Primary Magic: ReQuip: Dark Orchestra
Secondary Magic: N/A
Caster or Holder: Caster
Description: ReQuip, the magic of utilizing weapons, armor, and even items for the sake of combat. Those who choose the path of Orchestra normally align themselves with the magic of music and sound be it through enhancements for the group/selves, status effects crafted through the sound waves, or even attacks weaved with notes and song.
Orchestra allows Faeral to cater to his love of music and its many forms while offering self-defense options and a myriad of ways to take on foes, though residual abilities from a past life might make the name “Dark Orchestra” more appropriate given some of the songs tendencies to control the shadows and can create tangible forms of darkness. Aligned items regardless of type all gain an alternate form that permit him to indulge in his musical pleasures and prowess in the form of instruments (some going so far as to share similar forms), though the primary combat forms all retain some trigger for creating music – and possibly physical forms of darkness - because what’s life without a soundtrack? Perhaps one of the oddest tricks to his magic is signing on other “artists” to his repertoire, gaining stronger weapons, armor, and items from other mages that equally grant more enchanting instruments to play. Of course, nothing is for free…
Strengths:
Weaknesses:
Lineage:
Soloist/Duet: Outside of combat Faeral can access a passive from any of his armors/weapons as needed/desired. Inside combat he can use a single passive from an inactive weapon/armor as long as it hasn’t been destroyed, only capable of swapping once per post.
Instrumental Version: Weapons/armor/items all possess a secondary, instrument form capable of using the abilities. The instrument form can be summoned for free so long as it’s outside of combat and the abilities/spells aren’t being used. Once combat’s initiated however the cool down begins and the MP for the summoned object is deducted.
Imitation: Sound is Faeral’s friend, ears sharpened to understand pitches, tempos, and various qualities about them. More prominently he’s gained a talent for reproducing them through his voice, allowing for a wider range of performance potential and even able to augment them – capable of playing a violin for instance and adding a sort of “remix” background to it using his vocal cords, or tricking someone with a false door-knocking sound. Voices are also a fond study for him.
Shadow Pyreflies: Odd little entities he can manifest, Faeral tends to use them as speakers for his magic, letting the things play songs for him from the instruments he’s mastered. Able to create two for every rank he has, the odd little dark clouds can borrow the sound of any instruments including those he doesn't have tied to spells. When using weapon forms the pyreflies can fulfill musical requirements.
Spells:
Secondary Magic: N/A
Caster or Holder: Caster
Description: ReQuip, the magic of utilizing weapons, armor, and even items for the sake of combat. Those who choose the path of Orchestra normally align themselves with the magic of music and sound be it through enhancements for the group/selves, status effects crafted through the sound waves, or even attacks weaved with notes and song.
Orchestra allows Faeral to cater to his love of music and its many forms while offering self-defense options and a myriad of ways to take on foes, though residual abilities from a past life might make the name “Dark Orchestra” more appropriate given some of the songs tendencies to control the shadows and can create tangible forms of darkness. Aligned items regardless of type all gain an alternate form that permit him to indulge in his musical pleasures and prowess in the form of instruments (some going so far as to share similar forms), though the primary combat forms all retain some trigger for creating music – and possibly physical forms of darkness - because what’s life without a soundtrack? Perhaps one of the oddest tricks to his magic is signing on other “artists” to his repertoire, gaining stronger weapons, armor, and items from other mages that equally grant more enchanting instruments to play. Of course, nothing is for free…
The Rules
1. A favor cannot be used against another contractor
2. A favor cannot be used against Faeral
3. A favor cannot be used against Faeral’s allies
1. A favor cannot be used against another contractor
2. A favor cannot be used against Faeral
3. A favor cannot be used against Faeral’s allies
Strengths:
- Versatile Range: not just in weaponry but musical prowess as well. Only the theme of tunes for weapons/armor/items have to be followed, so trying to predict effects or movement by finding some sort of “chorus” will rarely work.
- Physical Performer: Not everything is about the ‘pew pew’ of spells, the practitioners expected to be physically fit and versed in the weapons they wield. A sword doesn’t require magic to slash their opponent, merely magic to appear and utilize its effects.
- Music and Darker Elements: There is quite a range to what music can accomplish, more so when mixed with magic. Music can affect moods and physical condition, and where it might falter the inspired shadows will pick up the slack.
Weaknesses:
- Light/Holy Magic: An unfortunate counter to the darker elements of the magic, the price of a bit of versatility
- Limitations: Without help of some form, Faeral can only wield up to two items at a time, such as an armor and weapon, or two light weapons. Due to the lack of hands, only one instrument can logically be used at a time without another spell or other aiding him.
- Indebted: Nothing comes without a price. In order to create/gain more versatile weapons, Faeral must place himself into debt with other mages in the form of favors.
- Censorship: Through destruction of items one can censor Faeral’s musical ways as well as reducing his combat options.
Lineage:
- Spoiler:
- Lucifer’s Descendant
Description: Lucifer took control of a vessel and mated with a princess of a very powerful kingdom, and gave birth to the son of the devil. But the princess knew the baby was born evil, so abandoned the newborn in the forest to die. Little is known about this lineage due to the common disbelief in the actual existence of this demonic child, but legends tell of supposed descendants of it that were capable of imposing their upon the demonic abominations of Hell itself and guide them into our own world...
Ability: The ability allows the user to open the gates of hell summoning 4 demons to the user at will. The demons are agile, strong, and has though hide to protect itself from magic. Demons are the rank of the user, and can withstand 3 User rank attacks.
Usage: The lineage can only be activated once per a thread, and the summons only last 6 posts.
Soloist/Duet: Outside of combat Faeral can access a passive from any of his armors/weapons as needed/desired. Inside combat he can use a single passive from an inactive weapon/armor as long as it hasn’t been destroyed, only capable of swapping once per post.
Instrumental Version: Weapons/armor/items all possess a secondary, instrument form capable of using the abilities. The instrument form can be summoned for free so long as it’s outside of combat and the abilities/spells aren’t being used. Once combat’s initiated however the cool down begins and the MP for the summoned object is deducted.
Imitation: Sound is Faeral’s friend, ears sharpened to understand pitches, tempos, and various qualities about them. More prominently he’s gained a talent for reproducing them through his voice, allowing for a wider range of performance potential and even able to augment them – capable of playing a violin for instance and adding a sort of “remix” background to it using his vocal cords, or tricking someone with a false door-knocking sound. Voices are also a fond study for him.
Shadow Pyreflies: Odd little entities he can manifest, Faeral tends to use them as speakers for his magic, letting the things play songs for him from the instruments he’s mastered. Able to create two for every rank he has, the odd little dark clouds can borrow the sound of any instruments including those he doesn't have tied to spells. When using weapon forms the pyreflies can fulfill musical requirements.
Spells:
- Signature Spells:
- Encore!:
Rank: D
Type: Utility/Signature
Duration: 1
Cooldown: 3
Description: A very simplistic spell, it requires Faeral to free his hands for a few moments to lightly clap twice - yes, as if he were applauding his personal performance. Upon doing so the health of one of his weapons, armors, or items is refreshed (whatever one he happened to think about at the time) up to 20HP.
Strengths:- Allows for an unpredictable element to fights
- Allows for a quick reuse of a weapon/armor/item
- May confuse opponents with its effect
Weaknesses:- Can only be used for each item once per fight
- Can only affect one per use at a time
- Must have time to cast the spell
- Must free his hands to use it
- Allows for an unpredictable element to fights
- Accompaniment:
Rank: B
Type: Utility/Signature
Duration: 5
Cooldown: 6
Description: When used, Faeral's shadow lights up with a dark aura as soon after a perfect visual copy to him is created. Born of darkness and shadows and other things of that ilk, he's certainly not as durable as Faeral, but can wield any of his armors or weapons just as well as the man even if it can only wield one at a time – a real one and not a shadow copy.
(HP: 120)
Strengths:- Looks & sounds just like Faeral
- Can wield a weapon/armor
- Can perform as well as Faeral in combat and with instruments
Weaknesses:- Certainly not as durable as the debonair man
- Can only wield one thing at a time
- Whatever it wields is the real deal, so if destroyed then Faeral cannot use it himself
- Only one is created so still a 50/50 chance of striking either
- Looks & sounds just like Faeral
- D-rank:
- Character - Mad Hatter:
Rank: D
Type: Spell Armor
Duration: 3
Cooldown: 4
Description:- Spoiler:
- Spoiler:
The armor is donned with the snap of the fingers, a cloud covering Faeral as little cloud designs float out of it and vanish. Donning the persona of the Mad Hatter, Faeral's clothes are replaced with a button up shirt covered by a fabulous vest and tie combo and black pants with a few watches. His favorite part is easily the top hat complete with its card decorations, though the watch-style monocle is also entertaining. Unlike the weapon forms, the armor comes with an instrument and easily Faeral's favorite: a violin.
(HP: 90)
Strengths:- Can null a single spell of equal rank
- Doesn't negatively affect allies
Weaknesses:- Passive requires near constant playing to work
- Doesn't affect enemies who happen to be contracted
- Destroying the violin destroys the "armor"
Passive: Tick-Tock Time Keeper - A minor maddening ability, while wearing the performer's outfit a certain tick-tock rhythm/remix is added unto any songs Faeral performs. Maddening to those not allied with Faeral, the rhythm jabs at one's subconscious like Chinese Water Torture with periods of mellow melodies. This is before a sudden disruptive note that jars people and their concentration like a horribly played note. Once per summoning Faeral can target someone and when they try to cast a spell the note will jumble their concentration, nulling the spell as long as it’s of equal rank. May also be used to disrupt the concentration of NPC enemies, up to a single strong enemy, two normals, or four weaks.
Active: Safe Play - Forced to play as long as he wants the effects of Tick-Tock Time Keeper, at any point while the armor is active Faeral can erect an immediate shield from his shadow that's 6ft sq. Possible to be summoned multiple times, the shield can only take a total of 2 D-ranks or 1 C-ranks worth of damage before it can't be formed anymore and must wait a post before being able to use again.
- Marionette of Song:
Rank: D
Type: Spell Weapon
Duration: 3
Cooldown: 4
Description:- Spoiler:
The violin is a standard wooden model complete with bow and lovely sheen, otherwise appears ordinary enough. In weapon format however it becomes a whip/bladed wire form reaching up to 20feet in length with mobile segments shaped like an archer's bow with an arrow's tip at the very end. The segments are capable of a complete rotation on the wire connecting all the pieces.
(HP: 60)
Strengths:- Can easily be paired with another weapon
- Could painfully trap an enemy
- Provides some range
Weaknesses:- The chain can be broken, if there's less than 5ft left from the arrow head then the weapon disappears
- If either form is broken then the other can't be used
- Allies could get in the way
- More limited when hand-wielded than through sound
Passive: Conductor - a weapon capable of control and being controlled. In weapon form the Marionette can be controlled via music, allowing it to be wielded without the use of hands. In turn in instrument form it can control another weapon's movements through song. Regardless of which is being controlled, either weapon can only move up to 20ft from the user.
Active: Enraptured Rhapsody - As inspiration strikes the melody will take on a haunting tone and the Marionette glows with a dark violet aura. Two seconds later a multitude of dark threads will shoot out from the weapon to wrap around the nearest target, moving at 7m/s. Cutting into the skin, the threads force the Marionette to slam into its target and further slash them for a total of D-rank damage. In the case of the instrument form the dark tendrils instead extend from a controlled weapon or Faeral’s shadow if none are being manipulated at the time. Usable every other post.
- Wings of Aria:
Rank: D
Type: Spell Weapon
Duration: 3
Cooldown: 4
Description:- Spoiler:
The clarinet is simply a standard one, black in color with silver buttons. Weapon form appears like a shortbow, capable of folding up and re-extending with a snap of the wrist. The bolts it fires are .75ft long, fire at a speed of 6m/s, and can reach up to 30m before they lose effectiveness/become really easy to dodge.
(HP: 60)
Strengths:- Capable of long-to-short range combat
- Can fire up to 3 bolts a post, they can only deal a combined damage up to D-rank per post
Weaknesses:- If one form is destroyed then neither is usable
- Weak against very short range/light weapons
- Can't be used in tight quarters
Passive: Dark Interlude - One out of every three bolts fired can be coated in a layer of darkness, upping that bolt's damage by 1/2 a rank upon impact. In the case of the clarinet it can fire a dark bolt once a post that deals 1/2 a rank of damage of the weapon.
Active: Force of Waltz - Channeling into either form of the weapon, a physically compressed bolt of music is shot from the bell of the clarinet or the crossbow at 6m/s. Upon impact it can deal concussive damage or blow back an attack of equal rank. The most curious part is the fact the bolt acts like a recording of music that then plays for the next 10-15 seconds, drowning out all other sounds with the intensity of the waltz in a 10m radius. Can reach up to 30m before they lose effectiveness/become really easy to dodge. Usable once per post.
- Minor Dissonance:
Rank: D
Type: Spell Weapon
Duration: 3
Cooldown: 4
Description:- Spoiler:
Xylophone
While the complete instrument form can be summoned, in terms of combat only the mallets are summoned, the little spheres at the end coming in different colors - suggesting he's got multiple sets. The weapon form is that of a quartet of pistols the user can swap between - though can only realistically hold two at a time, and for reasons unknown each sports a little cat-like musketeer charm dangling from it. When the abilities are cast through the mallets it appears as if the user is striking the air or pointing at their target, form often changing. It's one of the few instruments that can also attack more regularly, able to make concussive blows similar to bullets with the mallets, though the mallet ones tend to come with notes from a xylophone upon collision. The forms' attacks can reach up to 25 meters and travel up to 15m/s
(HP: 60)
Strengths:- Multi-purpose weapon
- Combative instrument form
Weaknesses:- Only minorly upsets some enemies
- Avoidable effects
- In PVP a pair of bullets can only deal a combined D-rank damage
Passive: Blinding Performance - Once per post the pistols can be loaded with a dark-crafted bullet. When it nears a target the bullet will appear to explode, the darkness expanding. If it lands over the face it'll blind temporarily blind the target. If it lands on a joint it'll inhibit movement by 10%. The effect fades quickly, fading a post after application.
Active: Forte Shot- A very odd shot, especially considering the softer tones of the xylophone some might argue this is more befitting a drum since the sound is akin to a very loud symbol, or maybe even a gong at times. Firing a shot at an opponent - be it in pistol form or with a mallet - the shot will explode in the vicinity of the target. Those within 10 meters will have their inner ears affected by the spontaneous and disruptive force of the blow as it courses through them, affecting their ability to move effectively for a post. For PVP purposes this reduces one's ability to move effectively by 10% and may be more prone to tripping or gaining spurts of double-vision. Can be used once per post.
- C-rank:
- Nyarlathotep:
Rank: C
Type: Spell Armor
Duration: 4
Cooldown: 5
Description:- Spoiler:
Tuning Fork
Rather than a proper instrument form the armor can be summoned as a tuning fork. A pleasant sound to hear and useful for its intended purposes, it admittedly doesn't amount to much in combat compared to the actual, proper armor form. In the true armor form however the user becomes coated in a layer of darkness, golden armor appearing more over their limbs, back, and head while leaving their front seemingly exposed save for the shadows. Eyes gain a pink glow over them and head takes on a slight canine form save for wing-like ears. A red chain dangles from the golden mask around the face. As the body becomes covered in darkness/shadows it's best not suited to fighting slayers attributed to that element.
(HP: 120)
Strengths:- Escape potential
- Able to hide ability usage in "instrument" form
Weaknesses:- Not offensive - being hit with a tuning fork is more annoying than harmful
- Less defense when using tuning fork form
- Shadow/Darkness slayer weakness
Passive: Intermission - Time to take a bow and leave, or at least an intermission break. This ability merely allows the wearer of the armor to travel via shadows to other locations where shadows may exist. Once every other post he can rocket out of shadows not belonging to a human at 30m/s and travel up to 40 meters.
Active: Captive Audience - Every other post the user can emit an otherworldly howl, a strange note almost hidden by it. The howl causes chains crafted from shadows and darkness to envelope up to two targets to try and keep them in place. If it's spread out between two targets then the chains only requires C-rank worth of damage to break, but if they're focused on a solitary target then they're reinforced and require B-rank worth of damage to break. In the case of the tuning fork it's merely the sound of the reverberations rather than a howl included.
- Mute:
Rank: C
Type: Spell Weapon
Duration: 4
Cooldown: 5
Description:- Spoiler:
Conductor's Baton
In its simplistic form rather than an instrument the ax can take on the form of a conductor's baton. In its true form it's an ax that sports two sets of curved, segmented blades, one set pointed in the opposite direction of the other. One long, curved handle juts out and contrary to the image there isn't a second handle. One can mentally command it to move and saw through objects or perhaps more organic things.
(HP: 80)
Strengths:- Separate grip for sawing action
- Oddly stealthy weapon
Weaknesses:- Very close-range weapon
- Messy at proper power
- Baton form is quite weak, sports half the HP
Passive: Silence is Golden - Usage of this weapon produces no sound, strange as that may seem, going so far as to silence things it touches or affects. If it were to saw through rock it would do so silently, not even the rock creating sound. If another weapon were to strike it there would be no clang from either weapon. Not a cry would be heard. With the baton form it instead would be able to choose a target that couldn't cause a sound and in turn couldn't hear a sound either.
Active: Heart-Wrenching Performance - Usable once per summoning, it bears a slightly different effect depending who or what the opponent is. Against monsters it weakens their defense (be it through song in baton form or cutting into their hide to leave behind a mark) and causes them to take extra 25% damage. Against more humanoid opponents (and for PVP) it instead can break a defensive spell a rank higher or below.
- Thorn Tempo:
Rank: C
Type: Spell Weapon
Duration: 4
Cooldown: 5
Description:- Spoiler:
The saxophone form is traditional, kept in a golden hue with a subdued sheen and silver keys. The weapon form takes on that of a long-staffed hammer, the end twisting before curling into a large, thick, metallic rose form completely with sharp edges on both leaves and petals. The staff portion sports a few thorns along the length reaching only an inch in length, but a bit painful all the same, and opposite the rose is but a small thorn that reaches up to three inches. Out of the entire length there is a safe, four feet that can be wielded without accidentally stabbing one's hands with the thorns, but at least it makes it hard for others to catch it safely. There appears to be a gem locked inside the hammer, a blue diamond's point jutting out for added insult and injury.
(HP: 80)
Strengths:- Thorns means catching the staff portion can be dangerous
- Additional damage caused by either Faeral or allies
- Could knock the wind out of someone or knock them dizzy for the next post
Weaknesses:- Faeral needs to be careful of the thorny parts too
- If one form is destroyed, then neither can be used
- Close-range weapon
- Heavy nature means it can't be wielded fast like swords or daggers
Passive: B-Sharp - Due to the razor edges of the weapon form its damage is a little enhanced, adding a small 1/2 rank of damage due to bleeding. The saxophone form can instead buff allies to increase their physical/magical damage by 1/2 rank of damage.
Active: Target Audience - Those grazed or hit by the hammer become marked with amplifier magic, making it impossible for them to do anything stealthy as every action comes with either theme music or merely amplified noise (up to the choice of the affected). Possible with the saxophone form as well, it instead fires up to two, visual music notes that'll cause the same effect if hit (although it deals no damage). Wears off a post later, though may be reapplied.
- B-rank:
- Character - Pharaoh:
Rank: B
Type: Armor
Duration: 6
Cooldown: 7
Description:- Spoiler:
With the snap of his fingers, a shroud of shadows will envelop Faeral before melting away. Donning the persona of a Pharaoh, he dons a thick shirt and pair of pants. Beneath is segmented armor, though only the gloves are properly visible as well as the shin guards atop his pants and boots. Rather than a traditional helm he sports a pharaoh's mask with protruding Anubis-like ears. Not unlike his other armor an instrument is included with the form, however it's something of a "formless" instrument. Rather than a traditional drum set manifesting plates of darkness appear before his hands at whim to produce the varied sounds of a proper set, taking as little as a tap of a finger to the slamming of a fist to create the percussive sounds. When merely summoning the instrument for the sake of performing it may appear as a proper set or function the same as the Pharaoh's variant, depending on his whims (and maybe available space).
(HP: 180)
Strengths:- Provides offense/utility with shadowy hands
- Provides some defense beneath the snazzy getup
- Ethereal instrument form means the armor must be destroyed
Weaknesses:- The shadow-crafted arms aren't very durable, able to be dispelled with physical attacks of equal rank
- Cannot attack/harm enemies who happen to be contracted
- Not allowed to hide: the pharaoh can always be sensed even if physical sight is blocked
- One hand must always be free or else the passive deactivates
Passive: Ruler's Will - Those who come before their ruler should know their place, and if they know what's good for them keep their distance as a sign of respect. With the sound of a gong being run (with a hint of a cymbal in the background) those within 45 meters may or may not notice a sudden effect depending on rank. Those below Faeral's rank will feel some sort of pressure to either kneel, bow, or back away from his presence entirely without a desire to do so for the next post. Those of equal rank might experience some trepidation and hesitation on getting too close, though it fades after one post. Those higher probably just feel the reverberation from the gong at best.
Active: Shadow Audience - A ruler is nothing without his subjects, even if they're little more than minor constructs. When the character Pharaoh is active it can create shadow-born hands to do its bidding. It can create only two hands at a time, recreating them when destroyed, and they can only cause up to B-rank of damage per post and can travel up to 45 meters from Faeral. Can be used for up to two posts with a post between uses.
- Dark Chime:
Rank: B
Type: Spell Weapon
Duration: 5
Cooldown: 6
Description:- Spoiler:
The piano comes in two sizes: either keyboard supported with a strap around his neck or full and proper grand piano. In scythe form the staff portion stands at 6ft tall with the blade reaching up to 4ft with curve included. Rather than metal and a solid form the blade is divided into seven segmented pieces illuminated by a weak, red light and opposite are 8 little spikes 3in long. A light weapon due to the odd consistency of the blade, ensuring that the only part that bears any weight is the staff itself.
(HP: 120)
Strengths:- A light and quick weapon to wield
- Ignores barriers in terms of blocking of equal rank or less
- Can pass through other objects without harming them, unable to harm the user
Weaknesses:- If either form is destroyed the other can't be summoned
- Better as a mid-range weapon rather than long or close
- The blade is present in shadows due to its slight glow
- Creates music when it passes through objects, leaving the user an audible target
Passive: Touching Performance - A strange weapon, it possesses some ethereal properties. Rather than leaving physical marks upon its targets it instead tends to pass through their bodies and leaves pain in its wake. Even though it doesn't cut it still leaves damage, and ignores barriers - meaning to defend one must either parry with a weapon, dodge it completely, or make sure it hits armor. Anything else it merely passes through in a ghost-like manner.
Active: Climax - Running a hand across the plates that make up the scythe, a line of shadow seems to outline each segment. While this ability is active the weapon temporarily deals an additional ½ rank of damage as the darkness enhances the power of each swipe n' slice. It performs the same for the sound blasts of the instrument form, the blasts gaining a dark border as well. Can only last for two posts at a time with a post between uses.
- Pied Piper:
Rank: B
Type: Spell Weapon
Duration: 5
Cooldown: 6
Description:- Spoiler:
The flute is a standard silver model with some wispy engravings etched onto it. The weapon form is a pure white rapier complete with matching sheath with the only color on the blade being an aqua-green gem embedded at the hilt. Attached to the sheath at the bottom is a black lantern stylized in a demonic face fashion that emits a similar aqua-green colored hue from its etchings and orifices. From the tip of the blade to the end of the handle the entire weapon reaches three and a half feet in length. The end of the sheath sports a point.
(HP: 120)
Strengths:- A light and quick weapon to wield
- Can create illusions in both forms
- Can act as either staff or sword with sheath
Weaknesses:- Cannot take full-frontal assaults from heavy weapons
- If the lantern breaks the passive cannot be used in weapon form
- Close-range weapon
- If either form is destroyed the other one cannot be used
Passive: Soulful Tune - When the weapon is summoned a haunting tune escape the lantern or such an echo will play behind the flute's song. As long as either is producing a noise enemies within 30 meters with see up to five clones of Faeral performing the same actions. For as real as they seem they're only ethereal apparitions and as such cannot physically harm anyone or anything.
Active: Song and Dance - More easily utilized in the instrument form, it requires he either play the flute, or wave the hilt or sword in a conducting type fashion as a melody begins to play. Able to affect strong "monsters" and lower or regular critters (such as cats, dogs, children, etc), Faeral can then control up to three to do his bidding for as long as he plays the song. While it can work on summons it can only do so to those a rank below the spell or more. It can affect those up to 40 meters around him and only as long as he's playing music/the weapon's active. In PVP it can only affect one summons at a time.
Last edited by Faeral on 12th May 2016, 12:55 am; edited 11 times in total