- Namine's Stuff:
- Crimson Rose:
Rank:
Type:
Description:
An 8 foot tall scythe with a 3 foot long blade (3 feet if you drew a straight line from the tip of the blade to the pole) that is able to switch between being a Scythe, Marksman Rifle, and Sniper Rifle. The weapon is normally stored in a realm between realms, but can be summoned by Namine's will from anywhere she desires no matter the circumstance. When called upon, it is automatically in whichever of its 3 forms Namine wishes, and appears to be formed from a flurry of crimson rose petals. During some attacks, a set of these rose petals may form behind the weapon to form a trail. This is a cosmetic effect and has no PvP or PvE use aside from a bit of flare.
The Scythe is able to cut through any material no matter what the density, thickness, or material itself is. It has no limitations aside from having VERY short range.
The Sniper Rifle is a 30mm Anti-Material rifle. It has an effective range of 15 meters that doubles each rank above D Rank, maxing out at 240 meters at S Rank. However, its range doesn't stop at that, but rather it's bullets are about to go even further but lose 1% accuracy every 4 meters it goes beyond its maximum effective range. Once the bullet has lost a total of 80% of its accuracy, it will deal 0 damage even IF it hits something. The sniper is a bolt-action sniper than can only fire twice per post.
The Marksman Rifle is able to fire at a rate of 6 rounds per post as it has a 6 round clip. It has an effective range of 7.5 meters that doubles each rank above D Rank, maxing out at 120 meters at S Rank. However, its range doesn't stop at that, but rather it's bullets are about to go even further but lose 1% accuracy every 2 meters it goes beyond its maximum effective range. Once the bullet has lost a total of 80% of its accuracy, it will deal 0 damage even IF it hits something.Variable Weapon:
The weapon is able to take 3 different forms, each form having a different specialization.
Sniper:
In Sniper Form, the weapon becomes a 13 foot long, 30mm Anti-Material Sniper Rifle with a scope that's able to see through up to 5 meter thick materials. The rounds are able to ignore any and all barriers equal to and below this weapon's rank (doesn't destroy, jsut goes straight through it), and ignores Armour entirely (but will not destroy it). The rounds from this form of the weapon are able to go through a maximum of 10 meters (doubles each rank above D Rank max 160 at S Rank) of material before stopping, and no, fleshy bodies do not count. For 10MP, Namine can make the round shatter any armour it hits that's equal to/below this weapon's Rank. This may be done twice per thread. Due to its weight it applies a -40% movement speed penalty.
Marksman Carbine:
In MC form, the weapon becomes a weapon that resembles an old-school assault rifle with a scope that can be flipped to the side to allow Namine access to the iron sights, or used for a 1.1x magnification (she can see things further away as if it were 10% closer...). The weapon cancels out the armour shaving aspect of armour equal to and below its rank, as well as ignore 25% of the armour's damage absorption.
Marksman Carbine:
This form of the weapon allows Miyuki to cleave straight through (destroy) barriers equal to and below her rank in 1 hit, but doesn't ignore armour. The first hit of each post with the weapon in this form will cause her to disappear and teleport isntantly anywhere within five meters of the enemy she hit.
Counter Consumption:
All spells and abilities Namine use are able to be consumed by any Blood OR Plant Slayer, HOWEVER those who do consume it will take damage equal to the rank of the ability. The exception to this are abilities that state otherwise. If an effect equal to or below the rank of this ability would negate any part of this ability, that ability will be ignored entirely and the damage received from this ability will be halved.
Increased MP:
Due to the (+) Item in this weapon, Namine's MP is increased by +5.
Strengths:Very versatile weapon
Weaknesses:Each form it uses has a niche instead of being an all-around type weapon.
Switching forms takes a post to do.- Petal Dance:
Petal Dance
Max S Rank
6 Posts
10 Posts
Summary
Costing 15% of Namine's maximum HP to cast, as well as 10MP; this ability gains more effects as Namine increases in rank. When used, a flurry of crimson colored petals fills the area. These petals may only be consumed by an individual who uses Blood AND Plant magic, but doing so will deal ability rank damage to them as well as instantly end the ability. The maximum range of this ability begins a 15 meters, and doubles each rank above D Rank capping out at 240 meters at S Rank.Rank Effect D Namine gains the ability to instantly erupt into a cloud of crimson colored rose petals, teleporting anywhere within the boundaries of "Petal Dance". This may be done 1 time per post, but increases to 2 time at B Rank and 3 times at S Rank. C Namine's attacks are followed by a second strike that occurs exactly 0.1 seconds later. These strikes deal half of her melee damage. If an opponent is fast enough, the strikes can (of course) be blocked or evaded entirely as they move at the same speed Namine was moving when she made the initial attack. B Each attack that lands will heal Namine's allies (not herself) for 25% of whatever Namine hit so long as they're within the boundaries of "Petal Dance." This caps out at 1.5x ability rank healing. A Namine's allies are able to pay 5MP to heal Namine for 10% of her maximum HP each. This is entirely optional, and may be done once per post. S All spells and abilities cost 50% less for Namine and her allies to use. Spells/abilities one rank below this ability cost 75% less. Those 2 ranks below cost nothing at all to cast.
Strengths:Very powerful ability
Weaknesses:Costs 15% of Namine's maximum HP to cast
Costs 10MP to cast
Starts at D Rank with only 1 effect
D Rank effect has a limite use, and can only be used to move within the boundaries of this ability.
C Rank effect is able to be blocked or dodged, setting it apart from simple stat buffs that deal more damage instantly.
B Rank effect doesn't heal Namine at all, and has a maximum that she can heal.
A Rank effect has no benefit for her allies... well, toher than keeping Namine alive.
- Blood Cry:
Blood Cry
Max S Rank
2 Posts
3 Post CD
Summary
Costing 10MP to cast, Namine sends out a wave of crimson energy to heal everyone on Namine's side, within a 15 meter radius (doubles each rank above D Rank, max 240 meters at S Rank) for 1.5x Ability Rank damage. For 2 posts all individuals healed are immune to stun/paralysis, knock-back, burn, and bleed effects caused by spells/abilities/effects equal to and below the rank of this ability. Those healed take 25% more damage from melee attacks for the duration of this ability.
Strengths:Heals and provides temporary immunities.
Weaknesses:Doesn't induce god-mode status
Still costs MP to cast
Weapon abilities normally cost no MP...
- Crimson Petals:
Crimson Petals
Max S Rank
???
3 Post CD
Summary
Depending on which form this ability is used in it will have a different effect on the target. Regardless of which form it's use in however, it will always cost 5% of Namine's maximum HP, and 5% of Namine's maximum MP to use.Scythe - Instant:Strengths:
The next attack performed will create a 15 meter long (doubles each rank above D Rank, cap 240 meters at S Rank), 10 meter tall wave of crimson energy with thousands of small rose petals inside that begins at 1 meter wide and ends at 7.5 meters wide (doubles each rank, cap 120meter at S Rank). This attack deals 1.5x damage to all enemies it hits, and for each enemy hit that enemy loses 5MP (or their equivilent if a different magic energy source is used). For each enemy that is hit, Namine gains 2MP; if she cannot hold anymore MP then it will be converted into HP at a ratio of 1 MP = 3 HP.
Sniper - 2 Posts:
The next shot fired will be coated in crimson energy with rose petals falling behind to replicate a bullet trail. When the bullet hits the target, he/she will take 0 damage. However, that target will have all immunities, buffs, debuffs, and other passive effects completely destroyed. If one of those buffs increased their HP or MP, they would lose that amount and not gain it back when this effect ends. This ability only effects individuals equal to and below Namine's rank.
Marksman Carbine - 2 Posts:
The first effect is that the magazine is increased from 6 rounds to 12, and the gun is able to fire at a slightly faster rate (no PvP meaning, just something notable for plot). Each round is covered in a crimson aura with a trail of rose petals flying behind it to replicate a bullet trail. Each shot ignores armour and barriers equal to or below the rank of this ability entirely. Each bullet also deals 30% more damage.Allows a viriety of options for different situations.
Each effect is powerful in its own way.
Weaknesses:Because each possible effect covers a specific "niche" Namine would have to have the weapon transform in order to gain the desired effect.
Making the weapon swap to a different form requires 1 post to perform.
During the above stated 1 post, Namine would be subject to whatever situation that she had to switch the weapon for (assuming she had to switch the weapon).
No matter what form the weapon is in, using this ability costs HP as well as MP to use.
Weapon abilities don't normally cost anything at all o use.
- Generate:
Generate
One Below Player Rank
5 Posts
6 Posts CD
Summary
Namine uses this ability by losing 10% of her maximum HP. Upon doing so, she instantly begins generating magic power for herself and 1 other individual (other than Miyuki) at a rate of 5% per post for the duration of this ability. She may lose 5% more HP to increase this to 7.5% MP per post.
Strengths:Allows increased MP regen
Weaknesses:Costs HP to use this ability
Costs more HP to increase the MP regen
- Crimson Cloak:
Crimson Cruci
Legendary(+)
Cloak
Description:
Aside from the below abilities, this cruci grant Namine immunity to extreme cold and extreme heat caused by environmental factors only. This DOES NOT grant her immunity to magical hot or cold regardless of the rank of the spell/ability causing it.S Rank Increased Vitality:
Namine's base HP is increased by 50% of her's and Miyuki's combined HP. However, she also gains -15 to her base MP pool.
A Rank Crimson Charge:
Namine has a natural +2% MP regen. Whenever she loses HP, she gains 3 charges for each point lost. When she has 300 charges built up, Namine's MP regen increases to 5%. Namine may consume 30 charges to gain 1MP intantly.
Increased MP:
Due to this item being a (+) Item, it grants Namine +5 MP to her MP pool.
Strengths:Increases Naime's HP by a large number.
Possibility to gain lots of buffs.
Weaknesses:Reduces Namine's MP by 15.
MP Regen buff requires losing HP.
MP Regen buff requires Namine to remain at a certain amount of Crimson Charges (300).
If Namine consumes those charges, and falls below the minimum for the MP regen bonus, she loses that boost.
- Crimson Cloak:
Crimson Cloak
Legendary(+)
Cloak
Description:
A crimson colored cloak with a hood that covers Namine entirely.A Rank Petal Storm:
At any point in time, Namine may convert the cloak into a storm of crimson colored Rose Petals. These petals are all made of metal that reflects the light of either the sun or moon to produce its crimson color. In this form the armour will act as a weapon with the same stats as a weapon of its class, and absorb NOTHING if an attack were to hit Namine. Namine has absolute control of these petals and they cannot be taken control of by anything equal to Namine's rank. If the petals are taken control of by some means, it instantly will reform into Namine's cloak.While the weapon is in this form, it can also be consumed by Metal God/Demon slayers despite it not being an actual spell. Doing this does not yield any benefits, but it will destroy the armour.
The ability's size, if compressed into a plasma state and held by magic to maintain its form in a condensed area, would be a 15 meter radius (double each rank, max 120 meters at A Rank) sphere around Namine.
This ability DOES NOT increase damage of the weapon, or grant ANY bonuses to Namine or Miyuki. The weapon is simply changing forms, and is able to do so freely.
Blocking the weapon in this form is the same as blocking a sword. An explanation would be that anime logic makes it so if you blocked with anything, the petals wouldn't wrap around it, but rather shoot off in either direction, be deflected, or just stop if the object was large enough.
While this ability is in use "Coagulate" cannot be used.B Rank Coagulate:
The armour is able to form a 3 meter radius barrier around Namine that's spherical in shape at the cost of 5% of Namine's maximum HP. This barrier may be formed onced per 2 posts (for the same cost each time) and will reflect a maximum of 2 spells of Namine's rank, or 1 sell of the rank above. Optionally, the barrier may be cast for an additional 5% of Namine's maximum HP, as well as 5MP to increase the amount of spells it can reflect by 2 more of the same rank, or the equivilant. This barrier reflects all attacks back in the direction it came from in the same form it came as. While this barrier does cost HP to form, the barrier is non-elemental in nature.
Increased MP:
Due to this being a (+) Item, it grants Namine +5 to her MP pool.
Strengths:Very powerful passive ability that allows the armour to switch functionality at the user's will.
Very powerful defensive ability that can protect the user and a small group of allies.
Weaknesses:Petal Storm causes Namine to no longer have armour.
Petal Storm makes it so "Coagulate" cannot be used.
Coagulate costs HP to use.
Coagulate costs MORE HP as well as MP to upgrade.
Armour abilities normally cost NOTHING to use.
- Miyuki's Stuff:
Name Beacon
Rank Legendary(+)
Purpose Dual Swords
Wearer Miyuki Tachibana
Location Hands
Visibility When in useDescription: A pair of weapons created by Miyuki while she was sealed away in a massive crystal in her own world, it's normally stored within that world when not in use. This is her equivilant of having the weapon sheathed, in which time the weapon serves no purpose. However, when Miyuki is ready to use them the hilt appears in each hand with the blades extending outward in a beam of light that continues shining even after the blades have formed. These glowing blades make being stealthy somewhat of a difficult task, but can be used to substitute as a torch if Miyuki needs one.Enhanced Magic Power Due to this weapon being a (+) variant of its rank, it increases Miyuki's Magic Power pool by +5.Jump Miyuki may use this ability to instantly teleport directly infront of any enemy. This can only be used to teleport to their front, and the enemy must be designated before the ability's use. Miyuki must also know the general area of where that enemy is. Her guess on where they are has to be at least within 2 meters of their actual location. Otherwise she won't be able to teleport at all... This ability has a 3 post cooldown.Speed Boost [A Rank] While wielding these weapons Miyuki has +50% speed/agility, and her reaction time is cut in half. She takes 10% more damage, deals 10% less damage with spells, 20% less with melee, and spells cost 10% more MP.Ability Strengths/Weaknesses
Weaknesses⛺ Jump allows Miyuki to close almost any gap so long as she's sort-of right about where the target is.
⛺ Miyuki's speed is increased while wielding the swords.
Weaknesses⛺ Jump has a 100% definite location of where Miyuki will be teleporting to... the opponent's face, which means if they catch onto that pattern after one or two uses, they will know to aim the next hit directly in front them.
⛺ Miyuki has to have almost pin-point accuracy on where her target is to be able to teleport to them.
⛺ Miyuki's spells cost more MP with the swords wielded.
⛺ Miyuki takes more damage, and deals less damage with the swords wielded.Name Marks of Power
Rank Legendary(+)
Purpose Armour
Wearer Miyuki Tachibana
Location All over her body
Visibility Only when in useDescription: Magical Markings that shield Miyuki from incoming damage. While normally they're 100% invisible and 100% undetactable through any means, they become very apparent when Miyuki is in dire need of them. During these instances, the marking will begin glowing a dark red color.
These markings were something that Miyuki herself created in her world subconsciously. They seem to be a physical representation of her world's desire to preserve its creator, even when she's not within the boundaries of it. When active they will act as armour, when not active they do nothing at all. As they do not act as armour when not active, they cannot be damaged when not active.Enhanced Magic Power Due to this armour being a (+) variant of its rank, it increases Miyuki's Magic Power pool by +5.Reality Shatter Miyuki is able to make the world around her for 100 meters seem to shatter as though it were made of glass. When this happens, all who was in that area will find themselves in a world of chaos where they're standing upside down, but at the same time, the roof is still below them. Looking around, flights of stairs can be seen, and around this world of topsyturby madness is a background that's pitch black. At the absolute center of this world is a 50 meter radius platform that's circular in shape and floating. While many would think standing on something that has nothing supporting it would make it tip over, the platform is surprisingly stable. In this world, nothing is real, but at the same time everything is real. This world seems to make no sense at all, as it's a paradox of its own. A world where all your dreams come true, but none of them become real... only Miyuki knows how to leave. PvP use of this ability is only allowed if planned out with the opposing party. This ability may be used once per thread.Remake While casting a spell, Miyuki may use this ability to instantly increase the rank of that spell and all rank-based aspects of that spell to her rank (max A Rank). If that spell already is her rank, the rank will instead be increased to the rank above her by means of combining with this ability. This ability has a three post cooldown.Ability Strengths/Weaknesses
Weaknesses⛺ Reality Shatter allows Miyuki to take the opponent to a place where only she knows the mechanics.
⛺ Remake allows Miyuki to take any spell and make it stronger for a single cast.
Weaknesses⛺ Reality Shatter can backfire since any ally she's with would be at a disadvantage in her confusing acid-trip world.
⛺ Reality Shatter requires OOC permission to use in PvP, and not many people OOC would permit someone to do something that will possibly screw over their character.
⛺ Remake has no effect on S Rank spells (when Miyuki is actually able to cast them...)
⛺ Remake having a cooldown makes it so Miyuki has to be tactical with what spell she uses it on.Name Power Limiter
Rank Legendary(+)
Purpose Magic Item
Wearer Miyuki Tachibana
Location Neck
Visibility AlwaysDescription: A small pendant roughly 1 inch long that hangs around Miyuki's neck. The pendant limits Miyuki's magic extensively, as well as provides large boosts to her physical ability to compensate. Removing the pendant causes Miyuki's bottled up magical presence to explode outward, increasing wind speed as well as sending off an intense amount of light and energy. It also makes Miyuki's magical presence, and power seem to be equal to 2 X Rank wizards put together, but subsides to the normal level after 20 IC seconds. All of this is a cosmetic effect, and has no other effect beyond what is listed above.Enhanced Magic Power Due to this Magic Item being a (+) variant of its rank, it increases Miyuki's Magic Power pool by +5.Magic Exchange [S Rank] While wearing this pendant, Miyuki's Primary, and Secondary spells all cannot be used. Her unique abilities are disabled, with the exception of her ability to regenerate and store magic power, and her ability to create weapons. However, her ability to create weapons is severely limited. These two effects are registered with the Primary Magic. Upon removal of the pendant, Miyuki can instantly begin using her magic again. In exchange for the ability to use magic, while ALL HER MAGIC is disabled that is, Miyuki gains +150% Armed Melee Damage as well as +50% speed, agility, and reaction time. She instantly recovers from broken bones, and is immune to Bleed/Burn caused by sources equal to, or below her rank and is 100% unable to get drunk due to the amulet filtering toxins from her system (this does not equal immunity to poisons/venom magic, it's just for plot purpose and has no PvP value). Additionally, Miyuki will appear as nothing more than a normal human with 0 magical presence at all. She will appear to have NO MAGIC AT ALL no matter how someone tries sensing it. When this pendant is put back on, the aforementioned buffs will remain inactive for 3 posts, and resume at the beginning of the fourth post. While the pendant is not worn, none of the buffs are active.Reject [A Rank] While wearing the pendant, Miyuki is able to reject the reality of situations and subtitute that reality for her own. This cannot be used to reject absolutes, such as the reality of death, as no matter what reality a person is in once you're dead, you're dead for good. Any realities rejected and substituted in PvP would have to be discussed with that person(s) OOC beforehand.Ability Strengths/Weaknesses
Weaknesses⛺ Magic Exchange makes Miyuki more effective in combat by increasing her non-magical capabilities since she dislikes using her magic.
⛺ Reject gives me the excuse to use a really awesome quote from Mythbusters
Weaknesses⛺ Completely disables Miyuki's Primary Magic
⛺ Completely disables Miyuki's Unique Abilities for Primary and Secondary, with the exception of 2 of them whereas 1 of them is severely hindered
⛺ Completely disables Miyuki's secondary Magic
⛺ If Miyuki takes the pendant off, and then puts it back on, she must wait 3 posts before the buffs are reapplied to her.
Since I can't use my Artifact Armour Slot (due to artifact limit) I'm trading that slot for a Legendary Armour Slot. I'm also combining my Strong Armour and Strong Weapon slots to make a Legendary Weapon Slot. This puts my slots at:
1x Artifact Wepaon
1x Artifact Magic Item
2x Legendary Armour
2x Legendary Weapon
2x Legendary Magic Items
Bought 2x Artifact, 1x Legendary(+) Magic Item, and 2x Legendary(+) Armour
Bought 1x Legendary(+) Weapon, and 1x Legendary(+) Magic Item
Traded a Legendary(+) Magic Item for a Legendary(+) Weapon.
Total: 2x Artifacts, 2x Legendary(+) Magic Items, 2x Legendary(+) Armour, 2x Legendary(+) Weapons.