if i'm a danger to myself Just think what I could do to you tagged |
Name: Jigoku no Sakebi [Hellish Scream]
Rank: Legendary(+)
Type: Katana
Description: This katana was designed to fool a person's eye into believing that it was an extremely weak weapon because of its chipped and rusty blade. In fact, this is entirely incorrect; while the blade looks like it is weak and ready to break, it is made from the strongest element. The blade is long and slender, which makes it easy for the katana to swing through the air with ease and nimbleness. It can parry against attacks without much effort, and the strength of the weapon is unmatched to those of lower ranks. Jigoku no Sakebi was given its name by the last wielder of the sword, who happened to be Marschal's father. Forged from the fang of his father, Inteus, this katana was passed down to Marschal when his father had felt he was ready. As for the actual appearance of the sword, it has a metallic look for the blade, and the hilt is wrapped in a tattered, washed out black wrapping.
Strengths:
Weaknesses:
Abilities:
Rank: Legendary(+)
Type: Katana
Description: This katana was designed to fool a person's eye into believing that it was an extremely weak weapon because of its chipped and rusty blade. In fact, this is entirely incorrect; while the blade looks like it is weak and ready to break, it is made from the strongest element. The blade is long and slender, which makes it easy for the katana to swing through the air with ease and nimbleness. It can parry against attacks without much effort, and the strength of the weapon is unmatched to those of lower ranks. Jigoku no Sakebi was given its name by the last wielder of the sword, who happened to be Marschal's father. Forged from the fang of his father, Inteus, this katana was passed down to Marschal when his father had felt he was ready. As for the actual appearance of the sword, it has a metallic look for the blade, and the hilt is wrapped in a tattered, washed out black wrapping.
Strengths:
- This sword is not meant to deal damage, but is meant to heal those who are injured and bring back the dead.
- While the blade looks rusty, the sword is strong and not as easily breakable as it may lead one to believe
- This blade, while not meant to harm the living world, this blade can do damage to spirits and netherworldly creatures
Weaknesses:
- Unfortunately, this weapon wasn't meant to deal damage to another living person, but meant to heal and revive
- Those with the abilities opposite of healing and revival can negate any of the abilities this sword has
- One does not need to be a spirit or netherworldly creature in order to break this weapon, damage can be dealt by anyone
- This weapon can only be used by the wielder, anyone who tries to use it, cannot access the abilities
Abilities:
- Negate Time:
- Name: Negate Time
Rank: C (ranks to A)
Duration: 3 posts
Cooldown: 5 posts
Description: Negate Time, despite its name, does not allow for the wielder to stop or control time by any means. What it does do, is allow the wielder access to the Netherworld, for a duration of three posts, to bring someone back to life. In doing so, this ability will restore 20% of the dead person's life, taking the 20% from the user's MP. Unfortunately, this ability can only work on a person for a single time; so, once that person is revived, the wielder can no longer use this ability on the person. When given access to the Netherworld, the wielder is able to see the spirits that surround the person's dead body to kill them. Once this ability's duration is over, it has an unfortunate cool down of five posts before it can be used again on someone else. However, the wielder hopes and prays that they will never have to use this ability at all when it comes to battling.
Strengths:- This ability can bring a person back from the dead with 20% of their total health regained
- This ability gives access to the Netherworld, where the wield can slaughter the spirits taking the dead person away
- Likewise, this ability can technically "heal" the person, so long as they are recently dead or on the brink of death
Weaknesses:- This ability does zero damage to the living world, meaning that it is useless in battle at all
- Necromancy can negate this ability by cancelling out the magic that allows the wielder access to the Netherworld
- It can only be used on a single person, once used on that person, it can no longer be used on them again
- It has a long duration, so that it cannot be used so much in a single thread if a person happens to die
- This ability can bring a person back from the dead with 20% of their total health regained
- Heavenly Sphere:
- Name: Heavenly Sphere
Rank: C (ranks up to B)
Duration: 3 posts
Cooldown: 6 posts
Description: Heavenly Sphere is an ability of the katana that summons up a protective barrier around the entirety of the wielder. It will only appear if the person's life is in intimate danger, and can protect against an upwards of two spells of equal or lower rank. At times if the katana believes its wielder is in too much danger, it can transport them thirty meters away from the opponent. Typically, it transports the wielder in a white orb of light, but doesn't necessarily mean it brings them out of complete danger. The range of the spell extends into B rank once the wielder ranks up, but can extend no farther than fifty meters. One spell of higher rank than the user can dissipate the barrier and leave the wielder open for any type of attack. Unfortunately, this ability can only protect the wielder, so an ally would be left to defend themselves.
Strengths:- It can transport the wielder thirty meters away from the opponent in order to save their sorry ass
- It protects against two hits of the user's rank in spell damage, anymore than that and it will break
- This ability mainly protects the wielder if the wielder is close to death or something poses immense danger
Weaknesses:- This ability can only protect the wielder of the sword; an ally is left to defend themselves
- Even when the spell transports the wielder, the person cannot take anyone with them when transported
- One spell of higher rank than the wielder can easily break the barrier than protects the wielder
- It has a long duration and this is due to the fact that wielder is not meant to have their life get too much in danger
- It can transport the wielder thirty meters away from the opponent in order to save their sorry ass