abilities, which means that improper experience or ability could leave this weapon slightly crippled in use.
Abilities:- Ability 1:
- Name: Enhanced Ether.
Rank: D-C-B-A (Users rank within this range, up to A rank).
Duration: Passive.
Cooldown: N/A.
Description: Crimson’s blade is imbued with magical energy, as one would expect from basically an energy blade. The blade of Crimson deals, in addition to normal melee damage, half a spells rank in damage upon targets hit. This effect is limited to the rank of the weapon itself rather than the rank of the user of the weapon, so at a certain point it was always cap out at half an A ranks worth of spell damage. The user can suppress this ability, should they wish, if they do so then the weapon doesn’t add any spell damage to its swings.
Strengths: - Deals half a spells rank in damage.
Weaknesses:- Spell damage is only up to the weapons rank in effect, not the users so if the user is SS or H ranked, the blade will only deal half an S rank of spell damage.
- Spell damage in some cases might be worse than melee damage (such as the opponent have resistances to spell damage) making the potential strength a weakness, and if the user suppresses the ability to deal spell damage with the weapon, then the ability did nothing in the first place.
- Name: Enhanced Ether.
- Ability 2:
- Name: Bloodied petals.
Rank: D-C-B-A (Users rank within this range, up to A rank).
Duration:Passive.
Cooldown: N/A
Description: Crimsons swings are anything but clean the blade frequently causing gashes and wounds from its glowing blade. These wounds however don’t cause the opponent to “bleed” in the normal sense, instead creating red petals from the wounds rather than letting blood spill. This effect happens even if the target struck doesn’t actually bleed. The petals from these blows allow for the user and/or up to 2 other allies to recover 1% HP per petal consumed. The blade can create up to 15 petals per wound inflicted. One can only consume up to 5 petals a post. Petals that aren’t used in some way disappear after the post they were created in. The petals still count as blood in terms of manipulation, but don’t suddenly grant something blood that lacked it in the first place.
Strengths: - Creates petals from wounds and blows which allow for both the user and up to 2 of their allies to recover some HP.
Weaknesses:- The petals have to be consumed in order for them to do any recovery.
- Only up to 5 petals may be eaten per post, totally out to a 5% recovery per person, limiting the healing factor. The healing also can’t exceed the normal 15% amount per post.
- Name: Bloodied petals.
- Name: Zeal.
Rank: Strong (+)
Type: Gun.
Description: Zeal is a unique weapon from the stand point of how and what it fires. One could call Zeal a gun, but in reality it is more like a cannon, in terms of the rounds it fires. The “bullets” that are propelled from the barrel of Zeal are actually highly explosive calibrated rounds, which detonated upon contact with an object of the weapons maximum range, leaving quite the dent in terms of an explosion. The weapon itself is fairly simple in its design, but a little unique in terms of how it is both handled and used. The weapon can be wrist mounted, freeing up the users hands for different tasks. The weapon upon the wrist is fired via the link between the weapon and user. Secondly the magazine for the weapon it stored off to the side and not below, within this aspect of the weapon lies a link to a portal for the ammunition, effectively giving it a bag of holding for the bullets built into the weapon. The weapon’s barrels, and magazine are chrome, while the other aspects of it are a black in color. Sharp has placed a mark of blood that symbolizes her relationship with Chaoris on the side of the gun. Size wise, Zeal always shapes itself to match the users arm in proportions, so as it is not too big or small to wield effectively. Should the weapon break it will take 5 posts for it to recover, during which time it will be inoperable. The maximum range of the weapon is dependent on rank (15 meters at D rank, 30 meters at C rank, 50 meters at B rank).- appearance:
- Easy to carry and use, is a ranged weapon.
Weaknesses:- Can’t be used as a melee weapon, or rather effectively used.
- While it is easier to use, it isn’t as easy to hide due to where it is mounted without proper clothing, which can lead to one knowing you are visibly armed.
Abilities:- Ability 1:
- Name: Concussive Shells.
Rank: D-C-B (Users rank within this range, up to B rank).
Duration: Passive.
Cooldown: N/A.
Description: Rounds fired from Zeal are explosives as already described in the weapon proper, however these explosions aren’t just for show or to allow the user to look away and be a cool cat, they serve a purpose. The explosions from the rounds deal half of the weapons melee damage within the full range of the explosions. The explosions radius range uses the following chart: D rank 3.5 meters, C rank 7 meters, B rank 15 meters.
Strengths: - Explodes out in a pretty big radius.
Weaknesses:- Allies aren’t immune to this blast, like the user is.
- The weapons rounds are still limited by the maximum range.
- Name: Concussive Shells.
- Ability 2:
- Name: Precision Shots.
Rank: D-C-B (Users rank within this range, up to B rank).
Duration:Passive.
Cooldown: N/A
Description: Zeal’s rounds can track targets using a more sophisticated targeting magical matrix within the weapon itself, basically this means that the user can lock onto an enemy and have the shells track them up to the maximum range of the weapon or within it. This feature doesn’t have to be used, but if it is the user can only lock onto one enemy at a time. The downside to this “homing” ability is that it can cause the rounds to become predictable as the bullets follow the target, possibly making them less effective than manual fire if the opponent catches on.
Strengths: - Bullets fired from Zeal hone in on targets.
Weaknesses:- Is limited to just 1 target at a time for the homing effect.
- Could become predictable.
- Name: Precision Shots.
Armor- Name: Illusionists Appendages.
Rank: Artifact
Type: Various, typically clothing.
Description: The Illusionist appendages is an “armor” that is more of a magical garment than anything else. Made from pieces of lingering magic, this “armor” forms a bond with the one who has attuned their magic to it, allowing for the user to change the shape, and appearance of the armor at will, effectively making it a one size fit’s all clothing and armor, appearance wise. This would normally be appealing enough, as the “armor” itself can become nearly any type of clothing, however the “armor” provides other benefits as well, as described later on in its abilities proper. The “armor” counts as the user’s magic in terms of manipulation, or other potential effects gained from the user’s magic, though those will be described in the user’s magic proper. Should the “armor” be destroyed the effects will cease to apply, but the “armors” appearance will remain, just appear more tattered, this is to prevent the user from suddenly becoming naked mid combat. The “armor” takes 6 posts to recover during which the abilities of the “armor” itself are disabled.
Strengths: - Is at it’s base a set of shape shifting armor to allow the user to wear multiple different outfits without having to spend a bunch of money, doesn’t require washing either!
Weaknesses:- Is just armor despite its appearance, and has the same HP and resistances as normal armor of its rank.
- Can’t be turned invisible on its own, so no you can’t have invisible clothing (why would you want to you pervert?)
Abilities:- abilities:
- Safety Bubble: Illusionists appendages are basically just magic that is attuned to the users own to provide both an outfits, protection, and a couple other enhancements, this ability focuses on the protection part. The vestments provide a shield equal to the rank of the artifact’s current rank (so normally the users) up to S rank, this absorbs damage taken first, and reapplies if broken in 2 posts. This shield only becomes apparent when a blow is struck against it, at which point it will flicker slightly, but otherwise doesn’t appear at all.
- After Visage: As the name suggests this armor has something to do with illusions, and by golly does this ability show that. The armor can three times a post create an after image of the user this image will be repeating what the user had just performed, or could be made stationary, either way these after images can help to fool an opponent into potentially striking against a target that has been long gone. The illusions also give off the same magical energy reading that the user had at the time, making detecting the falsehood in them through magical methods difficult, at least at first. The rank of these “illusions” is the same rank as the user, up to the rank of the armor proper (so capping at S rank).
- Safety Bubble: Illusionists appendages are basically just magic that is attuned to the users own to provide both an outfits, protection, and a couple other enhancements, this ability focuses on the protection part. The vestments provide a shield equal to the rank of the artifact’s current rank (so normally the users) up to S rank, this absorbs damage taken first, and reapplies if broken in 2 posts. This shield only becomes apparent when a blow is struck against it, at which point it will flicker slightly, but otherwise doesn’t appear at all.
Items- Name: Scrying orb.
Rank: Weak
Type: Orb
Description: The scrying orb is a little orb that becomes absorbed within the users chest. The color of the orb depends on the user’s mood, but typically it isn’t visible with clothing on. The orb is pretty small only about 2 inches diameter, and lacks any defense to really stop a tiny bullet, but that’s not why it is a valuable little item. The abilities of sight it grants to the user is what makes it valuable as a little companion sphere. Whilst simple this item is very useful to the resource mage. The item takes 4 C ranks worth of damage to destroy, and takes 4 posts to recover, during which time all abilities are disabled.
Strengths: - Allows for 360 degree vision at all times should the user wish to use the item.
- The orb allows for the user to see through objects too should they wish too.
- The item is extremely hard to remove from the user as it’s imbedded within their chest, which makes it easy to carry, and activate.
Weaknesses:- The orb has no direct combat bonus or boost attached to it.
- Being that the magic item is placed within the user it’s hard to get rid of it, even if the user wishes too, which can be a downside if they want another item.
- Seeing so much can be a hindrance to the user if the opponent has massive amounts of illusions, as it makes them weaker to it while active simply because they CAN see more.
- Despite being an item and imbedded in the user, it doesn’t really provide much defense, so it’s not a magical end all bullet stopper like some might hope for.
Abilities:- ability 1:
- Name: Situational Scrying.
Rank: D-C (users rank up within this range, up to C rank).
Duration: Passive.
Description: The scrying orb while active passively allows the user to see 360 degrees around them naturally, in addition it also grants the user X ray vision should they so wish. While active the user’s eyes gain a faint blue glow around the outside of their iris.
Strengths: - Allows for 360 degree vision, making some obstacles or attacks easier to avoid.
- Allows for X ray vision for good spying purposes or locating of important objects.
- The X ray vision and 360 degree vision can be activated together or separately allowing for various tactical usages and combinations.
Weaknesses:- Seeing so much can be a hindrance to the user if the opponent has massive amounts of illusions, as it makes them weaker to it while active simply because they CAN see more.
- Doesn’t provide any direct offensive and defensive support, such as a shield or the like.
- Doesn’t actually see through stealth and the like by itself.
- The range of this ability is limited to the users own line of sight, which is normally just a human’s own capabilities.
- Name: Situational Scrying.
Mark Baxter- - - - - - - - - - - - - - - -
Lineage : Clockwork Soul
Position : None
Posts : 1043
Guild : Black Sails
Cosmic Coins : 0
Dungeon Tokens : 0
Mentor : ---
Experience : 9,213.19
Character Sheet
First Skill: Cephalon Impulse
Second Skill: ---
Third Skill:
Someone was talking to Brennan, telling him to draw his blade, even though the teen didn't actually have a blade with him. The opponent demanded that Brennan show that he could fight. Instinctively, he tapped his pendant, turning it into a black aura, and his bracelet pulsed, both providing him with a speed boost. Also, a small magic circle appeared on his left arm, further increasing his speed. Then, right before Sharp attacked, Brennan pressed a button on a small green bracelet, turning it into a dark green suit of armor, stopping at his wrists, where the Gloves of the Sun were. Right as Sharp fired Zeal, flames would burst of out Brennan's gloves, sending him flying into the air at more than 50 miles per hour, this meant, of course, that he had dodged the bullets from Zeal. "What the hell?!" He yelled, "Well, hey. You asked for it." Still in the air, Brennan snapped his fingers, and a dragon made of flames appeared right behind Sharp, and with a flick of his wrist, the dragon would attempt to bite Sharp in half. Brennan slowly lowered himself down onto the ground and shoved through the terrified crowd, getting closer to Sharp. "Why are you doing this?!" He yelled, "What did I do to you to make me attack me near all of these innocent people." While he screamed at Sharp, his hands were prepping the Absorb Stance that he had broken earlier, making sure the teen would be ready to counter her spells.
---
HP: 300/300
MP: 115%
Note: Dragon will do 30 damage if it hits. [Armed melee damage one rank above the user].
---
HP: 300/300
MP: 115%
- Active Abilities/Abilities That Are Always Active [Refer to Character Info for Weapons]:
This is the namesake of this magic, and Singing Sun does two things, both of which are extremely powerful, allowing the user to absorb the spells of others, and making them into a walking sun, in essence.
Absorb Stance: Absorb Stance is one of the user's most critical abilities, it allows them to absorb spells, similarly to a Slayer. There is only one drawback to this, the user must spend a one post prepping the Absorb Stance, which entails not casting a spell for every post they charge. This is called a 'Prepped Stance' and when this is performed, the user gains as much mana as was used to cast the spell. If the user does not charge, it is called a 'Crude Stance' and they only gain 1/2 the MP used to cast the spell, not to mention the fact that they cannot use spells for one post after Absorbing in Crude Stance.
Power of a Sun: Absorb Stance is a critical part of Singing Sun, however, the Power of a Sun is just as important, or arguably more important. Power of a Sun makes all of the user's fire spells 50% more effective, and it makes flames released with the 'Flame Creation' ability deal damage equal to armed melee damage one rank above the user (caps at S-Rank). Also, the user can release flames from their hands in order to maneuver very quickly, giving them a 30% speed buff. They can also use these flames in the air, which makes the user essentially able to fly. Also, whenever the user experiences intense bouts of any emotion, they catch fire.
The user can create and manipulate flames at will, just like many fire mages. This ability has a range of 15 meters, and flames created or manipulated with this ability deal user-ranked armed melee damage. Also, flames created with this ability do not retain the elemental resistance or slayer resistance present in the user's spells.
This is the only way in which the Solar Loops are really used when it comes to Singing Sun. As long as all four loops are on the user, they take the form of a pair of metal clad gloves. As soon as the user decides they would like to remove a Loop, the gloves morph into the four loops, and the user loses any and all benefits provided by the gloves. The gloves make the user's fire more powerful, giving them a 50% speed boost instead of a 30% speed boost. Also, if the user would like, they can snap their fingers while wearing the gloves, and create flames where ever they would like within their field of vision, ignoring the range of the Flame Creation Unique Ability.
Note: Dragon will do 30 damage if it hits. [Armed melee damage one rank above the user].
That Adopted Kid-
Posts : 571
Cosmic Coins : 0
Dungeon Tokens : 0
Character Sheet
First Skill: Fallen God Slayer 2nd Gen
Second Skill:
Third Skill:
He dodged the bullet, it wasn't that hard to really dodge, more of something to get him to start battling. In all honesty she didn't know why she was fighting against him, mostly it was just due to what she perceived as Chaoris's wisdom at the time, and right now that was good enough for her, though her real feelings were a little clouded she would hide them away within her mind, this little battle would be an interesting one, and she had to keep herself focused. There was a dragon of flame manifested behind her, thankfully Sharp could see it due to her little trinket, not that it mattered, she would instantly teleport next to him as the same time unleash several different spells, one not even half a second after the other. Anything within the range of them would be struck and caught within the flames, the range of the aura manifesting instantly within the area. Sadly a few innocents around them would be caught within the range and possibly die. The flames from the spells weren't true flames, just mimic the appearance of them. Should he be caught within them, a fact that was highly likely due to instant activation and movement of Sharp behind him within her beautiful yet deadly spells range, he might find that his abilities become less than substantial, in fact, those innocents also hit might feel the same way.
Sharp left an after image of her getting "hit" by the dragon where she stood, the illusion's effect possibly clouding his judgement, and unleashed a torrent of blasts from Zeal, numbering fifty in total over the course of a few seconds, and twenty strikes from Crimson within the same time span, unleashing a fury of attacks all in one go against where he would be after he was potentially struck by her blow. A spell she cast increasing her strength slightly, helping her to attempt to crush him in this alpha strike.
Should he dodge out of the way before she could fire the first shot, or after a any of the blows actually missed, Sharp would teleport away up to fifteen meters to regain her balance or to attempt to intercept him.
HP: 300/300
MP: 70%/110%
Superior Purifying Flames: 1/5 duration.
Purifying Jump: 1/3 duration.
Hammer Hand: 1/3 duration.
OOC Summary/damage listing: All Melee strikes from Crimson deal 64.5 (due to strength buff) damage a hit, if all 20 strikes hit it's 1380 HP, for Zeal its 22.5 damage a hit, if all connect it's 1125, The spells deal 60 each, and effects apply regardless of defenses, but damage can be blocked as normal. Her magic can't be eaten by slayers and it can't be cancelled out so I don't believe your ability can absorb it due to it acting like slayers for consuming. The reduction affects total buff's as described within magic description, so you would be at -175% (I believe) to speed, and -50% to spell damage.
Sharp left an after image of her getting "hit" by the dragon where she stood, the illusion's effect possibly clouding his judgement, and unleashed a torrent of blasts from Zeal, numbering fifty in total over the course of a few seconds, and twenty strikes from Crimson within the same time span, unleashing a fury of attacks all in one go against where he would be after he was potentially struck by her blow. A spell she cast increasing her strength slightly, helping her to attempt to crush him in this alpha strike.
Should he dodge out of the way before she could fire the first shot, or after a any of the blows actually missed, Sharp would teleport away up to fifteen meters to regain her balance or to attempt to intercept him.
HP: 300/300
MP: 70%/110%
Superior Purifying Flames: 1/5 duration.
Purifying Jump: 1/3 duration.
Hammer Hand: 1/3 duration.
OOC Summary/damage listing: All Melee strikes from Crimson deal 64.5 (due to strength buff) damage a hit, if all 20 strikes hit it's 1380 HP, for Zeal its 22.5 damage a hit, if all connect it's 1125, The spells deal 60 each, and effects apply regardless of defenses, but damage can be blocked as normal. Her magic can't be eaten by slayers and it can't be cancelled out so I don't believe your ability can absorb it due to it acting like slayers for consuming. The reduction affects total buff's as described within magic description, so you would be at -175% (I believe) to speed, and -50% to spell damage.
- spells cast in order:
- Name: Superior Purifying Flames.
Rank: B.
Type: Offensive.
Duration: 5 posts.
Cooldown: 6 posts.
Description: Sharp produces an aura up to 50 meters out from her body. Enemies caught within this aura take 1 B rank worth of damage, and are “caught on fire”. The fire itself doesn’t do any damage, but rather makes it so up to 3 positive buffs on the one “on fire”, equal to or lower rank than this spell (so D-C-B Rank) are eliminated, and have to be re applied. This aura doesn’t affect Sharp and she can make up to 3 allies immune from the effects of this aura.
Strengths: - Gets rid of enemies’ buff’s that are equal or lower in rank to this spell.
- Does B rank damage to the target.
Weaknesses:- Doesn’t remove buff’s that are a higher rank than this spell, making half of the effects useless against some opponents.
- Effects end once someone leaves the range of the spell for more than a post, though buff’s must be re applied.
- Only damages the enemy once, not over time.
- Name: Purifying Jump.
Rank: B.
Type: Offensive/Support.
Duration: 3 posts.
Cooldown: 4 posts.
Description: Sharp unleashes an aura around her, up to 50 meters, using her magical energy that has various different effects. First off Sharp can teleport herself and up to 3 others with her up to 50 meters. Every time that she uses this teleport all enemies within the 50 meter aura, keep in mind that this aura originates around Sharp and thusly moves with her, have up to 2 buff’s upon them removed, this can affect up to 3 enemies. Sharp can only teleport once per post, and despite the duration of the spell the removing of buff’s only lasts for one total post unless they are affected by the aura again via Sharp teleporting again.
Strengths:- Can eliminate the opponents buff’s to an extent.
- Can teleport around both herself and allies.
Weaknesses:- Can only affect a certain number of allies a post.
- Only works on buff’s originally this spells rank or lower.
- Can only teleport once per post.
- Name: Hammer Hand.
Rank: C.
Type: Offensive.
Duration: 3 posts.
Cooldown: 4 posts.
Description: Sharp projects an aura up to 30 meters from herself, this aura increases the strength of Sharp and up to 1 other ally by +40%. The effects of this spell end once the ally leaves the aura’s range, however should they renter it the buff will be re applied so long as the duration of the spell is still going.
Strengths:- Provides a boost in strength to both Sharp and up to one other ally.
Weaknesses:- Doesn’t increase Sharp’s speed, making the limited range of the aura possibly make an ally go out of range frequently.
- The buff doesn’t apply outside of the aura’s range.
(The following is potentially cast in case of dodge to chase to try and place effect on, it's a sig spell thus no mana cost was added above).- Name: Ether Warp.
Rank: D.
Type: Supportive.
Duration: N/A.
Cooldown: N/A.
Description: Using her magical power to rapidly move about the area around her, or to escape from a potential threat. Sharp can teleport up to 15 meters in any direction around herself so long as she could fit within the area that she teleports to. This effect can only happen once per post.
Strengths:- Allows Sharp a variety of movement options, for both offensive and escape based tactics.
Weaknesses:- Fairly limited range.
- Can only be used once per post.
- Name: Superior Purifying Flames.
Mark Baxter- - - - - - - - - - - - - - - -
Lineage : Clockwork Soul
Position : None
Posts : 1043
Guild : Black Sails
Cosmic Coins : 0
Dungeon Tokens : 0
Mentor : ---
Experience : 9,213.19
Character Sheet
First Skill: Cephalon Impulse
Second Skill: ---
Third Skill:
There was too much going on, there seemed to be a girl where his dragon was, and Brennan could sense a girl right behind him. The one behind him had just released a barrage of melee attacks and spells at Brennan. He was too overwhelmed to use the absorb stance, and frankly, he didn't quite get what was going on, so suddenly, his body morphed into a flame, and he went rocketing into the air at a speed of over fifty miles per hour. Speaking technically, Brennan did not actually need to go skyrocketing into the air, because after all, he was immune to spells in his flame state, but he flew anyway, just as a precaution. "She's powerful..." He muttered, "Very, very powerful." But all that meant was that he would have to use his true powerful, an awe-inspiring, devastating thing. "Here goes nothing..." With the snap of his fingers, ninety tiny orbs of fire appeared, surrounding Sharp. They would each take turns trying to hit her, each orb attacking the girl a total of one time. If even a handful of them hit, the effects would be devastating, and if they didn't hit, Brennan would simply conjure up more, because these orbs took little to none of his power to create. Just as a precaution, Brennan created a barrier of fire surrounding the orbs and Sharp, which would hopefully keep her from escaping. Nervous as Brennan was, this was his first time using Solar Flare to it's truest power, which was actually sort of fun.
---
HP: 300/300
MP: 105%
Note: 90 Orbs were created, each of which attacked one time. This is a total of 2,700 damage. If Sharp attempts to penetrate the fire barrier, she will take 30 damage.
---
HP: 300/300
MP: 105%
- ACTIVE ABILITIES/ABILITIES THAT ARE ALWAYS ACTIVE [REFER TO CHARACTER INFO FOR WEAPONS]:
- This is the namesake of this magic, and Singing Sun does two things, both of which are extremely powerful, allowing the user to absorb the spells of others, and making them into a walking sun, in essence.
Absorb Stance: Absorb Stance is one of the user's most critical abilities, it allows them to absorb spells, similarly to a Slayer. There is only one drawback to this, the user must spend a one post prepping the Absorb Stance, which entails not casting a spell for every post they charge. This is called a 'Prepped Stance' and when this is performed, the user gains as much mana as was used to cast the spell. If the user does not charge, it is called a 'Crude Stance' and they only gain 1/2 the MP used to cast the spell, not to mention the fact that they cannot use spells for one post after Absorbing in Crude Stance.
Power of a Sun: Absorb Stance is a critical part of Singing Sun, however, the Power of a Sun is just as important, or arguably more important. Power of a Sun makes all of the user's fire spells 50% more effective, and it makes flames released with the 'Flame Creation' ability deal damage equal to armed melee damage one rank above the user (caps at S-Rank). Also, the user can release flames from their hands in order to maneuver very quickly, giving them a 30% speed buff. They can also use these flames in the air, which makes the user essentially able to fly. Also, whenever the user experiences intense bouts of any emotion, they catch fire.
The user can create and manipulate flames at will, just like many fire mages. This ability has a range of 15 meters, and flames created or manipulated with this ability deal user-ranked armed melee damage. Also, flames created with this ability do not retain the elemental resistance or slayer resistance present in the user's spells.
This is the only way in which the Solar Loops are really used when it comes to Singing Sun. As long as all four loops are on the user, they take the form of a pair of metal clad gloves. As soon as the user decides they would like to remove a Loop, the gloves morph into the four loops, and the user loses any and all benefits provided by the gloves. The gloves make the user's fire more powerful, giving them a 50% speed boost instead of a 30% speed boost. Also, if the user would like, they can snap their fingers while wearing the gloves, and create flames where ever they would like within their field of vision, ignoring the range of the Flame Creation Unique Ability.
- Spells Cast:
Name: Flame Travel
Rank: D
Type: Fire/Supportive
Duration: 1 Post
Cooldown: 2 Posts
Description: Upon activation, the user turns into a flame. The user can control their flames state, but must become human within 5 minutes, or else the flame will turn back into a human in a random spot. This flame moves at a rate of 25 meters per second. The caster cannot be attacked with in flame form, but they cannot attack either.
Strengths:
Dodge: The user can use this spell to easily dodge spells.
Movement: This spell allows the user to move, without being one singular being.
Weaknesses:
Attack: The user cannot attack while in this form.
Regroup: If the user stays in flame form too long, they will reconstruct in a random spot.
Concentration: The user must be extremely concentrated to manipulate the flame. If not, they will not move.
Note: 90 Orbs were created, each of which attacked one time. This is a total of 2,700 damage. If Sharp attempts to penetrate the fire barrier, she will take 30 damage.
That Adopted Kid-
Posts : 571
Cosmic Coins : 0
Dungeon Tokens : 0
Character Sheet
First Skill: Fallen God Slayer 2nd Gen
Second Skill:
Third Skill:
Just as Sharp began to fire towards the man, he seemingly fired himself, straight up into the air. Such a reaction time, it almost seemed inhuman, but he had played a bit of his hand, she had already guessed he was a fire based mage due to the dragon, but now it was more solidified though, like hers, he might be different, so she would need to watch closely. Thankfully she didn't feel those random emotions that clouded judgment and remained calm. She had teleported a few meters to relocate and catch her positioning right after he had vanished into a little bolt of flames. Looking up through her little trinket, she attempted to spot him, but he seemingly he had vanished, but then she managed to spot him, and not a moment too soon as apparent precision fire strikes were spawning around her, thankfully due to her nullification of magic near her body, she had time to react, though maybe it was his turn to hurt civilians. Either way, Sharp Dashed forward a bit, and teleported up into the air onto the other side of the fire barrier, leaving an illusion of her getting hit by some of them in her wake. She would then teleport a slight distance towards him and have her previous position launch a bullet towards him to attempt to lead him in one direction to "avoid it". Then the main event, she would jump the full fifty meters to attempt to get her various spells within their range of him. Thankfully she could fly, her white wings of Ether keeping her flying within the air, towards her target.
It would possibly be a close one, and she was starting to run a bit out of time, but Sharp was still going to go on the offensive. If this started to become too bothersome, Sharp could always come back another time to turn this man into a faithful servant of Chaoris. Should she get within range once more, the effects would be reapplied within her aura, hopefully stopping him from running from her truth, the truth Chaoris had shown her.
HP: 300/300
MP: 64%/110%
Superior Purifying Flames: 2/5 duration.
Purifying Jump: 2/3 duration.
Hammer Hand: 2/3 duration.
Ether Jump: 1/4 duration.
OOC: I am unsure how far away you are from me, but Sharp will give this basically one last try, if you get within the range the effects are re-applied, but not the damage, and then we can continue from there. Also I forgot that Sharp has a 2% MP recovery every post, so that's why the MP is at 64%, she's a Nintendo console right now. Also the other spell she used to teleport a short way is the signature one above, in fact all the stuff above is still active etc.
It would possibly be a close one, and she was starting to run a bit out of time, but Sharp was still going to go on the offensive. If this started to become too bothersome, Sharp could always come back another time to turn this man into a faithful servant of Chaoris. Should she get within range once more, the effects would be reapplied within her aura, hopefully stopping him from running from her truth, the truth Chaoris had shown her.
HP: 300/300
MP: 64%/110%
Superior Purifying Flames: 2/5 duration.
Purifying Jump: 2/3 duration.
Hammer Hand: 2/3 duration.
Ether Jump: 1/4 duration.
OOC: I am unsure how far away you are from me, but Sharp will give this basically one last try, if you get within the range the effects are re-applied, but not the damage, and then we can continue from there. Also I forgot that Sharp has a 2% MP recovery every post, so that's why the MP is at 64%, she's a Nintendo console right now. Also the other spell she used to teleport a short way is the signature one above, in fact all the stuff above is still active etc.
- new stuff used:
[*]Name: Ether Jump.
Rank: C.
Type: Supportive.
Duration: 4 posts.
Cooldown: 5 posts.
Description: By touching up to one other ally, Sharp can jump to another location instantly. This spell allows Sharp and up to one other ally that is within 30 meters to teleport up to 30 meters from Sharp’s location. This can only be done once per post during this spells duration.
Strengths:- Allows for Sharp to teleport around the battlefield and to take an ally with her too.
Weaknesses:- Short range for teleporting allies initially as Sharp has to be touching them for it to work for them.
- Doesn’t defend them at all, which can lead to potentially awkward teleports due to a lack of defense when they hit their destination.
[/ist]- Allows for Sharp to teleport around the battlefield and to take an ally with her too.
That Adopted Kid-
Posts : 571
Cosmic Coins : 0
Dungeon Tokens : 0
Character Sheet
First Skill: Fallen God Slayer 2nd Gen
Second Skill:
Third Skill:
Brennan hasn't posted in 7 days, I believe I am victorious.