Magic
Primary Magic: ReQuip: God of War
Secondary Magic: ---
Caster or Holder: Holder
Description:
In folk tales, God of War is described as being a magic that was specifically designed for Ares himself. At the time, nobody else could learn this branch of ReQuip because of its nature, and the person who it is tied with. It allowed Ares to store his many weapons in a specific pocket dimension for use at any time. For the next few centuries after that, the magic had become all but extinct, because nobody dared to anger the God of War by using his magic. It wasn't until recently(a century ago) that a certain man had figured out how to gain access to this magic. Even now, it is still rare: Very few people to this day know how to operate this magic, Magnus included.
This magic is purely offensive in nature: There will be very few armors and such within its confines. God of War allows the user to store various types of weapons, ranging from swords to guns, for use at later times, even including battle, making it a rather versatile skill. However, there is a limit to how many weapons can be stored in the pocket dimension that it is based off of. Most of the time, God of War allows the user to gain a masterful use of all weapons, and is used only by the best of warriors.
Strengths:
1. The user is able to summon any weapon in his dimension, provided he/she has Magic Power available.
2. The types of weapons kept in the pocket dimension are vast, and so are their abilities.
3. Multiplicity - The user can summon multiple spell weapons at one time.
Weaknesses:
1. Once MP runs out, the user will only be able to run non-spell-weapon weapons.
2. This magic does not prevent spell weapons from breaking.
3. Horrible Defense: There are very few armors or defensive items in this dimension.
4. The user can't switch weapons out on a whim, meaning that if he switches weapon, the duration does not cross over to the new weapon.
Lineage:
Unique Abilities:
1. Masterful Weapon Control: The user of this magic has a natural knowledge of how to use any weapon, and can pick it up and use it as though he were already trained with it.
2. Weightless: The user can pick up any weapon, regardless of weight, and swing it about with ease.
3. Small Strength Boost: Any weapon that Magnus picks up gives him a 10% strength boost during the duration that it is out there.
4. Synthetic Synergy: For each +2% strength gained by a buff to Magnus, he can apply a +1% to either speed or endurance, though all buffs must go to one source.
Primary Magic: ReQuip: God of War
Secondary Magic: ---
Caster or Holder: Holder
Description:
In folk tales, God of War is described as being a magic that was specifically designed for Ares himself. At the time, nobody else could learn this branch of ReQuip because of its nature, and the person who it is tied with. It allowed Ares to store his many weapons in a specific pocket dimension for use at any time. For the next few centuries after that, the magic had become all but extinct, because nobody dared to anger the God of War by using his magic. It wasn't until recently(a century ago) that a certain man had figured out how to gain access to this magic. Even now, it is still rare: Very few people to this day know how to operate this magic, Magnus included.
This magic is purely offensive in nature: There will be very few armors and such within its confines. God of War allows the user to store various types of weapons, ranging from swords to guns, for use at later times, even including battle, making it a rather versatile skill. However, there is a limit to how many weapons can be stored in the pocket dimension that it is based off of. Most of the time, God of War allows the user to gain a masterful use of all weapons, and is used only by the best of warriors.
Strengths:
1. The user is able to summon any weapon in his dimension, provided he/she has Magic Power available.
2. The types of weapons kept in the pocket dimension are vast, and so are their abilities.
3. Multiplicity - The user can summon multiple spell weapons at one time.
Weaknesses:
1. Once MP runs out, the user will only be able to run non-spell-weapon weapons.
2. This magic does not prevent spell weapons from breaking.
3. Horrible Defense: There are very few armors or defensive items in this dimension.
4. The user can't switch weapons out on a whim, meaning that if he switches weapon, the duration does not cross over to the new weapon.
Lineage:
- Oblivion's Might:
- Oblivion's Might
Description: Long ago, an ancient king in search of the ultimate power seized the outer lands of the kingdom, only to fail. He sent his armies to the ends of the Earth, still, it was not found. His frustration was sent out to all the lands; armies would kill families, animals, and each other for "crimes" they had done. The devil took notice of this and one night contacted the king. He gave the king two choices - the ability to manipulate others, or the ability to turn himself into a malicious demon, giving him the power of Hell's Flames. The king foolishly picked to turn himself into a demon. The devil granted him the request, giving the king total and absolute power, however, the price to it was the king's consciousness, making him the devil's slave, sending all into chaos. The name that was later given to the demon was Oblivion, and those who are his descendants are said to have Oblivion's Might.
Ability: Oblivion's Might has both a passive and active effect. The passive ability gives the user the strength of Oblivion (50% strength boost), while as the active form turns the user into a demon, capable of mass destruction. The user in their "demon state" also have access to 3 fire spells (One of which is user-rank and two of which are a rank lower. S-rank max and D-rank minimum).
While transformed the 50% strength increases to 100% and they will attack literally any and everything they can, starting with the living.
Any post in which they kill something they gain 15% of their total HP back.
Usage: The user passively gains a 50% strength boost. The transformation lasts for 3 posts with a 8 post cool-down and increases the user’s strength boost to 100%. While transformed the user gain the use of 3 fire spells (one of the user’s rank and two of a rank lower, S-rank max and D-rank minimum). These spells must be made in addition to the user’s own magic and must be stated that they can only be used while transformed. They cannot have two or more spells of the same rank either meaning that at D-rank they only receive one spell from this, at C-rank they will have a C-rank spell and a D-rank spell from this and at B-rank rank they will have a B-rank spell, a C-rank spell and a D-rank spell from this lineage.
Unique Abilities:
1. Masterful Weapon Control: The user of this magic has a natural knowledge of how to use any weapon, and can pick it up and use it as though he were already trained with it.
2. Weightless: The user can pick up any weapon, regardless of weight, and swing it about with ease.
3. Small Strength Boost: Any weapon that Magnus picks up gives him a 10% strength boost during the duration that it is out there.
4. Synthetic Synergy: For each +2% strength gained by a buff to Magnus, he can apply a +1% to either speed or endurance, though all buffs must go to one source.
- D-Rank Spells:
- Crude Bastard:
- Name: Crude Bastard
Rank: D
Type: Offensive
Duration: Three posts
Cooldown: Four posts
Description: Summoning the weapon is easy: Just clench your head as though you were making to grab something, and the sword will immediately appear in the hand you are clenching. The sword is about a meter long, and weighs three pounds.
Strengths:
1. This weapon has good slicing power
2. It proves an excellent weapon for close-range.
3. This weapon has a natural advantage to hand-to-hand combat
Weaknesses:
1. Sword is melee-only
2. Can be rusted by water.
3. Mediocre at mid- and long-range
4. Bad for piercing
Passive Ability: The sword grants the user a 5% strength boost while it is in use.
Active Ability:- Spoiler:
Name: Crude Wind
Rank: D
Type: Offensive
Duration: Instant
Cooldown: Three posts
Description: At the instant of the slash, released is a condensed wave of magic power which flies forward. It can be fired both horizontally and vertically. The wave of energy will go forwards for fifteen meters before dispersing into the air.
Strengths:
-Good for long range
-Also good for pushing enemies back
-Can be fired off instantly
Weaknesses:
-Can't be fired from point-blank range
-Only goes straight
-Cannot be stopped
-No particular element boost
- El Hell:
- Name: El Hell
Rank: D
Type: Offensive
Duration:Three posts
Cooldown:Four Posts
Description: In order to summon the halberd, the user must make a sweeping motion with their dominant hand, after which the weapon will appear in said hand.
Strengths:
1. Good for close-range combat
2. Good for long-range combat as well
3. Awesome slicing power.
Weaknesses:
1. Passive ability can be stopped by resistance
2. Hard to wield in tight situations
3. The user can cut himself trying to catch the weapon.
4. This weapon is exempt of the Weightless rule.
Passive Ability: If this weapon is thrown, it will come back to the user after hitting its mark.
Active Ability:- Hell Flurry:
- Name: Hell Flurry
Rank: D
Type: Fire and Offensive
Duration: Instant
Cooldown:Three posts
Description: By spinning the halberd, the entire thing will turn red. After a second, a ring of fire will appear, and from it will come out a concentrated stream of...fire which rushes towards its target. The wave of fire will travel for ten meters before dispersing
Strengths:
-Good for long-range
-Deals burning damage
-Effective against attacks of the Ice element
Weaknesses:
-It doesn't do so hot against spells of the Water element
-The halberd has to be spun first.
-Only goes straight
-Once started, it can't be stopped
- Prince of Cats:
- Name: Prince of Cats
Rank: D
Type: Offensive
Duration: Three posts
Cooldown: Four posts
Description: In order to summon the sword, all the user has to do is clench his hand into a fist, and the blade will appear in that hand. The sword is 4.5 feet long, and weighs five pounds.
Strengths:
1. Good for close-range
2. Good cutting damage
3. Also good for stabbing
Weaknesses:
1. Bad for long-range
2. Melee-only
3. Exempt from the Weightless rule.
4. Passive effect only works on self
Passive Ability:The user gains a 10% speed boost for the length of the spell's duration.
Active Ability:- Speedee:
- Name: Speedee
Rank: D
Type: Offensive
Duration: Instant
Cooldown: Three posts
Description: When the sword is swung, the trained eye will notice that it is moving much faster than usual.
Strengths:
-Best for close range
-Can catch the opponent off guard
-Increases speed to 8 m/s, from a previous speed of 5 m/s
Weaknesses:
-Works on only one slash
-Can't be stopped
-Can hurt the user's arm
-Doesn't work on higher-ranked spell weapons
- Grand Fisher:
- Name: Grand Fisher
Rank: D
Type: Offensive
Duration:Three Posts
Cooldown:Four posts
Description: To summon the sword, all one must do is hold their hand out to the right.
The sword is four feet long, and 5.5 pounds.
Strengths:
1. Good for short range
2. Good for both cutting and stabbing
3. Decent for mid-range
Weaknesses:
1. Regular use is melee-only
2. Active ability can be stopped if first stab is stopped
3. Can be rusted by water
4. Doesn't do all too well against higher-ranked weapons
Passive Ability: For however long this spell is active, the user gets a 5% strength boost
Active Ability:- Spoiler:
- Name: Fish Pin
Rank: D
Type: Offensive
Duration: Instant
Cooldown: Three posts
Description: When the user makes a thrusting motion with this sword, they can activate this ability. What it does is after the first thrust, creates an all-too-real afterimage, as though it were thrust twice.
Strengths:
1. The afterimage can pierce
2. Good for distraction
3. Works especially well if the first strike misses
Weaknesses:
1. Does not work if the first stab is stopped
2. Doesn't work on higher-ranked spell weapons
3. The afterimage can also be dodged
4. Breaking the afterimage breaks the sword.
- C-Rank Spells:
- Jackie Frost:
- Name: Jackie Frost
Rank: C
Type: Offensive
Duration:Four posts
Cooldown:Five posts
Description:- JF:
Strengths:
1. Comes with 60 bullets every time it is summoned, each 30 bullets deals C-Rank damage
2. Good for long-range combat
3. Great for taking down multiple targets
Weaknesses:
1. Not particularly good for close-range combat
2. Once bullets run out, that's it until the next summon
3. Not particularly stealthy
4. Gun can jam
Passive Ability: Ultra's speed is increased by 10% as long as this weapon is active.
Active Ability:- Charge Force:
- Name: Charge Force
Rank:
Type: Supportive
Duration: Up to three posts
Cooldown: Can only be used once each summon
Description: If the Frost is charged up for three posts straight, then on the final post of its duration, it will fire off a barrage of bullets that are cold to the touch, despite the weapon overheating. If one is hit with ten of these bullets, their speed goes down 10%. Due to the charging required, the bullets come out more forcefully, dealing 75% more damage for each thirty.
Strengths:
1. Can slow down up to six people
2. Slows person down by 10% of their total speed
3. Bullets become charged with ice
Weaknesses:
1. Difficult to stall for
2. Must be hit with ten bullets exactly for effect to work
3. Can still be dodged if quick enough
4. Ice can be sucked off by Ice Slayers
- Porsch:
- Name: Porsch X1
Rank: C
Type: Energy, Offensive
Duration: Four posts
Cooldown: Five posts
Description:- Porsch X1:
Strengths:
1. Fires pure energy
2. Has a fast rate of fire
3. Cannot be eaten by Slayers
Weaknesses:
1. Takes time to charge
2. Horrible recoil
3. Low rounds
4. Plasma plume is dangerous to all around it
Passive Ability: User radiates an aura that does .5 D-Rank damage for every post that he is touched, or anything is within a ten-meter radius of himself.
Active Ability:- Firemaster:
- Name: Firemaster
Rank: C
Type: Nuclear energy, offensive
Duration: Instant
Cooldown: Can only be fired twice per summoning, with a four post cooldown between each firing.
Description: The user charges up the energy in the railgun, and immediately(by immediately I mean after a post,) fires off a beam of nuclear energy towards its target, which generates an explosion on contact.(Range: 30 m. AoE Range: twelve meters. Speed: Fifteen meters per second)
Strengths:
1. The actual firing is quick
2. Can cause widespread destruction(Deals a bonus 30% when charged)
3. Cannot be eaten by Slayers
Weaknesses:
1. Takes a post to charge
2. Can only be fired twice
3. User loses 5 HP every time it is fired
4. Takes a long time before it is ready to fire
- Nero:
- Name: Aaroniero
Rank: C
Type: Energy, Offensive
Duration: Four posts
Cooldown: Five posts
Description: Aaroniero is a parasitic weapon which exclusively takes the form of an arm which covers the entire arm of the host's dominant hand. While in use Aaroniero grants the user extraordinary abilities.
Strengths:
1. Awesome for close combat
2. Grants user increased strength
3. Honestly cool for shock value
Weaknesses:
1. User is vulnerable to Devil Slayer magic
2. Arm cannot be removed without taking real arm off
3. Ability linked to arm alone
4. Weak against Holy magic
Passive Ability: Ultra gets a 10% strength boost while this spell is in use,
Active Ability:- The Death:
- Name: The Death
Rank: C
Type: Offensive
Duration: Instant
Cooldown: Three posts
Description: The user gathers magic power into his fist. Those who are struck by this seem to have the soul knocked out of them. Needless to say, the user punches the target and behind them a huge cross logo is shown:
Strengths:
1. Deals C-Rank magic damage on impact
2. Can be hit from any position
3. Charges up relatively quickly
Weaknesses:
1. User's hand must not be broken
2. Punch has a nasty recoil
3. Can be dodged
4. Only works in melee range
- Lineage Spells:
- Burning Stomp:
- Name: Burning Stomp
Rank: C
Type: Fire, offensive
Duration: Instant
Cooldown: Five posts
Description: Stomping the ground will release a torrent of fire and heat that sweeps over the surrounding area.
Strengths:
-Can burn multiple targets(Dealing 5HP damage a post for five posts)
-Instant cast time
-All it requires is a stomp
Weaknesses:
-Weak to Water Magic
-Weak to ground magic
-Can't stomp on a broken foot
-Cab burn user's foot.
- Burning Desire:
- Name: Burning Desire
Rank: D
Type: Fire, supportive
Duration: Three posts
Cooldown: Four posts
Description: When this spell is cast, the user will gain several markings on their hands. These markings are red, and shaped like embers burning. While this spell is active, any attack Ultra makes becomes fire.
Strengths:
-Charges all spells with the fire element
-Works well against plant and ice users
-Activated instantly
Weaknesses:
-Makes all attacks weak to water
-Does not work on attacks which have ice in them
-Absolutely no value if user can't mount attacks
-Makes all attacks weak to ground
- Signature Spells:
- The Wolves(C-Rank):
- Name: The Wolves
Rank: C
Type: Offensive
Duration: Four posts
Cooldown: Five posts
Description:
There are two.
The guns are summoned simply by willing it with the mind.(Range: 28m, speed is 15m/s)
Strengths:
-Great for long-range combat
-Quick killing enabled
-Easy to summon
Weaknesses:
-Not suited for close combat
-Pistols can overheat
-Can be used by others
-Active ability can be blinding
Active Ability:- Red Flash:
- Name: Red Flash
Rank: C
Type: Red, offensive, energy
Duration: Instant
Cooldown: Five posts
Description: The guns can fire shots of red-colored energy. However, their firing rates are vastly different. To make it clear, the gun in the right hand can four larger waves before overheating, and the gun in the left hand can fire seven, fist-sized shots before overheating.
Strengths:
-Can hit multiple targets
-Makes it easier to hit some things
-Allows user to adjust firing rates
Weaknesses:
-If overheated, the pistols won't work for the rest of the time.
-Each shot deals a limited amount of damage
-Still requires a good aim
-Blasts can't be stopped
- Sekizo(Evening Elephant):
Name: Evening Elephant
Rank: D
Type: Movement, Supportive
Duration: Instant
Cooldown: Once per post
Description: The user is able to move at a speed that makes it as though they had teleported. He can move at a 15 m/s, and has a range of about fifteen meters.
Strengths:
-Does not require ReQuip
-Allows user to go from place to place easily
Weaknesses:
-User can only go in a straight line
-Depending on speed, it can or can't be used to avoid attacks
-The effectiveness of this move depends on the state of the user's feet.
Last edited by Ultra Magnus on 16th June 2016, 3:36 pm; edited 16 times in total