Sei no Mahō [Conqueror Magic]
Guest- Guest
- Post n°26
Re: Sei no Mahō [Conqueror Magic]
All right, so after discussing it with Aiyana, he agrees that the limit I gave was appropriate for the spell. Considering your melee damage can still be affected by buffs, allowing anymore than a solid, unstackable +10 dmg would be too much. So, I'm going to have to stand my ground on that edit.
Hero YamamotoOne Punch Man
- - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Hero of the Almighty
Position : None
Posts : 539
Guild : Dies Irae
Dungeon Tokens : 0
Mentor : Elyx Reiaki [Previous]
Experience : 66,000
Character Sheet
First Skill: The Conqueror
Second Skill: The War God
Third Skill:
- Post n°27
Re: Sei no Mahō [Conqueror Magic]
I understand what you are getting at with immunities, but I used Elyx's immunity as an example only. I don't want the counter because I want to be able to beat him. He's Hero's cousin IC so they have literally no reason to seriously fight each other to that kind of extent anyway. As a UA, it definitely can make more sense.
Secondly, I never said anything about staff not looking at everything. I'd think that they do and should if they're not. As for the statements regarding limiters, I have stuff currently in the works that intentionally limits Hero in combat for specific styles. I have never once tried to get out of having drawbacks/limits on my Magic. My point on the matter is that if someone is allowed to completely lock my primary and/or secondary magics, I should logically speaking be allowed to defend myself from such. And I understand the concept of allowing things for everyone and not just one person. The thing about that is the fact that anyone should be able to defend themselves from things that can hinder their characters' abilities to function in battles too. I'm not trying to get these things just for me in the first place. XD
As for your third bullet, that will be taken care of. :)
For the fourth bullet, how does 1 post, 3 posts, and then 5 posts respectively for 25%, 50% and 75%?
For your new post, I understand. I did some math myself and discovered that what I was asking for previously was way too much. Would it be acceptable to change the buff to a percentage like 50%? Or would that be a bit much? And I can remove mention of the stacking.
Secondly, I never said anything about staff not looking at everything. I'd think that they do and should if they're not. As for the statements regarding limiters, I have stuff currently in the works that intentionally limits Hero in combat for specific styles. I have never once tried to get out of having drawbacks/limits on my Magic. My point on the matter is that if someone is allowed to completely lock my primary and/or secondary magics, I should logically speaking be allowed to defend myself from such. And I understand the concept of allowing things for everyone and not just one person. The thing about that is the fact that anyone should be able to defend themselves from things that can hinder their characters' abilities to function in battles too. I'm not trying to get these things just for me in the first place. XD
As for your third bullet, that will be taken care of. :)
For the fourth bullet, how does 1 post, 3 posts, and then 5 posts respectively for 25%, 50% and 75%?
For your new post, I understand. I did some math myself and discovered that what I was asking for previously was way too much. Would it be acceptable to change the buff to a percentage like 50%? Or would that be a bit much? And I can remove mention of the stacking.
" 戦争が来ています。そしてそれが起こると...人生は死を切望するでしょう。"
"War is coming. And when that happens... life will yearn for death."
"War is coming. And when that happens... life will yearn for death."
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Guest- Guest
- Post n°28
Re: Sei no Mahō [Conqueror Magic]
I just don't want them as strengths because they're not something that should be in strengths, they're more fitting for UAs as long as you're able to balance them correct.
1,3,5 is fine.
As long as it's a solid 50% boost that doesn't stack, I don't care.
1,3,5 is fine.
As long as it's a solid 50% boost that doesn't stack, I don't care.
Hero YamamotoOne Punch Man
- - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Hero of the Almighty
Position : None
Posts : 539
Guild : Dies Irae
Dungeon Tokens : 0
Mentor : Elyx Reiaki [Previous]
Experience : 66,000
Character Sheet
First Skill: The Conqueror
Second Skill: The War God
Third Skill:
- Post n°29
Re: Sei no Mahō [Conqueror Magic]
Just two more quick questions and this should be ready and they both pertain to the last spell. Otherwise all other edits have been made.
- Since it has a once per thread cooldown, would I be able to raise the duration slightly higher than what the rules state?
- Lastly, with the 50% boost, would I also be able to add a 25% increase to his speed for the duration? Or can I only have one buffed stat?
" 戦争が来ています。そしてそれが起こると...人生は死を切望するでしょう。"
"War is coming. And when that happens... life will yearn for death."
"War is coming. And when that happens... life will yearn for death."
† Job Slots: 3 of 6 †
D - 8 † C - 1 † B - 1 † A - 4 † S - 2 † 10Y - 0 † 100Y - 0
† The Great Vault † Template † Main Theme † Hero's Voice †
Guest- Guest
- Post n°30
Re: Sei no Mahō [Conqueror Magic]
Honestly, I suggest lowering the cooldown to 8 posts since it's just a 50% buff a d as its A-rank, I'm fine with the 25% addition of speed.
Hero YamamotoOne Punch Man
- - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Hero of the Almighty
Position : None
Posts : 539
Guild : Dies Irae
Dungeon Tokens : 0
Mentor : Elyx Reiaki [Previous]
Experience : 66,000
Character Sheet
First Skill: The Conqueror
Second Skill: The War God
Third Skill:
- Post n°31
Re: Sei no Mahō [Conqueror Magic]
Alright, edits have been made in full! Sorry for causing trouble. ;-;
" 戦争が来ています。そしてそれが起こると...人生は死を切望するでしょう。"
"War is coming. And when that happens... life will yearn for death."
"War is coming. And when that happens... life will yearn for death."
† Job Slots: 3 of 6 †
D - 8 † C - 1 † B - 1 † A - 4 † S - 2 † 10Y - 0 † 100Y - 0
† The Great Vault † Template † Main Theme † Hero's Voice †
Guest- Guest
- Post n°33
Re: Sei no Mahō [Conqueror Magic]
Unlocked upon users request ^^
Hero Yamamoto wrote:MAGIC
Primary Magic: 征魔法 - Conqueror Magic
Secondary Magic: N/A currently
Caster or Holder: Caster - Lost
Description: Conqueror Magic is fundamentally a magic that allows the caster to directly influence their entire physical body, from limbs to organs. Unlike other physical-based Magic, this is designed to increase one thing explicitly to its maximum potential rather than boost multiple categories at once. With enough mastery of this Magic, one can boost individual things in swift succession without having to take breaks in between. It allows Hero to completely control the ethernano in his body, which in turn makes him capable of maximizing any physical actions he takes, whether in or out of battle. It can increase the caster's destructive power, or it can increases the caster's speed (in short bursts). It can forcefully speed up or slow down the heart, which would allow the caster to either activate adrenaline or slow bleeding. The name of the Magic is derived from how its wielder cannot be impeded. They tower above all others and lead only from the front. Practitioners of this magic are unstoppable and the Magic can only be passed down through rigorous training that can be potentially fatal.
Strengths:
- Any stat(s) that comes with the enhancement of a limb or organ can be amplified instantaneously, meaning no charging is necessary to pull off attacks
- This magic provides more utility against armored opponents to keep him from breaking his own bones
Weaknesses:
- Cannot use weapons or armor with this Magic [limited to magic items]
- This is a close-to-mid-combat Magic, so the Caster is incapable of performing any long-range Magic [Permanent]
- The Magic loses potency when the caster is tired
- Lineage:
英雄の全能、偉丈夫 [Hero of the Almighty, Ijōfu]
Wielder: Hero Yamamoto
Description: Ijōfu was the man who started it all with this passing of power every other generation. This person was born and raised as a simple human in an age long passed, when there were no laws for Wizards and guilds did not yet exist. The punchline? He was born during warring periods, where indiscriminate killing of both innocents and warriors were a commonality. The times called for a hero to break the endless suffering of human life and eventually this man was chosen from many to be given a unique Magic. Messages from the gods led him into battle countless times and he earned the title “Hero of the Almighty”, for serving the gods who roamed the planet endlessly through space and time. But his story did not end there, for his will passed on to every other generation after him, in order to constantly shift the tides of death and ultimately corruption itself. Every other generation, that man’s powerful will manifested within his kin but at a great cost. In order for a hero to be born, the hero’s parents had to be sacrificed and when it was time for the will to be passed on, the previous generation also had to be sacrificed. Because of this, there were periods of several centuries at a time when a hero was not needed which meant that the hero lived, unchanging, until it was time to pass on the torch.
This power over time became a curse to the family, which eventually was known as “Yamamoto”, due to the price that had to be paid. There had been times, though rare, when one hero chose not to continue the bloodline; when a new hero for a generation was needed, that hero was forced into death because the power had a life of its own. However, at one point the family split away from its original path due to changing times, and the way in which the power passed on from every other generation deviated slightly. Rather than the previous hero dying immediately upon the emergence of a new one, the previous hero became the one to guide and pass on his or her knowledge on to the new generation until the point where said guiding was finished and they turned to dust. In the current age, times were not so dire that heroes needed to be made so immediately, therefore it altered itself. After several more centuries, time arrived to the centerpoint of a great change in the family itself. Fate deemed it necessary that the time for heroes was coming to an end. The last hero was going to arrive, and when his duty was done, he would be the chronicler watching over the new generations as they passed. Until one day, a hero was needed.STORY ABILITIES
Ageless Life: Once the will of the hero manifests within Yamamoto, time will stop for his physical form. This does not prevent him from death by unnatural causes; it simply allows him to not die from aging. This passive ability is unlocked after Yamamoto reaches A-rank, and once he arrives far enough in his plot.COMBAT ABILITIES
Hero's Domain: This is an extension of the Forbidden Palace passive. Within the 5-meter radius, Yamamoto is able to attack anyone in range without having to use direct contact. Attacks made without direct contact within the 5-meter range deal user-ranked physical damage at A-rank. Until Yamamoto reaches A-rank, 2 meters is the effective range.
Forbidden Palace: As the embodiment of the gods’ hero, Yamamoto is equipped to combat insurmountable odds and numbers alone. Because of this, all area damage deals 100% of a spell's damage, instead of the normal 75%. Within a 15-meter radius around him, area damage gets an additional damage boost equal to two ranks below the used spell. Within a 10-meter radius around him, area damage gets an additional damage bonus equal to one rank of damage lower than the spell used. Within a 5-meter radius around him, all area of effect damage inflicts a stun that is effective against opponents equal to or lower than Yamamoto's rank.
All Might: Hero’s strength is magnified by 25% due to the high demand required by his body to withstand blowback from his own attacks.
It is Alright Now, For I Am Here: Whenever Yamamoto fights alongside and/or protects someone of equal or lower rank than himself (within a thread/job and has to be a player character), he gains a 25% bonus to Strength and Speed.
Indomitable: Yamamoto’s body is seasoned to near perfection due to constant close combat. That combined with the power of the hero’s will gives him a 25% increase to Endurance.
Unique Abilities:
- 巨大戦車運命 [Juggernaut's Destiny] --- Due to his childhood, Hero is extremely battle-hardened and street smart. His scars are proof of this fact, and this experience earns him a 25% increase to Endurance.
- の北風の悪魔 [Devil of the North Wind] --- Traveling barefoot and on foot most of his life has made Hero a human vehicle. He gains a permanent 50% increase to all forms of Speed.
- 征の贈り物 [Gift of the Conqueror] --- The destructive power (strength) of his attacks is increased by 15% (for PvE; 10% for PvP) every time he gets hit and stacks up to 5 times. Starting from the post after he takes his first hit, the stacks reset after 5 posts.
- 英雄を返します [Return of a Hero] --- Upon surpassing his limits by constantly inducing adrenaline during battle, Hero has unlocked his own element: Heroism. This unique element provides him the ability to, when fighting for something or for someone or alongside an ally, take damage without being knocked back, stunned (up to user-ranked), or otherwise immobilized. This means that he will in addition take 25% less damage from all types.
- 偉大な英雄の怒り [Anger of the Great Hero] --- Whenever Hero deals damage to an opponent, via physical damage, he gains a 15% (for PvE; 10% for PvP) damage buff that stacks up to 5 times. Starting from the post after he deals his first physical hit, the buff lasts for 5 posts and then resets.
SPELLS
- Growing Signature (A):
Name Serious Series: Serious Strike
Rank: A
Type: Offensive
Description: The infamous strike all eventually come to know him by. Whether it's a fist or a foot, a knee or an elbow, it does not matter. Yamamoto charges controllable ethernano into an area of the body and uses it to achieve a unique effect. His own will determines how the power of the strike is used, whether it be to protect someone or take down an enemy. Hero can mainly be seen using this spell with one of his fists to take out several opponents at once due to its rather wide area of effect. This spell's maximum distance, when attacking, is 65 meters and its maximum width is 50 meters, making it capable of hitting at least 30 people at full strength. Additionally, the spell's AoE travels its full distance before dissipating, and at the same speed Yamamoto throws the punch.
When it comes to fending off natural disasters such as avalanches, thunderstorms, mudslides, etc. he can perform this spell as many times as necessary to keep allies and himself from harm.
Duration: Instant
Cooldown: Once per post
Strengths:
- This spell is extremely versatile and the output/damage it inflicts is entirely controlled by the user.
Weaknesses:
- Can affect allies if they are in the way (when using it to attack)
- AoE cannot not change direction (if spell is being aimed at an opponent or opponents or object(s))
- D-rank Signature:
Name: Demon of the North Wind
Rank: D
Type: Offensive; Non-elemental
Description: Ethernano is gathered into Hero's legs within a moment. With such condensed into his lower body, he pushes his body toward the ground like a spring; just like a spring too, he launches himself forward (either dashes or jumps) at user-ranked sprinting speed plus an additional 30%. Hero travels a total of 15 meters with this movement. Other spells can be combo'd from this.
Duration: Instant
Cooldown: Once per post
Strengths:
- Can push off of any surfaces and can push off of air
Weaknesses:
- Cannot change directions in mid-movement
- Is, by itself, not an offensive spell so it can be dodged or even repelled if the opponent is equal to the user's rank or higher
- D-rank Spells:
Name: Conqueror's Presence
Rank: D
Type: Defensive; Supplementary; Non-elemental
Description: Hero gathers an abundance of ethernano into his body and then expels it with his presence. By doing so, he is expanding his own image in order to intimidate, or even scare, his opponents. This spell works on any opponent(s) of his rank or lower who acknowledge his presence (within 15 meters of the user, in a circle).
Duration: Instant
Cooldown: 2 posts
Strengths:
- This spell is most effective against groups of weaker enemies than the user but can work on individual enemies as well
Weaknesses:
- Someone of higher rank than the user would be unfettered by this spell
- As long as an opponent of equal rank to the user does not look directly at the user, they will not be affected by this spell
Name Boundless Conviction
Rank: D
Type: Supplementary; Non-elemental; Buff
Description: By forcing the ethernano in his body to move more quickly and efficiently, Hero is able to for a limited time increase the effectiveness of all other active spell buffs by 25%. This is increased to 30% if his HP falls to 25% (of max health) or lower.
Duration: 3 posts
Cooldown: 4 posts
Strengths:
- Boosts any/all spell buffs currently in effect by the user
Weaknesses:
- Cannot be used on allies
- Makes the user tired for 1 post after the spell goes on cooldown
Name: Detroit Smash
Rank: D
Type: Offensive; Non-elemental
Description: Hero charges an abundance of ethernano into his fist and then smashes it into a surface or barrier to produce a massive amount of wind pressure; the pressure is strong enough that an updraft (15 meters tall and 5 meters wide) is created. Direct impact of this wind pressure inflicts user ranked damage.
Duration: Instant
Cooldown: 2 posts
Strengths:
- Powerful enough to lift five people into the air forcibly and cause blunt (melee-based spell) damage equal to the user's rank
Weaknesses:
- Requires a short wind-up, so it can be predicted and/or dodged, so long as opponent is fast enough
- Causes tenseness and soreness in the utilized arm, and requires one post of not being used to resume normal function
- C-rank Spells:
Name: One. For. All!
Rank: C
Type: Offensive; Non-elemental
Description: An abundance of ethernano is condensed into Hero's body and is released as a 30-meter-long blast, with a 360-degree circumference around the epicenter which is Hero. This spell deals full C-rank damage to all opponents within range of the blast.
Duration: Instant
Cooldown: 3 posts
Strengths:
- Knocks everything within a 30-meter radius away from Hero and inflicts damage according to distance between opponent/object and Hero
Weaknesses:
- Ineffective if opponent(s) is(are) outside the blast range; can be dodged if timed well
- Causes tenseness and soreness in the entire body, and requires one post of rest in order to resume combat as normal
Name: Missouri Smashing
Rank: C
Type: Offensive; Non-elemental
Description: When this spell has cast, an abundance of ethernano is collected into the arms and hands of Hero. Because of the heavy amount of ethernano collected in his limbs, targets suffer an extra .2x melee damage for every time they are hit with the occupied limbs. Additionally, this damage stacks up to 5 times. When not used with "Touch... Down!", the spell simply deals the full damage of the stacks added together.
Duration: Instant
Cooldown: 3 posts
Strengths:
- Capable of inflicting concussions, with a direct hit, against someone equal to the user's rank
Weaknesses:
- Requires a short wind-up, so it can be predicted and/or dodged, so long as opponent is fast enough
- Causes tenseness and soreness in both arms, and requires one post of not being used to resume normal function
Name: Unbound Destruction
Rank: C
Type: Buff
Description: Hero's ability to maximize his own physical potential, he can for a limited time increase his spell damage and melee damage by 25% for a limited time.
Duration: 4 posts
Cooldown: 5 posts
Strengths:
- This buff can stack with other buffs.
Weaknesses:
- Does not stack with other peoples' buffs and overrides buffs given by other people, if said buffs boost the same stats
- Cannot be used to buff others
- B-rank Spells:
Name: Touch... Down!
Rank: B
Type: Offensive
Duration: Instant
Cooldown: 4 posts
Description: Hero charges ethernano into both arms and clasps his hands together. Alternatively, he can also charge the ethernano equivalent of both arms into one and throw a swift, straight punch at the target. When using both arms, he raises them into the air and thrusts them down with great speed and force. The strike itself inflicts full B-rank damage without being used with "Missouri Smashing". Additionally, the spell is strong enough to cause a 10-meter knockback upon its landing.
Strengths:
- Can be used with or without the spell fusion.
Weaknesses:
- When the spell itself is used, enough damage is dealt to Hero's arms to force him to take one post of rest before he can continue using them.
- Can be easily dodged if quick enough to react.
Name: 12 - 6 - 1 - Inch Impact
Rank: B
Type: Offensive; Charge
Duration: Instant
Cooldown: 4 posts
Description: Beginning at each inch interval, Hero uses a combination of momentum, speed, and ethernano to maximize the force of his fist by making a very slight, abrupt stop in between advances. At the 12-inch interval, nothing noticeable happens; at the 6-inch interval, Hero's arm (left or right) gains a light blue hue around it though it is still not visible to the naked eye; at the 1-inch interval, this hue is now easily visible and by this point the punch can no longer be dodged. Upon impact, this spell deals an additional 75% damage (due to the moments it stops to charge more ethernano into the used arm) and causes a knockback of 10 meters against an opponent of equal rank to the user; higher than the user is knocked back 5 meters.
Strengths:
- Can be used to both confuse the opponent and deal a large amount of damage to them due to the speed of each "stop".
Weaknesses:
- Can be dodged if the opponent is higher than the user's rank.
- This spell cannot be used in a combo unless it is used at the end of said combo.
Name: Leap Quake
Rank: B
Type: Offensive; AoE; Charge-able
Duration: Instant
Cooldown: 5 posts
Description: As the name suggests, Hero leaps high into the air and maximizes the amount of ethernano concentrated into his lower body while floating. Then, by pushing himself off of the air and toward the ground, he increases the momentum and thus the force of the attack. He then kicks out his legs the moment before impact and smashes into the ground, causing the surface beneath him to sunder. The sundered ground becomes a wall of the surface material all around the epicenter and rolls like water 40 meters out in all directions. The debris serves more as a natural distraction and at most deals B-rank damage, while disorienting all who get caught in it. The damage dealer comes from the wave of kinetic energy that flies faster than the wall of material. It deals an additional 25% damage before the wall comes in. Both the wave of energy and the wall making contact is enough to knock opponents to the ground whether they are standing or moving. If both were to hit, the total damage dealt would be 125% of B-rank damage. The longer in the air it is charged, the more damage the blast deals, up to 175% B-rank damage.
Strengths:
- Hits several enemies at once while expending little stamina at the same time.
Weaknesses:
- Can be dodged if the opponent(s) can determine the range of the spell.
- Cannot be used in a combo.
- A-rank Spells:
Name: 1,000,000% Delaware Detroit Smash
Rank: A
Type: Offense; Charge-able
Duration: Instant
Cooldown: 7 posts
Description: Vast amounts of ethernano is gathered into either his right or left arm, shoulder and fist. Upon making direct contact with an opponent, all the pent-up pressure is expelled as a beam of pure energy that can penetrate armor [for PvE; for PvP, it pierces up to legendary armor and pierces defensive spells lower than Hero's rank]. This beam is 50 meters wide and travels 70 meters before dissipating. A direct hit from this beam instantly deals 150% A-rank spell damage and only hits each target in range once.
Strengths:
- This spell decimates single targets and has a wide enough area of effect upon contact that it can wipe out a small army
- This spell ignores armor and other defensive buffs
Weaknesses:
- Requires direct contact with at least one target to work
- Will deal full damage to everything in its path, including allies
- This spell inflicts one hit of H-rank melee recoil damage to Hero
Name: Heroic Battle Roar
Rank: A
Type: Offense; Charge-able
Duration: Instant
Cooldown: 7 posts
Description: Ethernano is built up into Yamamoto's vocal cords and lungs while breathing inward through his nose. Upon expelling said ethernano, an ear-destroying roar rings through the air in a 75-meter radius around him, but that isn't the attack itself. The attacking portion of the spell is a large pure pressurized blast that blows straight forward. The blast is up to 75 meters wide at its maximum distance and travels 75 meters; it is capable of ruining the lives of a medium-sized militant force. If caught within range of the blast, up to 175% A-rank spell damage is dealt, depending on how long Hero gathered ethernano into his lungs. Any enemies who are lower in rank than Hero are thrown into the air, out of range of the blast radius.
125% - 1-post charge
150% - 3-post charge
175% - 5-post charge
Strengths:
- A giant blast of raw pressure that is unblockable by opponents of lower rank than Hero
Weaknesses:
- Loses his voice for 5 posts
- Can affect the hearing of himself and allies
Name: The Conqueror's Spirit
Rank: A
Type: Offense; Buff
Duration: 7 posts
Cooldown: 8 posts
Description: Hero gathers eternano into his body to unlock his limiters. Doing so gives him enough strength to fight anyone or anything without the use of his spell arsenal. His full strength becomes unhindered, giving him +50% melee damage that adds to the base amount for his current rank. Additionally, for the duration of the spell, he gains a 25% bonus to Speed.
Strengths:
- For a limited time, Hero becomes a brawling super-juggernaut.
Weaknesses:
- Cannot use spells while this buff is active [can still use signature spells since they don't use MP]
- HP does not regenerate while this spell is active
desiréeCrystals
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Faction : The Luminous Covenant
Posts : 1555
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Character Sheet
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Second Skill: ☽ pink dominion ☾
Third Skill: ☽ gemstone serpentine ☾
- Post n°34
Re: Sei no Mahō [Conqueror Magic]
Lester DrynediGentleman florist
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Second Skill:
Third Skill:
- Post n°35
Re: Sei no Mahō [Conqueror Magic]
❀Moved and Unlocked at users request
- ❀:
- Hero Yamamoto wrote:MAGIC
Primary Magic: 征魔法 - Conqueror Magic
Secondary Magic: N/A currently
Caster or Holder: Caster - Lost
Description: Conqueror Magic is fundamentally a magic that allows the caster to directly influence their entire physical body, from limbs to organs. Unlike other physical-based Magic, this is designed to increase one thing explicitly to its maximum potential rather than boost multiple categories at once. With enough mastery of this Magic, one can boost individual things in swift succession without having to take breaks in between. It allows Hero to completely control the ethernano in his body, which in turn makes him capable of maximizing any physical actions he takes, whether in or out of battle. It can increase the caster's destructive power, or it can increases the caster's speed (in short bursts). It can forcefully speed up or slow down the heart, which would allow the caster to either activate adrenaline or slow bleeding. The name of the Magic is derived from how its wielder cannot be impeded. They tower above all others and lead only from the front. Practitioners of this magic are unstoppable and the Magic can only be passed down through rigorous training that can be potentially fatal.
Strengths:- Any stat(s) that comes with the enhancement of a limb or organ can be amplified instantaneously, meaning no charging is necessary to pull off attacks
- This magic provides more utility against armored opponents to keep him from breaking his own bones
Weaknesses:- Cannot use weapons or armor with this Magic [limited to magic items]
- This is a close-to-mid-combat Magic, so the Caster is incapable of performing any long-range Magic [Permanent]
- The Magic loses potency when the caster is tired
- Lineage:
- 英雄の全能、偉丈夫 [Hero of the Almighty, Ijōfu]
Wielder: Hero Yamamoto
Note: As of 10/2016, Hero can only regain HP via an active spell of his own, a buff spell of his own, or the end of a thread/job.
Description: Ijōfu was the man who started it all with this passing of power every other generation. This person was born and raised as a simple human in an age long passed, when there were no laws for Wizards and guilds did not yet exist. The punchline? He was born during warring periods, where indiscriminate killing of both innocents and warriors were a commonality. The times called for a hero to break the endless suffering of human life and eventually this man was chosen from many to be given a unique Magic. Messages from the gods led him into battle countless times and he earned the title “Hero of the Almighty”, for serving the gods who roamed the planet endlessly through space and time. But his story did not end there, for his will passed on to every other generation after him, in order to constantly shift the tides of death and ultimately corruption itself. Every other generation, that man’s powerful will manifested within his kin but at a great cost. In order for a hero to be born, the hero’s parents had to be sacrificed and when it was time for the will to be passed on, the previous generation also had to be sacrificed. Because of this, there were periods of several centuries at a time when a hero was not needed which meant that the hero lived, unchanging, until it was time to pass on the torch.
This power over time became a curse to the family, which eventually was known as “Yamamoto”, due to the price that had to be paid. There had been times, though rare, when one hero chose not to continue the bloodline; when a new hero for a generation was needed, that hero was forced into death because the power had a life of its own. However, at one point the family split away from its original path due to changing times, and the way in which the power passed on from every other generation deviated slightly. Rather than the previous hero dying immediately upon the emergence of a new one, the previous hero became the one to guide and pass on his or her knowledge on to the new generation until the point where said guiding was finished and they turned to dust. In the current age, times were not so dire that heroes needed to be made so immediately, therefore it altered itself. After several more centuries, time arrived to the centerpoint of a great change in the family itself. Fate deemed it necessary that the time for heroes was coming to an end. The last hero was going to arrive, and when his duty was done, he would be the chronicler watching over the new generations as they passed. Until one day, a hero was needed.STORY ABILITIES
Ageless Life: Once the will of the hero manifests within Yamamoto, time will stop for his physical form. This prevents him from permanent death, meaning that once his HP reaches zero, he will be reborn in the next thread that is started.
Divine Intervention: Once per thread, Hero can attain vital/helpful information from an Earthbound God during a job; such Gods will appear as people or animals and will vanish after their advice is given. This information is given only as a hint for Hero to figure out on his own.COMBAT ABILITIES
Hero's Domain (Melee only): This is an extension of the Forbidden Palace passive. All of Hero's strikes (only punches) count as AoE and deal 25% more damage as melee (applies after all other buffs have been calculated).
Forbidden Palace: As the embodiment of the gods’ hero, Yamamoto is equipped to combat insurmountable odds and numbers alone. Because of this, all area damage deals 100% of a spell's damage (or melee if he is not using spells), instead of the normal 75%. Within a 30-meter radius around him, AoE gets an additional damage bonus equal to [+10 damage as melee, regardless of user rank].
It is Alright Now, For I Am Here: Due to Hero’s awakening and gradual changes in combat style and personality, he has become far more specialized, granting him a permanent 50% bonus to Strength and 25% bonus to Speed. Because of this, however, his HP regeneration is permanently locked.
Indomitable: Yamamoto’s body is seasoned to near perfection due to constant close combat. That combined with the power of the hero’s will gives him a 25% increase to Endurance.
Divine Permanence: This ability passively reduces the effectiveness of all debilitating type spells against Hero by 50%.
Heroic Resolve: Hero’s resolve in the face of danger gives him a resilient Magic Pool. Hero is given +2% MP regeneration per post that persists through MP locking and allows him to regain MP through abilities even when his MP is locked or limited.
Unique Abilities:- 巨大戦車運命 [Juggernaut's Destiny] --- Due to his childhood, Hero is extremely battle-hardened and street smart. His scars are proof of this fact, and this experience earns him a 25% increase to Endurance.
- の北風の悪魔 [Devil of the North Wind] --- Traveling barefoot and on foot most of his life has made Hero a human vehicle. He gains a permanent 50% increase to all forms of Speed.
- 征の贈り物 [Gift of the Conqueror] --- Movement-based utility signature spells gain the ability to replenish 2% MP per use. These particular spells cannot be used to deal damage on their own and Hero must sacrifice HP equal to half of the MP replenished upon each use, which stack. Said percentage will correlate to his maximum HP, rather than his current HP.
- 英雄を返します [Return of a Hero] --- Upon surpassing his limits by constantly inducing adrenaline during battle, Hero has unlocked his own element: Heroism. This unique element provides him the ability to take damage without being knocked back, stunned (up to user-ranked), or otherwise immobilized. This means that he will in addition take 25% less damage from all types.
NOTE: When hit with stun-specific or immobilize-specific abilities, Hero is unable to move for a brief couple of seconds before he can move again, giving the opponent an opportunity to attack. However, he will be unaffected by stun and immobilizing effects if they are at least two ranks below him. - 偉大な英雄の怒り [Anger of the Great Hero] --- Whenever Hero deals damage to an opponent, via physical damage, he gains a 15% (for PvE; 10% for PvP) melee damage buff that stacks up to 5 times. Starting from the post after he deals his first physical hit, the buff lasts for 5 posts and then resets.
- 八幡の報復 [Retaliation of Yawata] --- Hero's mastery over manipulating the ethernano in his body has allowed him to induce hyperactivity, or a type of adrenaline, into his system which causes something similar to a chemical reaction that works like an explosion would. While this "reaction" is enabled, enemies whom hit him take damage as melee equivalent to one rank below his own which maxes at S-rank. This passive benefits from half of his totaled melee buff.
SPELLS- Growing Signature (S):
Name Serious Series: Serious Strike
Rank: S
Type: Offensive; Utility
Description: The infamous strike all eventually come to know him by. Whether it's a fist or a foot, a knee or an elbow, it does not matter. Yamamoto charges controllable ethernano into an area of the body and uses it to achieve a unique effect. His own will determines how the power of the strike is used, whether it be to protect someone or take down an enemy. Hero can mainly be seen using this spell with one of his fists to take out several opponents at once due to its rather wide area of effect. This spell's maximum distance, when attacking, is 90 meters and its maximum width is 80 meters, making it capable of wiping out a decent-sized army at full strength. Additionally, the spell's AoE travels its full distance before dissipating, and at the same speed Yamamoto throws the punch; this spell also benefits from melee damage buffs at the cost of not using the spell damage scale.
When it comes to fending off natural disasters such as avalanches, thunderstorms, mudslides, etc. he can perform this spell as many times as necessary to keep allies and himself from harm.
Duration: Instant
Cooldown: Once per post
Strengths:- This spell is extremely versatile and the output/damage it inflicts is entirely controlled by the user.
Weaknesses:- Can affect allies if they are in the way (when using it to attack)
- AoE cannot not change direction (if spell is being aimed at an opponent or opponents or object(s))
- This spell is extremely versatile and the output/damage it inflicts is entirely controlled by the user.
- D-rank Signature:
Name: Demon of the North Wind
Rank: D
Type: Utility; Non-elemental
Description: Ethernano is gathered into Hero's legs within a moment. With such condensed into his lower body, he pushes his body toward the ground like a spring; just like a spring too, he launches himself forward (either dashes or jumps) at user-ranked sprinting speed plus an additional 30%. Hero travels a total of 15 meters with this movement. Other spells can be combo'd from this.
Duration: Instant
Cooldown: Once per post
Strengths:- Can push off of any surfaces and can push off of air
Weaknesses:- Deals no damage on its own
- Is, by itself, not an offensive spell so it can be dodged or even repelled if the opponent is equal to the user's rank or higher
- Can push off of any surfaces and can push off of air
- D-rank Spells:
Name: Conqueror's Presence
Rank: D
Type: Defensive; Supplementary; Non-elemental
Description: Hero gathers an abundance of ethernano into his body and then expels it with his presence. By doing so, he is expanding his own image in order to intimidate, or even scare, his opponents. This spell works on any opponent(s) of his rank or lower who acknowledge his presence (within 15 meters of the user, in a circle). In PvP, this only works on opponents who are at least one rank below him.
Duration: Instant
Cooldown: 2 posts
Strengths:- This spell is most effective against groups of weaker enemies than the user but can work on individual enemies as well
Weaknesses:- Someone of higher rank than the user would be unfettered by this spell
- As long as an opponent of equal rank to the user does not look directly at the user, they will not be affected by this spell
Name Boundless Conviction
Rank: D
Type: Supplementary; Non-elemental; Buff
Description: By forcing the ethernano in his body to move more quickly and efficiently, Hero is able to for a limited time increase the effectiveness of all other active spell buffs by 25%. This is increased to 30% if his HP falls to 25% (of max health) or lower.
Duration: 3 posts
Cooldown: 4 posts
Strengths:- Boosts any/all spell buffs currently in effect by the user
Weaknesses:- Cannot be used on allies
- Makes the user tired for 1 post after the spell goes on cooldown
Name: Detroit Smash
Rank: D
Type: Offensive; Non-elemental
Description: Hero charges an abundance of ethernano into his fist and then smashes it into a surface or barrier to produce a massive amount of wind pressure; the pressure is strong enough that an updraft (15 meters tall and 5 meters wide) is created. Direct impact of this wind pressure inflicts user ranked damage.
Duration: Instant
Cooldown: 2 posts
Strengths:- Powerful enough to lift five people into the air forcibly and cause blunt (melee-based spell) damage equal to the user's rank
Weaknesses:- Requires a short wind-up, so it can be predicted and/or dodged, so long as opponent is fast enough
- Causes tenseness and soreness in the utilized arm, and requires one post of not being used to resume normal function
- This spell is most effective against groups of weaker enemies than the user but can work on individual enemies as well
- C-rank Spells:
Name: One. For. All!
Rank: C
Type: Offensive; Non-elemental
Description: An abundance of ethernano is condensed into Hero's body and is released as a 30-meter-long blast, with a 360-degree circumference around the epicenter which is Hero. This spell deals full C-rank damage to all opponents within range of the blast.
Duration: Instant
Cooldown: 3 posts
Strengths:- Knocks everything within a 30-meter radius away from Hero and inflicts damage according to distance between opponent/object and Hero
Weaknesses:- Ineffective if opponent(s) is(are) outside the blast range; can be dodged if timed well
- Causes tenseness and soreness in the entire body, and requires one post of rest in order to resume combat as normal
Name: Missouri Smashing
Rank: C
Type: Offensive; Non-elemental
Description: When this spell has cast, an abundance of ethernano is collected into the arms and hands of Hero. Because of the heavy amount of ethernano collected in his limbs, targets suffer an extra .2x melee damage for every time they are hit with the occupied limbs. Additionally, this damage stacks up to 5 times. When not used with "Touch... Down!", the spell simply deals the full damage of the stacks added together.
Duration: Instant
Cooldown: 3 posts
Strengths:- Capable of inflicting concussions, with a direct hit, against someone equal to the user's rank
Weaknesses:- Requires a short wind-up, so it can be predicted and/or dodged, so long as opponent is fast enough
- Causes tenseness and soreness in both arms, and requires one post of not being used to resume normal function
Name: Unbound Destruction
Rank: C
Type: Buff
Description: Hero's ability to maximize his own physical potential, he can for a limited time increase his spell damage and melee damage by 25% for a limited time.
Duration: 4 posts
Cooldown: 5 posts
Strengths:- This buff can stack with other buffs.
Weaknesses:- Does not stack with other peoples' buffs and overrides buffs given by other people, if said buffs boost the same stats
- Cannot be used to buff others
- Knocks everything within a 30-meter radius away from Hero and inflicts damage according to distance between opponent/object and Hero
- B-rank Spells:
Name: Touch... Down!
Rank: B
Type: Offensive
Duration: Instant
Cooldown: 4 posts
Description: Hero charges ethernano into both arms and clasps his hands together. Alternatively, he can also charge the ethernano equivalent of both arms into one and throw a swift, straight punch at the target. When using both arms, he raises them into the air and thrusts them down with great speed and force. The strike itself inflicts full B-rank damage without being used with "Missouri Smashing". Additionally, the spell is strong enough to cause a 10-meter knockback upon its landing.
Strengths:- Can be used with or without the spell fusion.
Weaknesses:- When the spell itself is used, enough damage is dealt to Hero's arms to force him to take one post of rest before he can continue using them.
- Can be easily dodged if quick enough to react.
Name: 12 - 6 - 1 - Inch Impact
Rank: B
Type: Offensive; Charge
Duration: Instant
Cooldown: 4 posts
Description: Beginning at each inch interval, Hero uses a combination of momentum, speed, and ethernano to maximize the force of his fist by making a very slight, abrupt stop in between advances. At the 12-inch interval, nothing noticeable happens; at the 6-inch interval, Hero's arm (left or right) gains a light blue hue around it though it is still not visible to the naked eye; at the 1-inch interval, this hue is now easily visible and by this point the punch can no longer be dodged. Upon impact, this spell deals an additional 75% damage (due to the moments it stops to charge more ethernano into the used arm) and causes a knockback of 10 meters against an opponent of equal rank to the user; higher than the user is knocked back 5 meters.
Strengths:- Can be used to both confuse the opponent and deal a large amount of damage to them due to the speed of each "stop".
Weaknesses:- Can be dodged if the opponent is higher than the user's rank.
- This spell cannot be used in a combo unless it is used at the end of said combo.
Name: Leap Quake
Rank: B
Type: Offensive; AoE; Charge-able
Duration: Instant
Cooldown: 5 posts
Description: As the name suggests, Hero leaps high into the air and maximizes the amount of ethernano concentrated into his lower body while floating. Then, by pushing himself off of the air and toward the ground, he increases the momentum and thus the force of the attack. He then kicks out his legs the moment before impact and smashes into the ground, causing the surface beneath him to sunder. The sundered ground becomes a wall of the surface material all around the epicenter and rolls like water 40 meters out in all directions. The debris serves more as a natural distraction and at most deals B-rank damage, while disorienting all who get caught in it. The damage dealer comes from the wave of kinetic energy that flies faster than the wall of material. It deals an additional 25% damage before the wall comes in. Both the wave of energy and the wall making contact is enough to knock opponents to the ground whether they are standing or moving. If both were to hit, the total damage dealt would be 125% of B-rank damage. The longer in the air it is charged, the more damage the blast deals, up to 175% B-rank damage.
Strengths:- Hits several enemies at once while expending little stamina at the same time.
Weaknesses:- Can be dodged if the opponent(s) can determine the range of the spell.
- Cannot be used in a combo.
- Can be used with or without the spell fusion.
- A-rank Spells:
Name: 1,000,000% Delaware Detroit Smash
Rank: A
Type: Offense; Charge-able
Duration: Instant
Cooldown: 7 posts
Description: Vast amounts of ethernano is gathered into either his right or left arm, shoulder and fist. Upon making direct contact with an opponent, all the pent-up pressure is expelled as a beam of pure energy that can penetrate armor [for PvE; for PvP, it pierces up to legendary armor and pierces defensive spells lower than Hero's rank]. This beam is 50 meters wide and travels 70 meters before dissipating. A direct hit from this beam instantly deals 150% A-rank spell damage and only hits each target in range once.
Strengths:- This spell decimates single targets and has a wide enough area of effect upon contact that it can wipe out a small army
- This spell ignores armor and other defensive buffs
Weaknesses:- Requires direct contact with at least one target to work
- Will deal full damage to everything in its path, including allies
- This spell inflicts one hit of H-rank melee recoil damage to Hero
Name: Heroic Battle Roar
Rank: A
Type: Offense; Charge-able
Duration: Instant
Cooldown: 7 posts
Description: Ethernano is built up into Yamamoto's vocal cords and lungs while breathing inward through his nose. Upon expelling said ethernano, an ear-destroying roar rings through the air in a 75-meter radius around him, but that isn't the attack itself. The attacking portion of the spell is a large pure pressurized blast that blows straight forward. The blast is up to 75 meters wide at its maximum distance and travels 75 meters; it is capable of ruining the lives of a medium-sized militant force. If caught within range of the blast, up to 175% A-rank spell damage is dealt, depending on how long Hero gathered ethernano into his lungs. Any enemies who are lower in rank than Hero are thrown into the air, out of range of the blast radius.
125% - 1-post charge
150% - 3-post charge
175% - 5-post charge
Strengths:- A giant blast of raw pressure that is unblockable by opponents of lower rank than Hero
Weaknesses:- Loses his voice for 5 posts
- Can affect the hearing of himself and allies
Name: Hachiman's Stride
Rank: A
Type: Support; AOE; Immobilize
Duration: Instant
Cooldown: 6 posts
Description:
Strengths:- ///
Weaknesses:- ///
- ///
- This spell decimates single targets and has a wide enough area of effect upon contact that it can wipe out a small army
- S-rank Spells:
Name: The Conqueror's Spirit
Rank: S
Type: Offense; Buff
Duration: 10 posts
Cooldown: 11 posts
Description: Hero gathers eternano into his body to unlock his limiters. Doing so gives him enough strength to fight anyone or anything without the use of his spell arsenal. His full strength becomes unhindered, giving him +75% melee damage which is added in after all other passive melee buffs have been calculated together. Additionally, for the duration of the spell, he gains a 25% bonus to Speed.
Strengths:- For a limited time, Hero becomes a brawling super-juggernaut.
Weaknesses:- Cannot use spells while this buff is active, thus locking the MP pool [can still use signature spells since they don't use MP]
- HP does not regenerate while this spell is active
Name: Leaving blank until a later time
Rank: S
Type: Offense
Duration:
Cooldown:
Description:
Strengths:- ///
Weaknesses:- ///
- ///
- For a limited time, Hero becomes a brawling super-juggernaut.
- H-rank Spells:
Name: Parable of the Forbidden Chronicle
Rank: H+
Duration: 12 Turns
Cooldown: Once Per Thread
Type: Support
Description: The user will summon a pillar of light in the shape of a topaz in front of them, this pillar reaching towards the skies and beyond, acting as a beacon for the duration. The radiance of the beacon gives guild members a special boost. All Golden Phoenix members within a 300-meter radius obtain a new set of eyes, those that are white as if they are blind. However, they could not see any better while they obtain these eyes. Their awareness and reaction time increase by 50% due to how much better than can interpret images in their head. They also make users resistant to the negative effects of opposing attacks, unless that attack is specifically an H-rank spell, no more, no less. Negative effects include blinding, burning, illusions, mental attacks, etc. The one who cast out this supportive spell can see through all affected Golden Phoenix members' health and Magic power, and can also see the same things for those who are not a member provided they are S-rank or lower.
Strengths:- 50% Buffed Reaction Time
- Resistance to opposing negative effects that don't belong to H-rank spells
- The user can see others' magic power and MP if they have these eyes, or if they are someone else that is S-rank or lower.
- The smallest bit of light will be magnified in darkness, allowing those with these eyes to see even through the worst of darkness.
Weaknesses:- A jewel made of light is formed, acting as a beacon for where the spell was executed.
- This beacon may also be eaten by any Heaven Slayer of any sort. If done so, it acts as an H rank spell being eaten
- Those who are not within the 300-meter spell when it is activated don't obtain these eyes.
- Allies who don't belong to Golden Phoenix also don't get these eyes.
- Any H-rank spells with debuffs will be successful, regardless if the eyes are equipped on the target or not.
Name: Ultimate Series: Unfathomable Annihilation
Rank: H
Type: Offense
Duration: Instant
Cooldown: Once per thread
Description:
Strengths:- ///
Weaknesses:- ///
- ///
- 50% Buffed Reaction Time
- Any stat(s) that comes with the enhancement of a limb or organ can be amplified instantaneously, meaning no charging is necessary to pull off attacks
Kite WilhelmDemon King
- - - - - - - - - - - - - - - - - - - - - -
Lineage : Power Of Apocalypse
Position : None
Posts : 1142
Guild : Sabertooth
Dungeon Tokens : 0
Age : 34
Experience : 801,130
Character Sheet
First Skill: Flame Demon Slayer
Second Skill: NetherFlame Demon Slayer
Third Skill:
- Post n°36
Re: Sei no Mahō [Conqueror Magic]
Hero Yamamoto wrote:MAGIC
Magic: 征魔法 - Conqueror Magic
Magic Type: Ancient (solitary benefit: +50% strength)
Description: Conqueror Magic is fundamentally a magic that allows the caster to directly influence their entire physical body, from limbs to organs. Unlike other physical-based Magic, this is designed to increase one thing explicitly to its maximum potential rather than boost multiple categories at once. With enough mastery of this Magic, one can boost individual things in swift succession without having to take breaks in between. It allows Hero to completely control the ethernano in his body, which in turn makes him capable of maximizing any physical actions he takes, whether in or out of battle. It can increase the caster's destructive power, or it can increases the caster's speed (in short bursts). It can forcefully speed up or slow down the heart, which would allow the caster to either activate adrenaline or slow bleeding. The name of the Magic is derived from how its wielder cannot be impeded. They tower above all others and lead only from the front. Practitioners of this magic are unstoppable and the Magic can only be passed down through rigorous training that can be potentially fatal.
- Lineage:
英雄の全能、偉丈夫 [Hero of the Almighty, Ijōfu]
Wielder: Hero Yamamoto
Proof of Purchase: Link
Note: As of 10/2016, Hero can only regain HP via an active spell of his own, a buff spell of his own, or the end of a thread/job.
Description: Ijōfu was the man who started it all with this passing of power every other generation. This person was born and raised as a simple human in an age long passed, when there were no laws for Wizards and guilds did not yet exist. The punchline? He was born during warring periods, where indiscriminate killing of both innocents and warriors were a commonality. The times called for a hero to break the endless suffering of human life and eventually this man was chosen from many to be given a unique Magic. Messages from the gods led him into battle countless times and he earned the title “Hero of the Almighty”, for serving the gods who roamed the planet endlessly through space and time. But his story did not end there, for his will passed on to every other generation after him, in order to constantly shift the tides of death and ultimately corruption itself. Every other generation, that man’s powerful will manifested within his kin but at a great cost. In order for a hero to be born, the hero’s parents had to be sacrificed and when it was time for the will to be passed on, the previous generation also had to be sacrificed. Because of this, there were periods of several centuries at a time when a hero was not needed which meant that the hero lived, unchanging, until it was time to pass on the torch.
This power over time became a curse to the family, which eventually was known as “Yamamoto”, due to the price that had to be paid. There had been times, though rare, when one hero chose not to continue the bloodline; when a new hero for a generation was needed, that hero was forced into death because the power had a life of its own. However, at one point the family split away from its original path due to changing times, and the way in which the power passed on from every other generation deviated slightly. Rather than the previous hero dying immediately upon the emergence of a new one, the previous hero became the one to guide and pass on his or her knowledge on to the new generation until the point where said guiding was finished and they turned to dust. In the current age, times were not so dire that heroes needed to be made so immediately, therefore it altered itself. After several more centuries, time arrived to the centerpoint of a great change in the family itself. Fate deemed it necessary that the time for heroes was coming to an end. The last hero was going to arrive, and when his duty was done, he would be the chronicler watching over the new generations as they passed. Until one day, a hero was needed.STORY ABILITIES
Ageless Life: Once the will of the hero manifests within Yamamoto, time will stop for his physical form. This prevents him from permanent death, meaning that once his HP reaches zero, he will be reborn in the next thread that is started.
Divine Intervention: Once per thread, Hero can attain vital/helpful information from an Earthbound God during a job; such Gods will appear as people or animals and will vanish after their advice is given. This information is given only as a hint for Hero to figure out on his own.
COMBAT ABILITIES
Hero's Domain (Melee only): This is an extension of the Forbidden Palace passive. All of Hero's melee strikes count as AoE and deal 50% more damage as melee. Additionally, all spells benefit from Hero's passive strength and melee buffs.
Forbidden Palace: As the embodiment of the gods’ hero, Yamamoto is equipped to combat insurmountable odds and numbers alone. Because of this, all area-of-effect abilities deal the equivalent damage amount to standard single-target spells.
It is Alright Now, For I Am Here: Whenever Hero deals damage to an opponent, via physical damage, he gains a 15% melee damage buff that stacks up to 5 times. Starting from the post after he deals his first physical hit, the buff lasts for 5 posts and then resets; also, if he misses an intentional attack, the stacks will reset. Additionally, every time he travels at least 15 meters in a single movement, Hero gains 15% more Speed, and stacks 4 times; this buff resets one post after reaching max stacks which means he gets 1 post with the 60% speed buff.
Indomitable: Yamamoto’s body is seasoned to near perfection due to constant close combat. That combined with the power of the hero’s will gives him a 30% increase to HP and 20% increase to speed.
Divine Permanence: This ability passively reduces the effectiveness of abilities that have debilitating effects such as stuns, DoTs, blindness, dizziness, etc. by 50%.
Heroic Resolve: Hero’s resolve in the face of danger gives him a resilient Magic Pool. Hero is given +5% MP regeneration per post that persists through MP locking and allows him to regain MP through abilities even when his MP is locked or limited, as well as 30% more HP and 25% more damage as melee.
Unique Abilities:
- 征の贈り物 [Gift of the Conqueror] --- Movement-based utility signature spells gain the ability to replenish 2% MP per use. These particular spells cannot be used to deal damage on their own and Hero must sacrifice HP equal to half of the MP replenished upon each use, which stack. Said percentage will correlate to his maximum HP, rather than his current HP.
- 英雄を返します [Return of a Hero] --- Upon surpassing his limits by constantly inducing adrenaline during battle, Hero has unlocked a unique trait: Heroism. This unique element provides him the ability to take damage without being knocked back, stunned, or otherwise immobilized (this follows normal rules on these types of effects). This also means that he will in addition take 25% less damage from all types.
- 八幡の報復 [Retaliation of Yawata] --- Hero's mastery over manipulating the ethernano in his body has allowed him to induce hyperactivity, or a type of adrenaline, into his system which causes something similar to a chemical reaction that works like an explosion would. While this "reaction" is enabled, enemies whom hit him take damage as melee equivalent to one rank below his own which maxes at S-rank. This passive benefits from half of his total passive melee increases.
SPELLS
- S-rank Signature:
Name Serious Series: Serious Strike
Rank: S
Type: Offense, Ancient
Duration: Instant
Description: The infamous strike all eventually come to know him by. Whether it's a fist or a foot, a knee or an elbow, it does not matter. Yamamoto charges controllable ethernano into an area of the body and uses it to achieve a unique effect. His own will determines how the power of the strike is used, whether it be to protect someone or take down an enemy. Hero can mainly be seen using this spell with one of his fists to take out several opponents at once due to its rather wide area of effect. This spell's maximum distance, when attacking, is 90 meters and its maximum diameter is 80 meters, making it capable of wiping out a decent-sized army at full strength. Additionally, the spell's AoE travels its full distance before dissipating, and at the same speed Yamamoto throws the punch; this spell also benefits from melee damage buffs/passives at the cost of not using the spell damage scale.
When it comes to fending off natural disasters such as avalanches, thunderstorms, mudslides, etc. he can perform this spell as many times as necessary to keep allies and himself from harm.
- S-rank Signature:
Name: Demon of the North Wind
Rank: S
Type: Utility; Ancient
Duration: Instant
Description: Ethernano is gathered into Hero's legs within a moment. With such condensed into his lower body, he pushes his body toward the ground like a spring; just like a spring too, he launches himself forward (either dashes or jumps) at user-ranked sprinting speed plus an additional 75%. Hero can travel up to a total of 100 meters with this movement. Other spells can be combo'd from this.
- D-rank Spells:
Name: Conqueror's Presence
Rank: D
Type: Defensive; Ancient
Duration: Instant
Description: Hero gathers an abundance of ethernano into his body and then expels it with his presence. By doing so, he is expanding his own image in order to intimidate, or even scare, his opponents. This spell works on any opponent(s) of his rank or lower who acknowledge his presence (within 15 meters of the user, in a circle). In PvP, this only works on opponents who are at least one rank below him.
Name: Detroit Smash
Rank: D
Type: Offensive; Ancient
Duration: Instant
Description: Hero charges an abundance of ethernano into his fist and then smashes it into a surface or barrier to produce a massive amount of wind pressure; the pressure is strong enough that an updraft (15 meters tall and 5 meters wide) is created. Direct impact of this wind pressure inflicts user ranked damage.
- C-rank Spells:
Name: One. For. All!
Rank: C
Type: Offensive; Ancient
Duration: Instant
Description: An abundance of ethernano is condensed into Hero's body and is released as a 30-meter-long blast, with a 360-degree circumference around the epicenter which is Hero. This spell deals full C-rank damage to all opponents within range of the blast.
Name: Missouri Smashing
Rank: C
Type: Offensive; Ancient
Duration: Instant
Description: When this spell has cast, an abundance of ethernano is collected into the arms and hands of Hero. Because of the heavy amount of ethernano collected in his limbs, targets suffer an extra 20% melee damage for every time they are hit with the occupied limbs. Additionally, this damage stacks up to 5 times. When not used with "Touch... Down!", the spell simply deals the full damage of the stacks added together.
[/list]
- B-rank Spells:
Name: Touch... Down!
Rank: B
Type: Offensive, Ancient
Duration: Instant
Description: Hero charges ethernano into both arms and clasps his hands together. Alternatively, he can also charge the ethernano equivalent of both arms into one and throw a swift, straight punch at the target. When using both arms, he raises them into the air and thrusts them down with great speed and force. The strike itself inflicts full B-rank damage without being used with "Missouri Smashing". Additionally, the spell is strong enough to cause a 10-meter knockback upon its landing.
Name: 12 - 6 - 1 - Inch Impact
Rank: B
Type: Offensive; Ancient
Duration: Instant
Description: Beginning at each inch interval, Hero uses a combination of momentum, speed, and ethernano to maximize the force of his fist by making a very slight, abrupt stop in between advances. At the 12-inch interval, nothing noticeable happens; at the 6-inch interval, Hero's arm (left or right) gains a light blue hue around it though it is still not visible to the naked eye; at the 1-inch interval, this hue is now easily visible and by this point the punch can no longer be dodged. Upon impact, this spell causes a knockback of 10 meters against an opponent of equal rank to the user; higher than the user is knocked back 5 meters.
Name: Leap Quake
Rank: B
Type: Offensive; Ancient
Duration: Instant
Description: As the name suggests, Hero leaps high into the air and maximizes the amount of ethernano concentrated into his lower body while floating. Then, by pushing himself off of the air and toward the ground, he increases the momentum and thus the force of the attack. He then kicks out his legs the moment before impact and smashes into the ground, causing the surface beneath him to sunder. The sundered ground becomes a wall of the surface material all around the epicenter and rolls like water 40 meters out in all directions. The debris serves more as a natural distraction and at most deals B-rank damage, while disorienting all who get caught in it. The damage dealer comes from the wave of kinetic energy that flies faster than the wall of material.
- A-rank Spells:
Name: 1,000,000% Delaware Detroit Smash
Rank: A
Type: Offense; Ancient
Duration: Instant
Description: Vast amounts of ethernano is gathered into either his right or left arm, shoulder and fist. Upon making direct contact with an opponent, all the pent-up pressure is expelled as a beam of pure energy that can penetrate armor [for PvE; for PvP, it pierces up to legendary armor and pierces defensive spells lower than Hero's rank]. This beam is 50 meters wide and travels 70 meters before dissipating. A direct hit from this beam instantly deals 100% A-rank spell damage and only hits each target in range once.
Name: Heroic Battle Roar
Rank: A
Type: Offense; Ancient
Duration: Instant
Description: Ethernano is built up into Yamamoto's vocal cords and lungs while breathing inward through his nose. Upon expelling said ethernano, an ear-destroying roar rings through the air in a 75-meter radius around him, but that isn't the attack itself. The attacking portion of the spell is a large pure pressurized blast that blows straight forward. The blast is up to 75 meters wide at its maximum distance and travels 75 meters; it is capable of ruining the lives of a medium-sized militant force. If caught within range of the blast, up to 25% more than A-rank spell damage is dealt. Any enemies who are lower in rank than Hero are thrown into the air, out of range of the blast radius.
Name: Berserk Combo
Rank: A
Type: Offense; Ancient
Duration: Instant
Description: Blood lust consumes Hero's mind once his health falls below 25% (of max), causing him to fly into a frenzy of punches, grapples and throws. This frenzy lasts only for the single post it is activated during. His melee damage and speed increase by 50% and at the end of the post, he regains 50% of his max HP.
- S-rank Spells:
Name: The Conqueror's Spirit
Rank: S
Type: Offense; Buff; Ancient
Duration: 10 posts
Description: Hero gathers eternano into his body to unlock his limiters. Doing so gives him enough strength to fight anyone or anything without the use of his spell arsenal. His full strength becomes unhindered, giving him +75% melee damage. Additionally, for the duration of the spell, he gains a 25% bonus to Speed.
Name: Dangerous Series: "Death"
Rank: S
Type: Offense
Duration: Instant
Description: Hero breaks a personal limiter and throws an insane amount of ethernano straight into one of his arms all at once and pulls said arm back. As he releases it forward, the force of the attack causes a shockwave behind him which helps to keep him in place. The wave of pressure released has a 100-meter diameter and travels a total of 150 meters forward, tearing apart everything in its path.
- H-rank Spells:
Name: Ultimate Series: Game Over
Rank: H
Type: Offensive; Transformation
Duration: 15 posts
Description: This is used ONLY as a last resort, when there is no other possible way Hero can win. At first, his heart rate begins to slow down almost to a complete stop; then there is one booming beat which sucks into his body enough ethernano to destroy most other peoples' bodies if they tried doing this. Steadily, the man begins to literally shrink along with his clothes until he is little more than a 4th of his original size. In this state, outlining every bit of his body is sweltering heat which distorts the space around him to cause a mirage-like effect. His pupils and irises disappear, and his face wears a completely blank expression. Hero is 5 feet 8 inches tall while this ability is active, though his weight hasn't changed. Strength and Speed both receive a buff of 75%, which are applied after passives; every strike given during this ability's activation sends waves of raw energy outward which have a diameter of 10 meters and travel anywhere within 350 meters of Hero's immediate position.
- Appearance:
Hey pal your magic doesn't look bad but if you could use the new template that would be swell.
Name: (Name of the Spell )
Rank: (What rank is your spell? D, C, B, A, S, or H)
Type: (Single Target, Multiple Target, Area of Effect, Burst.)
Damage: (Put the amount of damage the spell deals here, see the magic rules for how much damage each spell type deals)
Range: (Put the range of the spell, see tables and faq thread in the rules area for the range each spell type has)
Speed: (Put the speed of the spell, see tables and faq thread in the rules area for the speed each spell type has)
Duration: (How long does the spell last?)
Downside: (An optional field, a downside applies to the spell specifically in order to attempt to increase the range or speed. You can only increase either range or speed for a spell, so only 1 true downside is needed, naturally you could add more if you are inclined with no further effect.)
Description: (How the spell is cast, what it looks like, what it does, extra info. )
Hero YamamotoOne Punch Man
- - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Hero of the Almighty
Position : None
Posts : 539
Guild : Dies Irae
Dungeon Tokens : 0
Mentor : Elyx Reiaki [Previous]
Experience : 66,000
Character Sheet
First Skill: The Conqueror
Second Skill: The War God
Third Skill:
- Post n°37
Re: Sei no Mahō [Conqueror Magic]
Added the stuffs from the new template and removed extra details from the descriptions that would have otherwise overlapped with those sections of the template!
Goodz to go.
Goodz to go.
" 戦争が来ています。そしてそれが起こると...人生は死を切望するでしょう。"
"War is coming. And when that happens... life will yearn for death."
"War is coming. And when that happens... life will yearn for death."
† Job Slots: 3 of 6 †
D - 8 † C - 1 † B - 1 † A - 4 † S - 2 † 10Y - 0 † 100Y - 0
† The Great Vault † Template † Main Theme † Hero's Voice †
Kite WilhelmDemon King
- - - - - - - - - - - - - - - - - - - - - -
Lineage : Power Of Apocalypse
Position : None
Posts : 1142
Guild : Sabertooth
Dungeon Tokens : 0
Age : 34
Experience : 801,130
Character Sheet
First Skill: Flame Demon Slayer
Second Skill: NetherFlame Demon Slayer
Third Skill:
- Post n°38
Re: Sei no Mahō [Conqueror Magic]
Edits done in this color
Name: Serious Series: Hero Dash
Rank: S
Duration: Instant
Damage: None
Range: Up to 50 meters per bounce
Speed: 125 m/s 100
Type: Utility, Burst
Downside: Deals absolutely zero spell damage, and cannot use spells while this is being used
Description: Hero takes in ethernano from the surrounding area; doing this forms a clearly visible, thick and bright golden hue around his body. With all of this ethernano built up, he dashes forward at maximum speed and then uses this initial sprint to propel himself in different directions like a pinball machine. Each point he stops to change direction releases a gigantic wave of pure force (50-meter-diameter spherical blast with Hero at the center) that devastates all objects in range. It does however cause a knockback effect on other characters when the shock waves hit. Each bounce increases Hero's speed by 10% and maxes out at 70%.
Name: Dangerous Series: "Death"
Rank: S
Type: Area of Effect
Damage: State the damage if it does any
Range: 150 meters
Speed: 120 m/s
Duration: Instant
Drawback: Reduced range for increased speed
Description: Hero breaks a personal limiter and throws an insane amount of ethernano straight into one of his arms all at once and pulls said arm back. As he releases it forward, the force of the attack causes a shockwave behind him which helps to keep him in place.
Name: Serious Series: Hero Dash
Rank: S
Duration: Instant
Damage: None
Range: Up to 50 meters per bounce
Speed: 125 m/s 100
Type: Utility, Burst
Downside: Deals absolutely zero spell damage, and cannot use spells while this is being used
Description: Hero takes in ethernano from the surrounding area; doing this forms a clearly visible, thick and bright golden hue around his body. With all of this ethernano built up, he dashes forward at maximum speed and then uses this initial sprint to propel himself in different directions like a pinball machine. Each point he stops to change direction releases a gigantic wave of pure force (50-meter-diameter spherical blast with Hero at the center) that devastates all objects in range. It does however cause a knockback effect on other characters when the shock waves hit. Each bounce increases Hero's speed by 10% and maxes out at 70%.
Name: Dangerous Series: "Death"
Rank: S
Type: Area of Effect
Damage: State the damage if it does any
Range: 150 meters
Speed: 120 m/s
Duration: Instant
Drawback: Reduced range for increased speed
Description: Hero breaks a personal limiter and throws an insane amount of ethernano straight into one of his arms all at once and pulls said arm back. As he releases it forward, the force of the attack causes a shockwave behind him which helps to keep him in place.
Hero YamamotoOne Punch Man
- - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Hero of the Almighty
Position : None
Posts : 539
Guild : Dies Irae
Dungeon Tokens : 0
Mentor : Elyx Reiaki [Previous]
Experience : 66,000
Character Sheet
First Skill: The Conqueror
Second Skill: The War God
Third Skill:
- Post n°39
Re: Sei no Mahō [Conqueror Magic]
As discussed, edits have been made! I also fixed the speed on the Hero Dash. Increased it to 125 m/s. Thanks for taking a look at my magic, my friend.
" 戦争が来ています。そしてそれが起こると...人生は死を切望するでしょう。"
"War is coming. And when that happens... life will yearn for death."
"War is coming. And when that happens... life will yearn for death."
† Job Slots: 3 of 6 †
D - 8 † C - 1 † B - 1 † A - 4 † S - 2 † 10Y - 0 † 100Y - 0
† The Great Vault † Template † Main Theme † Hero's Voice †
Kite WilhelmDemon King
- - - - - - - - - - - - - - - - - - - - - -
Lineage : Power Of Apocalypse
Position : None
Posts : 1142
Guild : Sabertooth
Dungeon Tokens : 0
Age : 34
Experience : 801,130
Character Sheet
First Skill: Flame Demon Slayer
Second Skill: NetherFlame Demon Slayer
Third Skill:
- Post n°40
Re: Sei no Mahō [Conqueror Magic]
Nessa Cordelia LuxStarlight Maiden
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Vassal of the Cosmos
Position : None
Posts : 6990
Guild : Fairy Tail
Cosmic Coins : 145
Dungeon Tokens : 0
Experience : 26,209
Character Sheet
First Skill: Starlight Maiden
Second Skill: Valkyrie Summoner
Third Skill: Moon Goddess Slayer
- Post n°41
Re: Sei no Mahō [Conqueror Magic]
- Spoiler:
- Hero Yamamoto wrote:MAGIC
Magic: 征魔法 - Conqueror Magic
Magic Type: Ancient (solitary benefit: +50% strength)
Description: Conqueror Magic is fundamentally a magic that allows the caster to directly influence their entire physical body, from limbs to organs. Unlike other physical-based Magic, this is designed to increase one thing explicitly to its maximum potential rather than boost multiple categories at once. With enough mastery of this Magic, one can boost individual things in swift succession without having to take breaks in between. It allows Hero to completely control the ethernano in his body, which in turn makes him capable of maximizing any physical actions he takes, whether in or out of battle. It can increase the caster's destructive power, or it can increases the caster's speed (in short bursts). It can forcefully speed up or slow down the heart, which would allow the caster to either activate adrenaline or slow bleeding. The name of the Magic is derived from how its wielder cannot be impeded. They tower above all others and lead only from the front. Practitioners of this magic are unstoppable and the Magic can only be passed down through rigorous training that can be potentially fatal.- Lineage:
- 英雄の全能、偉丈夫 [Hero of the Almighty, Ijōfu]
Wielder: Hero Yamamoto
Proof of Purchase: Link
Note: As of 10/2016, Hero can only regain HP via an active spell of his own, a buff spell of his own, or the end of a thread/job.
Description: Ijōfu was the man who started it all with this passing of power every other generation. This person was born and raised as a simple human in an age long passed, when there were no laws for Wizards and guilds did not yet exist. The punchline? He was born during warring periods, where indiscriminate killing of both innocents and warriors were a commonality. The times called for a hero to break the endless suffering of human life and eventually this man was chosen from many to be given a unique Magic. Messages from the gods led him into battle countless times and he earned the title “Hero of the Almighty”, for serving the gods who roamed the planet endlessly through space and time. But his story did not end there, for his will passed on to every other generation after him, in order to constantly shift the tides of death and ultimately corruption itself. Every other generation, that man’s powerful will manifested within his kin but at a great cost. In order for a hero to be born, the hero’s parents had to be sacrificed and when it was time for the will to be passed on, the previous generation also had to be sacrificed. Because of this, there were periods of several centuries at a time when a hero was not needed which meant that the hero lived, unchanging, until it was time to pass on the torch.
This power over time became a curse to the family, which eventually was known as “Yamamoto”, due to the price that had to be paid. There had been times, though rare, when one hero chose not to continue the bloodline; when a new hero for a generation was needed, that hero was forced into death because the power had a life of its own. However, at one point the family split away from its original path due to changing times, and the way in which the power passed on from every other generation deviated slightly. Rather than the previous hero dying immediately upon the emergence of a new one, the previous hero became the one to guide and pass on his or her knowledge on to the new generation until the point where said guiding was finished and they turned to dust. In the current age, times were not so dire that heroes needed to be made so immediately, therefore it altered itself. After several more centuries, time arrived to the centerpoint of a great change in the family itself. Fate deemed it necessary that the time for heroes was coming to an end. The last hero was going to arrive, and when his duty was done, he would be the chronicler watching over the new generations as they passed. Until one day, a hero was needed.STORY ABILITIES
Ageless Life: Once the will of the hero manifests within Yamamoto, time will stop for his physical form. This prevents him from permanent death, meaning that once his HP reaches zero, he will be reborn in the next thread that is started.
Divine Intervention: Once per thread, Hero can attain vital/helpful information from an Earthbound God during a job; such Gods will appear as people or animals and will vanish after their advice is given. This information is given only as a hint for Hero to figure out on his own.
COMBAT ABILITIES
Hero's Domain (Melee only): This is an extension of the Forbidden Palace passive. All of Hero's melee strikes count as AoE and deal 50% more damage as melee. Additionally, all spells benefit from Hero's passive strength and melee buffs.
Forbidden Palace: As the embodiment of the gods’ hero, Yamamoto is equipped to combat insurmountable odds and numbers alone. Because of this, all area-of-effect abilities deal the equivalent damage amount to standard single-target spells.
It is Alright Now, For I Am Here: Whenever Hero deals damage to an opponent, via physical damage, he gains a 15% melee damage buff that stacks up to 5 times. Starting from the post after he deals his first physical hit, the buff lasts for 5 posts and then resets; also, if he misses an intentional attack, the stacks will reset. Additionally, every time he travels at least 15 meters in a single movement, Hero gains 15% more Speed, and stacks 4 times; this buff resets one post after reaching max stacks which means he gets 1 post with the 60% speed buff.
Indomitable: Yamamoto’s body is seasoned to near perfection due to constant close combat. That combined with the power of the hero’s will gives him a 30% increase to HP and 20% increase to speed.
Divine Permanence: This ability passively reduces the effectiveness of abilities that have debilitating effects such as stuns, DoTs, blindness, dizziness, etc. by 50%.
Heroic Resolve: Hero’s resolve in the face of danger gives him a resilient Magic Pool. Hero is given +5% MP regeneration per post that persists through MP locking and allows him to regain MP through abilities even when his MP is locked or limited, as well as 30% more HP and 25% more damage as melee.
Unique Abilities:- 征の贈り物 [Gift of the Conqueror] --- Movement-based utility signature spells gain the ability to replenish 5% of max MP per use. These particular spells cannot be used to deal damage on their own. Signature spells used in this way have a 1-post cooldown in between uses.
- 英雄を返します [Return of a Hero] --- Upon surpassing his limits by constantly inducing adrenaline during battle, Hero has unlocked a unique trait: Heroism. This unique element provides him the ability to take damage without being knocked back, stunned, or otherwise immobilized. This also means that he will in addition take 25% less damage from all elements.
- 八幡の報復 [Retaliation of Yawata] --- Hero's mastery over manipulating the ethernano in his body has allowed him to induce hyperactivity, or a type of adrenaline, into his system which causes something similar to a chemical reaction that works like an explosion would. While this "reaction" is enabled, enemies whom hit him take damage as melee equivalent to one rank below his own which maxes at S-rank. This passive benefits from his total melee buffs.
SPELLS- S-rank Signature:
Name Serious Series: Serious Strike
Rank: S
Type: Area of Effect
Damage: 60
Range: travels 110 meters; 80-meter diameter
Speed: 125 m/s
Duration: Instant
Drawback: Range has been reduced to slightly increase its speed.
Description: The infamous strike all eventually come to know him by. Whether it's a fist or a foot, a knee or an elbow, it does not matter. Yamamoto charges controllable ethernano into an area of the body and uses it to achieve a unique effect. His own will determines how the power of the strike is used, whether it be to protect someone or take down an enemy. Hero can mainly be seen using this spell with one of his fists to take out several opponents at once due to its rather wide area of effect.
- S-rank Signature:
Name: Serious Series: Hero Dash
Rank: S
Duration: Instant
Damage: None
Range: Up to 50 meters per bounce
Speed: 100 m/s
Type: Utility, Burst
Downside: Deals absolutely zero spell damage, and cannot use spells while this is being used.
Description: Hero takes in ethernano from the surrounding area; doing this forms a clearly visible, thick and bright golden hue around his body. With all of this ethernano built up, he dashes forward at maximum speed and then uses this initial sprint to propel himself in different directions like a pinball machine. Each point he stops to change direction releases a gigantic wave of pure force (50-meter-diameter spherical blast with Hero at the center) that devastates all objects in range. It does however cause a knockback effect on other characters when the shock waves hit. Each bounce increases Hero's speed by 10% and maxes out at 70%.
- D-rank Spells:
Name: Conqueror's Presence
Rank: D
Type: Area of Effect
Damage: None
Range: 25 meter radius in every direction around Hero
Speed: 25 m/s
Duration: Instant
Drawback: Damage is reduced to zero and range has been reduced to increase speed slightly.
Description: Hero gathers an abundance of ethernano into his body and then expels it with his presence. By doing so, he is expanding his own image in order to intimidate, or even scare, his opponents. This spell works on any opponent(s) of his rank or lower who acknowledge his being. In PvP, this only works on opponents who are at least one rank below him.
Name: Detroit Smash
Rank: D
Type: Area of Effect
Damage: 20
Range: The ascending wind pressure travels 25 meters
Speed: People caught within the updraft travel at a speed of 15 m/s
Duration: Instant
Drawback:
Description: Hero charges an abundance of ethernano into his fist and then smashes it into the ground to produce a massive amount of wind pressure; the pressure is strong enough that an updraft is created.
- C-rank Spells:
Name: One. For. All!
Rank: C
Type: Area of Effect
Damage: 30
Range: 50 meters in every direction
Speed: 30 m/s
Duration: Instant
Drawback: None
Description: An abundance of ethernano is condensed into Hero's body and is released as a swiftly expanding ball of blinding light, though it isn't the actual element. It also causes knockback on impact with opponents of equal or lower rank.
Name: Missouri Smashing
Rank: C
Type: Single-target
Damage: 60
Range: Arm's length
Speed: 150 m/s
Duration: Instant
Drawback: Zero range traded for increased speed
Description: When this spell has cast, an abundance of ethernano is collected into the arms and hands of Hero. Because of the heavy amount of ethernano collected in his limbs, targets suffer an extra 20% melee damage for every time they are hit with the occupied limbs. Additionally, this damage stacks up to 5 times and then explodes as full damage, while also causing a concussive aftereffect.
- B-rank Spells:
Name: Touch... Down!
Rank: B
Type: Single-target
Damage: 80
Range: Arm's length
Speed: 150 m/s
Duration: Instant
Drawback: Zero range for increased speed
Description: Hero charges ethernano into both arms and clasps his hands together. Alternatively, he can also charge the ethernano equivalent of both arms into one and throw a swift, straight punch at the target. When using both arms, he raises them into the air and thrusts them down with great speed and force. Better used in a combo so it's less likely to miss.
Name: 12 - 6 - 1 - Inch Impact
Rank: B
Type: Single-target
Damage: 80
Range: Arm's length
Speed: 150 m/s
Duration: Instant
Drawback: Zero range for increased speed
Description: Beginning at each inch interval, Hero uses a combination of momentum, speed, and ethernano to maximize the force of his fist by making a very slight, abrupt stop in between advances. At the 12-inch interval, nothing noticeable happens; at the 6-inch interval, Hero's arm (left or right) gains a light blue hue around it though it is still not visible to the naked eye; at the 1-inch interval, this hue is now easily visible and by this point the punch can no longer be dodged.
Name: Leap Quake
Rank: B
Type: Area of Effect
Damage: 40
Range: 75 meters in every direction
Speed: 120 m/s
Duration: Instant
Drawback: None
Description: As the name suggests, Hero leaps high into the air and maximizes the amount of ethernano concentrated into his lower body while floating. Then, by pushing himself off of the air and toward the ground, he increases the momentum and thus the force of the attack. He then kicks out his legs the moment before impact and smashes into the ground, causing the surface beneath him to sunder. The sundered ground becomes a wall of the surface material all around the epicenter and rolls like water 75 meters out in all directions. Additionally, it causes a knockback effect to all enemies impacted by the spell.
- A-rank Spells:
Name: 1,000,000% Delaware Detroit Smash
Rank: A
Type: Area of Effect
Damage: 50
Range: 100 meters in a single direction
Speed: 100 m/s
Duration: Instant
Drawback: Range reduced to increase speed
Description: Vast amounts of ethernano is gathered into either his right or left arm, shoulder and fist. Upon making direct contact with the space in front of him (by seemingly hitting air), all the pent-up pressure is expelled as a sonic boom of pure force that can penetrate armor.
Name: Berserk Combo
Rank: A
Type: Single-target
Damage: 100
Range: Arm's length
Speed: 325 m/s
Duration: Instant
Drawback: Zero range for increased speed
Description: Blood lust consumes Hero's mind once his health falls to or below 25% (of max) HP, causing him to fly into a frenzy of punches, grapples and throws. This frenzy lasts only for the single post it is activated during. His melee damage and speed increase by 50% and at the end of the post, he heals for 50% of his max HP.
- S-rank Spells:
Name: The Conqueror's Spirit
Rank: S
Type: Buff
Damage: N/A
Range: Self
Speed: N/A
Duration: 10 posts
Drawback: N/A
Description: Hero gathers eternano into his body to unlock his limiters. Doing so gives him enough strength to fight anyone or anything without the use of his spell arsenal. His full strength becomes unhindered, giving him 70% more melee damage. Additionally, for the duration of the spell, he gains a 30% bonus to speed.
Name: Dangerous Series: "Death"
Rank: S
Type: Area of Effect
Damage: 60
Range: 150 meters
Speed: 120 m/s
Duration: Instant
Drawback: Reduced range for increased speed
Description: Hero breaks a personal limiter and throws an insane amount of ethernano straight into one of his arms all at once and pulls said arm back. As he releases it forward, the force of the attack causes a shockwave behind him which helps to keep him in place.
- H-rank Spells:
Name: Ultimate Series: Game Over
Rank: H
Type: Buff, Area of Effect
Damage: N/A
Range: 350 meters
Speed: 270 m/s
Duration: 15 posts
Drawback: Reduced range for increased speed
Description: At first, Hero's heart rate begins to slow down almost to a complete stop; then there is one booming beat which sucks into his body enough ethernano to destroy most other peoples' bodies if they tried doing this. Steadily, the man begins to literally shrink along with his clothes until he is little more than a 4th of his original size. In this state, outlining every bit of his body is sweltering heat which distorts the space around him to cause a mirage-like effect. His pupils and irises disappear, and his face wears a completely blank, dead-serious expression. Hero is 5 feet 8 inches tall while this ability is active, though his weight hasn't changed. Strength and Speed both receive a buff of 75%; every strike given during this ability's activation sends waves of raw energy outward which have a diameter of 10 meters and travel in straight lines anywhere within 350 meters of Hero's immediate position.- Appearance:
Archived due to player inactivity~