if i'm a danger to myself Just think what I could do to you tagged |
Primary Magic: Art of the Beggar: Drunken Master
Secondary Magic: N/a
Caster or Holder: Holder
Description: During the Ming Dynasty of China, a war was declared upon Beijing's Imperial Emperor by the self-proclaimed Emperor of Heavenly Demon. The conflict was so devastating that it wrought widespread destruction throughout the entirety of China's land. Raiding parties of Heavenly Demon would clash against the imperial soldiers of China's provinces, but quickly one that province for their master. Small garrisons were sent in by the Imperial Court to Tianjin City, where they were ordered to take a tax for protection. Due to the city already being in an impoverish state, its citizens were left to defend their lives on their own. A league of beggars was stationed in Tianjin City, as its headquarters, and were preparing for the fight against Heavenly Demon. Though during times of war, it is commonly said that a nation's beggars are the first ones to fall.
Two people of the League of Beggars, Lao Hu and Shan Xiayu, had given birth to a child, named Hu ShanShan, during the war. She was said to have been born constantly smiling at all who came to visit, and so the family's joy was the clan's joy. Unfortunately, Shan passed away several weeks later, and the leader, Drunken Fist, declared a month of mourning, where no alcohol would be consumed. So, Hu ShanShan grew up in the League of Beggars as the most precious child on all accounts of the league. She was unbeatable in begging for proceeds, competitions, and always proved herself as being clever and extremely lucky. Hu ShanShan quickly rose up in the ranks, but the League would be met with a critical stance that only she could solve. Heavenly Demon had sent out another battalion, where Drunken Fist failed to defend them again, so the League surrendered.
Hu ShanShan's hand was given to the leader of Heavenly Demon as a means of surrender, by her own father. This was where she deceived Burning Hands, who, in turn, slaughtered her father before her eyes as punishment. The two would enter battle, and Burning Hands would come to realize that Hu ShanShan was near to his strength. So, he murmured an incantation to drain the life from her, in which she would scream there was more life in her than he could ever drain. At those words, he faltered in his incantation, believing she was truly charmed, and Hu ShanShan would deliver a fatal blow. She would become the League's renown hero as the forces of Heavenly Demon failed in Tianjin, and became one of the legendary Nine Dragons. Many beggars follow under her path, in hope that they will become just as strong as their beloved lost dragon.
Marschal Leigh is counted among those who are labeled as a beggar, surviving on the deeds and generosity of others. Over time, he has discovered the way of the beggar's lost dragon, Hu ShanShan, and has taken a better path. Through the use of drinking alcohol, Marschal can access the quick steps and strong strikes of a member of the League of Beggars. Supposedly, the alcohol he drinks is coursed with its own magic, which is why he is seen carrying a flask. He has to constantly be drunk in order to use any spell of this magic; so if he isn't drunk, he can use his magic. However, this magic is extremely versatile; not just strong in fighting, but Marschal could potentially heal others as well. It is the path of a Drunken Master, that of the Spirit Beggar, but is one of the harder holder magics to master.
Strengths:
Weaknesses:
Lineage:
Enhanced Condition
With this ability, the user's strength, HP, dexterity, and all other physical/mental attributes are enhanced by 15%, excluding durability and endurance. This includes senses as well, so Marschal is more perceptive of his surroundings than that of a normal human. Likewise, this ability is constantly active, but is truly only useful when the user is in battle with another player or monster. Outside of battling, it's useful for his five senses; ultimately, giving him more felinistic senses in nature.
Unpredictability
This unique ability grants the user's spells 5% more in damage, thanks to the alcohol being unpredictable in nature. It also increases their physical attacks by 10%, or until weapon damage is necessary to be applied. Essentially, this unique ability also negates any chance of sight/future seeing abilities being able to predict his attacks, as the attacks are unpredictable. The unique ability is only activated while in battle; outside of battling, this unique ability is pretty much useless.
Intoxicating Aura
The user has a fifteen meter radius around himself that causes people, whether ally or foe, to have the effects of drunkenness. Meaning they have the potential of throwing up, passing out, disoriented senses, impaired judgment, etc. This decreases their senses and ability to function by 5%, causing them to be disoriented and unable to focus as clearly as they would when not drunk.
Secondary Magic: N/a
Caster or Holder: Holder
Description: During the Ming Dynasty of China, a war was declared upon Beijing's Imperial Emperor by the self-proclaimed Emperor of Heavenly Demon. The conflict was so devastating that it wrought widespread destruction throughout the entirety of China's land. Raiding parties of Heavenly Demon would clash against the imperial soldiers of China's provinces, but quickly one that province for their master. Small garrisons were sent in by the Imperial Court to Tianjin City, where they were ordered to take a tax for protection. Due to the city already being in an impoverish state, its citizens were left to defend their lives on their own. A league of beggars was stationed in Tianjin City, as its headquarters, and were preparing for the fight against Heavenly Demon. Though during times of war, it is commonly said that a nation's beggars are the first ones to fall.
Two people of the League of Beggars, Lao Hu and Shan Xiayu, had given birth to a child, named Hu ShanShan, during the war. She was said to have been born constantly smiling at all who came to visit, and so the family's joy was the clan's joy. Unfortunately, Shan passed away several weeks later, and the leader, Drunken Fist, declared a month of mourning, where no alcohol would be consumed. So, Hu ShanShan grew up in the League of Beggars as the most precious child on all accounts of the league. She was unbeatable in begging for proceeds, competitions, and always proved herself as being clever and extremely lucky. Hu ShanShan quickly rose up in the ranks, but the League would be met with a critical stance that only she could solve. Heavenly Demon had sent out another battalion, where Drunken Fist failed to defend them again, so the League surrendered.
Hu ShanShan's hand was given to the leader of Heavenly Demon as a means of surrender, by her own father. This was where she deceived Burning Hands, who, in turn, slaughtered her father before her eyes as punishment. The two would enter battle, and Burning Hands would come to realize that Hu ShanShan was near to his strength. So, he murmured an incantation to drain the life from her, in which she would scream there was more life in her than he could ever drain. At those words, he faltered in his incantation, believing she was truly charmed, and Hu ShanShan would deliver a fatal blow. She would become the League's renown hero as the forces of Heavenly Demon failed in Tianjin, and became one of the legendary Nine Dragons. Many beggars follow under her path, in hope that they will become just as strong as their beloved lost dragon.
Marschal Leigh is counted among those who are labeled as a beggar, surviving on the deeds and generosity of others. Over time, he has discovered the way of the beggar's lost dragon, Hu ShanShan, and has taken a better path. Through the use of drinking alcohol, Marschal can access the quick steps and strong strikes of a member of the League of Beggars. Supposedly, the alcohol he drinks is coursed with its own magic, which is why he is seen carrying a flask. He has to constantly be drunk in order to use any spell of this magic; so if he isn't drunk, he can use his magic. However, this magic is extremely versatile; not just strong in fighting, but Marschal could potentially heal others as well. It is the path of a Drunken Master, that of the Spirit Beggar, but is one of the harder holder magics to master.
Strengths:
- Due to the impaired judgment of the user, spells of this magic are often unpredictable in nature
- Because alcohol is flammable, any fire-based, or fire and alcohol combined, spells are stronger with this magic
- Art of the Beggar: Drunken Master is a very versatile magic overall
Weaknesses:
- The user must be drunk in order to cast any spell of this magic; if they're not drunk, it can't be used
- Since this magic requires the user to constantly be drunk in order to use it, the user is prone to hangovers, passing out, and/or throwing up, etc.
- Alcohol causes a person's senses to be come disoriented and unmanageable, meaning they have a lack of coordination, ability to see, etc.
- An impaired judgment can really hinder the user in fighting against other mages or against monsters, and may miscalculate a spell
Lineage:
- Knight of FrostFire:
- Knight of FrostFire
Description: One of the Seven Knights of King Kuroryu, this Knight could use the power of fire and ice and combining it into a mysterious element "FrostFire" known as the most lethal Knight out of the Seven, he could combine his element into his weapon or enhancing his magic spells to give it properties of "FrostFire." FrostFire was said to either be so cold it burned, or so hot it froze. This Knight was eventually banned from ever using this technique, however his descendents were later found to have this rare capability.
Ability: Allows the user to combine "FrostFire" effects with either a weapon or a spell up. Upon landing a blow on the target, the target will either be set on fire or stunned/slowed due to intense freezing. The option is up to the user of the lineage. However, the one drawback that this lineage gives is that upon usage the user has to wait 5 posts between usage of "FrostFire" effects.
Usage: The user of this lineage can only combine "FrostFire" effects once every 5 posts. Upon landing a blow the user can choose to have the target be burnt or frozen. If frozen, the target will be stunned for 2 posts if they are 2 or more ranks lower than the user. If the target is 1 rank lower than the user they will be stunned for 1 post, if they are equal rank or higher though they will receive a 50% speed reduction for 2 posts. If burnt, the target will receive half the user’s rank in spell damage in their next post.
- Pain Suppression
- The user is highly resistant to any kind of physical pain, which allows for them to think clearly and continue attacking, even with grievous injuries. Evidently, this enhances their durability and endurance by 25% while in or out of battle; this can make them a formidable foe in drinking contests. This ability is constantly active, so Marschal has no way of being able to turn this ability off at his own will. While it can be seen as a blessing in some cases, it could ultimately lead to his death, as he cannot feel when injury is too much.
- D Rank:
- Drunkard's Dance:
- Name: Drunkard's Dance
Rank: D
Type: Defensive
Duration: 3 post
Cooldown: 5 posts
Description: Drunkard's Dance, as its name states, means the user dances a little jig to summon up a 180° barrier/shield in front of themselves and a single ally. This spell only defends against two hits of the user's rank, anything more and the spell will break from too much damage. The little jig to summon up the spell doesn't necessarily have to be any set jig, just random, drunken dancing. However, the shields that are summoned are stationary, and only protect the front side of the user and ally. Meaning that this spell doesn't surround their entire body, and leaves the mages open to attacks from behind or to the sides. A spell of higher rank will instantly break the shields, rendering the spell useless for the next five posts. Luckily, if done correctly, this spell can last three posts in order to protect its people before fading away.
Strengths:- This spell not only protects the one who summoned the shield, but also a single ally of the user
- If done correctly, this spell can last an upwards of three posts to protect against two of the user's rank in damage
- Luckily enough, this spell can be used while using other spells that are not spells where the person is moving
Weaknesses:- The shields are stationary, meaning if the person moves away from the shield, the shield does not follow
- A spell of higher rank can easily break the shield and render the spell useless for the next five posts
- This spell leaves the user and ally open for any attack from behind or to the sides, as it only protects the front side
- These shields are not invisible, they are bright white color in front of the user and ally, so an opponent can easily see it to break it
- This spell not only protects the one who summoned the shield, but also a single ally of the user
- Ballad of the Drunkard:
- Name: Ballad of the Drunkard
Rank: D
Type: Supportive, Healing
Duration: 3 posts
Cooldown: 5 posts
Description: Ballad of the Drunkard is the base healing spell in Art of the Beggar: Drunken Master; it allows for both healing one's self and allies. While in battle, the user can heal their allies, but cannot use this spell in order to heal themselves whilst battling. In order to heal their ally, the user must down a gourd of alcohol and spit it onto the person, as disgusting as that sounds. This is because the alcohol they use to access their magic has healing properties, which are only accessed through the means of drinking or spitting it onto the person. The spell heals an ally or the user for 10% of their HP on the initial post, then 5% for the remaining two posts. Because it heals so well, it has a significantly long cool down, so the user can't use this spell as often as other spells.
Strengths:- Can heal both the user and another person, but the person must be an ally of the user for the spell to take effect
- Heals a decent amount of HP on the initial post, and only a little bit thereafter, resulting in a good heal
- Can be seen as a very useless spell when in battle, but due to its healing properties, is significantly strong
Weaknesses:- The user can only access its healing properties by drinking the alcohol from the gourd they carry or spitting it onto their ally
- While it takes a three posts to completely wear off, in that time, a person could be injured, which negates the healing it has done
- It can only heal the user while they are out of battle; thus, it is inaccessible to the user if they are fighting
- If the person is not allied with the user, they cannot be healed, whether they are an enemy or not
- Can heal both the user and another person, but the person must be an ally of the user for the spell to take effect
- Drunkard's Breath:
- Name: Drunkard's Breath
Rank: D
Type: Damage Over Time, Area of Effect
Duration: 2 posts
Cooldown: 4 posts
Description: Drunkard's Breath is the only spell that involves the intoxicating fumes of the alcohol the user drinks. Meaning, this spell must have the user drink alcohol and breathe out shortly after having drank the alcohol. Once this is done, an intoxicating cloud will billow out from the user's mouth and surround those within the user's vicinity. The people must be in a fifteen meter radius in order to be affected by the spell, so if they're not within range, they aren't affected. What this spell does is cause the opponents to feel the effects of drinking too much alcohol, which can lead them to vomiting, etc. It does internal damage through the means of inhalation of the cloud; in doing so, it deals a full rank of damage in the epicenter and 75% damage not within the epicenter. Because it lasts for two posts, it deals 25% in damage for the second post, then fades away for a cool down of four posts.
Strengths:- Deals a full rank's worth of damage when opponent is in the epicenter of the cloud as the initial damage
- Deals 75% of damage to anyone who is not within the epicenter of the attack, still a significant amount of initial damage
- Damage Over Time means it can deal a significant amount of damage for a number of posts, this being 25%
Weaknesses:- This spell only lasts for two posts, so it doesn't deal as much damage as one would want to an opponent
- Anyone not within the fifteen meter range of the attack are home free, meaning they aren't touched
- This spell can be negated by air mages, or anyone who can effectively wield air/wind magic, to blow the cloud away
- Unfortunately, this spell affects allies as well, so if they're found within the cloud, they are damaged, too
- Deals a full rank's worth of damage when opponent is in the epicenter of the cloud as the initial damage
- Drunken Fists:
- Name: Drunken Fists
Rank: D
Type: Multiple Hits
Duration: Instant
Cooldown: 3 posts
Description: Drunken Fists, named solely after the League of Beggar's leader, Drunken Fists, is a wildly unpredictable spell. The user, after having drank some alcohol, is given the ability to attack an opponent several times over with just their fists. Their speed isn't significantly faster, but their ability to dodge attacks is enhanced by 5%, which allows for them to land blows more easily. However, each blow of the fist deals only half of the full D rank in damage, and the user must focus on their opponent. Once that concentration is lost, the user isn't able to punch as quickly or as strongly as the spell is able to. More so, this spell can be negated by a single hit of the opponent, either physically or by use of magic. If that's done so, the user is left with a speed reduction of 10%, as they are trying to regain their senses.
Strengths:- Deals several blows to an opponent, all that deal half the damage of a full D rank's worth
- Enhances the user's ability to dodge attacks while in this "berserker" state, but only by 5%
- If used efficiently and correctly, the user can deal a significant amount of damage without getting hurt, themselves
Weaknesses:- Blows only deal half of D rank damage, whereas it would be more useful to deal a full rank's worth
- The user can be negated by dealing a single blow from an opponent, either by physical or magical means
- If the spell is negated, the user is faced with a speed reduction of 10%, leaving them incapacitated for a while
- Affects the use of other spells if speed reduction is applied
- Deals several blows to an opponent, all that deal half the damage of a full D rank's worth
- C Rank:
- Crouching Dragon Stomping:
- Name: Crouching Dragon Stomping
Rank: C
Type: Chained
Duration: Instant
Cooldown: 2 posts
Description: Crouching Dragon Stomping, like Drunken Fists, is a wildly unpredictable attack in which the user can attack at random. This spell is fueled by the downing of a gourd of alcohol, and the user can then charge their opponent to kick them. The attack isn't necessarily a kick though, it starts out as the user stomping their feet on the ground like a sumo wrestler. Thereafter, the user launches themselves at the opponent and "stomps" their foot into a part of their opponent. They can quickly do this attack again; in fact, they can "kick" their opponent three more times, but at the cost of an extra 10% of MP. Meaning that this spell will cost at total of 40% of MP, and each "kick" only deals a full user's rank of damage. Unfortunately, this spell can be easily negated by those who are faster than the user, as well as stronger.
Strengths:- The user can hold back the cool down of this spell in order to launch three more "chained" hits
- Each blow deals a full rank of damage and no more, which can still deal a significant amount of damage
- This spell has a short cool down, allowing for the user to repeatedly use this spell when all else is lost
Weaknesses:- Sadly, this spell costs 10% more MP for each hit that the user makes, totally up to a usage of 40% MP
- This spell also has a considerable delay in attack, as the spell needs to charge up to deal another hit
- Any spell that is equal to or higher than the user's rank, can easily negate the spell with a single hit
- If the opponent is not higher in rank or stronger, they must be quicker than the user in order to avoid the attack
- The user can hold back the cool down of this spell in order to launch three more "chained" hits
- Revolving Lightning Attack:
- Name: Revolving Lightning Attack
Rank: C
Type: Multiple Hits, Damage Over Time
Duration: Instant
Cooldown: 3 posts
Description: Revolving Lightning Attack, in spite of its name, does not involve any lightning by any means, but does involve fire. After the consumption of a full gourd of alcohol, the user can ignite the flammable liquid and spit it onto their fist. In doing so, they can strike their opponent with several blows of their inflamed fist, and may even leave a burn effect. If the spell leaves a burn effect on the opponent, it's naturally a 5 HP damage over the next three posts. Unfortunately, this spell can be negated with water magic or just by easily dodging the blows the user attacks with. However, this spell doesn't just leave a burn effect, but can also enhance the strength of their attack by 10%. This means that the mage can deal greater hand-to-hand combat with this spell before weapon damage is applied.
Strengths:- The user can attack with a fire enveloped fist to deal a burn effect to their opponent depending on the blow
- This is a multiple hits spell, so the mage can hit several times on the opponent before the spell ends
- The burn effect left by the spell can remove 5 HP of the opponents health for a length of three posts
Weaknesses:- This spell's burn effect can be canceled out by water magic, in which the mage is just hitting with their fists
- It can be easily blocked by a mage if they are swift enough to react, as the mage is only hitting with their fist
- The 10% increase in melee damage is not applied to a weapon if the mage happens to be using a weapon
- A burn effect may not always be left by the flames, and if it does, it can be nullified by healing magic
- The user can attack with a fire enveloped fist to deal a burn effect to their opponent depending on the blow
- Dragon God's Smashing:
- Name: Dragon God's Smashing
Rank: C
Type: Instant, Area of Effect
Duration: Instant
Cooldown: 5 posts
Description: Dragon God's Smashing is the strongest of the C rank spells, as the user can create a thirty meter radius crater. By drinking alcohol and stomping their feet into the ground with as much force as they can physically manage, a crater will appear. The aftershock of the crater can deal a full rank's worth of damage to the opponent at epicenter, and 50% in damage to those outside of the epicenter. Anyone not within the thirty meter radius will be unaffected by the spell's ability, and left unharmed. Because this spell creates such a large crater, it is possible for the opponent to be injured by falling rocks or pieces of earth. Ultimately, this kills part of the land that the user and opponents are on, rendering nature magic spells useless. Of course, anyone who has magic to negate this ability can easily escape the attack and receive no harm to them.
Strengths:- The user can create a crater that causes full rank in damage at the epicenter and 75% to those within the thirty meter radius
- This ability does not affect allies or the user, so if they are within the thirty meter radius, they are safe
- It can render nature type spells useless if they involve growing plants because the land is destroyed
Weaknesses:- Anyone not within the thirty meter radius are unaffected by the aftershock of the crater being made
- Only the aftershock of the crater deals any damage to an opponent, the actual crater is useless
- Mages with magic the rivals this type of spell can easily cancel it out, so the spell becomes useless
- If a person is in the air, whether airborne or floating/levitating, they will be unaffected by the spell
- The user can create a crater that causes full rank in damage at the epicenter and 75% to those within the thirty meter radius
- Signatures:
- Drunken Art of Eight Hermits:
- Name: Drunken Art of Eight Hermits
Rank: D
Type: Instant
Duration: N/a
Cooldown: N/a
Description: Drunken Art of Eight Hermits works similarly to the Revolving Lightning Attack, in which the user ignites the alcohol. By igniting the alcohol, the person can then spit the alcohol into the flames to create a large blast of fire at an opponent. The range of this spell is only seventeen meters, however; so if the opponent isn't within range, they won't be affected. This spell can also be easily deflected by those of fire wielding abilities, or are swift enough to dodge the stream. If the spell manages to hit the person, it does a full rank of damage, but will leave no burn effect whatsoever. Because it's just a quick blast of fire at the opponent, the user can use this spell multiple times over.
Strengths:- A single fire blast that can do a decent amount of damage, but nothing more than the initial damage
- Because the spell is mixing fire with alcohol, slayers of any type or not able to eat the flames made by it
- This spell is harder to be put out, as it is fueled by alcohol, so just water alone can't exactly put it out
Weaknesses:- Unfortunately, fire magics are able to deflect this spell rather easily, whether they are lower rank of the mage or higher
- Wind or weather type mages can easily deflect this spell as well, as wind can just blow away the stream
- This spell has a short range, so anyone can easily just be out of the range in order to avoid being hit
- Can be put out by foam chemical or by simply smothering the stream with something that blocks the opponent
- A single fire blast that can do a decent amount of damage, but nothing more than the initial damage
- Draconic Art of Empty Sky:
- Name: Draconic Art of Empty Sky
Rank: C
Type: Area of Effect
Duration: 2 posts
Cooldown: 5 posts
Description: Draconic Art of Empty Sky is a single, simplistic spell that causes the opponent(s) senses to become extremely disoriented. This can incapacitate the opponent(s) if they are of equal to or lower rank than the user, but only reduces the speed of those higher in rank by 25%. In order for this spell to take effect, the user must down an entire gourd of alcohol, in which the effects occur in them. From there, the user is able to expel the effects of the alcohol from himself into a twenty-five meter radius around himself. The opponent(s) will lose their sense of direction and become confused and befuddled if they are within range. Anyone of higher rank will only have a mild effect on them that causes a reduction of speed; otherwise, they function just fine. Unfortunately, this spell works similarly to motion sickness, so it will have a greater affect on dragon slayers.
Strengths:- No matter the type of magic a person uses, it will affect them, unless they have the opposite of vertigo
- With a twenty-five meter radius, this spell has a large range of effect for a short duration of time
- Luckily, this spell can't be copied, as it will disorient the person trying to copy the spell within the range
Weaknesses:- If the person isn't within the twenty-five meter radius, they will have no affect on their vertigo
- This spell can be easily negated by anyone who controls gravity or a type of magic that handles vertigo
- Since the mage has to drink an entire gourd of alcohol for the spell to take affect, it ultimately affects them first
- Those of higher rank only have a speed reduction, but if they have a speed buff, it makes the spell redundant
- No matter the type of magic a person uses, it will affect them, unless they have the opposite of vertigo
Last edited by Marschal Leigh on 8th February 2016, 8:19 am; edited 1 time in total