(As a note i'm trading in all of the armor and weapons from Zack in this app for more sig spells/spell slots. https://www.fairytail-rp.com/t13110-celestial-armory. This app is Rosetta's magic who is my replacement for Zack)
Living Weapon
Caster or Holder: Caster
Description:
Rosetta's magic known as Living Weapon, for that is what she is, is defined by three main aspects. The first is her liquid metal body which can be used to form powerful ranged weapons, and some close weapons, which can have a 'single element' or 'multi-elemental' effects. This is up to the user to decide on the moment of use. This has a lot of destructive power and is designed to cause damage and destruction
The second part of the magic is information. The user is a 'secret' and thus has the ability to mess with memories in order to keep herself hidden or to absorb/extract memories and information from sources in order to increase her knowledge and make her all the more deadly a weapon.
The third part of the magic is magic seals, particularly those involving Rapture. When she was created she was infused with much of the magic power of her creator 'Harrigan' and this allowed her to utilise 'Rapture' and thus 'magic seals'. These magic seals can have many potential effects from traps to tracking. Rapture though is its most deadly part as this is more effective on higher rank mages. This is due to it compressing the magic power within a target and making it explode. So the more magic power the target has the more damage it deals out.
Strengths:
Weaknesses:
Lineage: I will be making a custom lineage to replace Zack's one. LEaving blank for now
Unique Abilities:
Living Weapon
Caster or Holder: Caster
Description:
Rosetta's magic known as Living Weapon, for that is what she is, is defined by three main aspects. The first is her liquid metal body which can be used to form powerful ranged weapons, and some close weapons, which can have a 'single element' or 'multi-elemental' effects. This is up to the user to decide on the moment of use. This has a lot of destructive power and is designed to cause damage and destruction
The second part of the magic is information. The user is a 'secret' and thus has the ability to mess with memories in order to keep herself hidden or to absorb/extract memories and information from sources in order to increase her knowledge and make her all the more deadly a weapon.
The third part of the magic is magic seals, particularly those involving Rapture. When she was created she was infused with much of the magic power of her creator 'Harrigan' and this allowed her to utilise 'Rapture' and thus 'magic seals'. These magic seals can have many potential effects from traps to tracking. Rapture though is its most deadly part as this is more effective on higher rank mages. This is due to it compressing the magic power within a target and making it explode. So the more magic power the target has the more damage it deals out.
Strengths:
- High destructive power
- Can be more effective on high ranked mages
Weaknesses:
- Metal slayers could eat the user or their constructs
- Some spells require the user to knock out the user
- Not very subtle
Lineage: I will be making a custom lineage to replace Zack's one. LEaving blank for now
Unique Abilities:
- Liquid metal body – In truth her body isn't liquid metal, but it does appear to be so. In reality is made up of millions upon millions of microscopic robots. These all form together to form what appear to be something akin to mercury. They are able to shift colour and structure to form natural feeling skin, hair and clothing. Damage the user receives is immediately 'healed' however, it deactivates destroys the microbots and thus she has a limited HP like anyone else. However, unlike others if the nanites are taken somewhere and repaired she can be brought back from 'death'. In terms of what this is like think of the T-1000 from Terminator 2. This doesn't heal HP it merely restores the 'physical' appearance of the body. E.g. You blast a hole through her chest...she'd take the HP damage as nanites are destroyed. However, the wound would soon reseal so it appears no damage has been taken. This is more aesthetic than anything, but it would prevent her arm being removed crippling her for example.
This liquid metal body, other than the instant 'physical regeneration' provides a few changes to how the user takes damage. They receive 50% less damage from physical attacks unless they attacks are imbued with lightning. Lightning based physical attacks will do 50% more damage than normal. Lightning based spells will also do 50% more damage than normal whilst 'metal' based attacks will do 50% less damage than normal. - Hyperspectral cameras – Her eyes are hyperspectral cameras. Unlike the normal human eye which sees in three bands of the spectrum(red, green and blue) this divides it into many more bands. Essentially this works like normal vision. However, the user is able to change to a kind of xray vision for seeing through walls and a thermal vision for detecting heat. At night, or in darkness, she automatically switches to nightvision mode so darkness doesn't really effect her that much and obscuring mists don't either.
- Transformation – Her liquid body allows her to change her physical form to various animal and part animal shapes e.g. werewolf. However, the maximum height (or length if more appropriate) cannot exceed 6ft (excluding a tail) and the minimum cannot be less than 1ft. This can even grant flight and wall walking abilities. It can also allow her to form things like roller skates upon her feet for faster movement.
- Weapon Factory: The user is able to reshape their liquid metal body to form weak class weapons at will. These can range from basic weapons like swords to more complex ones like guns. These will do the user's melee damage + weak rank weapon damage. These can either be attached to her or formed as actual weapons. If they are given to an ally then the damage is reduced/increased to be their base melee damage + weak rank weapon damage rather than the users. The weapons only last one post. Ranged weapons will have a maximum range of 100ft.
- Heads Up Display - This ability is fairly straight to the point that it gives the user a H.U.D they may access by simply seeing it as if they just activate some kind of vision technique. The heads up display is not a form of a metagame, and cannot be used as such. The user upon entering battle will scan a target and a health bar and mana bar will be shown. This bar does not show the actual numbers of health or mana and is a standard bar that would be the same size whether a target is D or H rank. However, what this allows her to do is gauge when her opponent's health and mana supplies are low because as they cast spells or take damage she will see the bar decrease. It will also highlight damaged area e.g. certain swellings that might indicate a broken bone though this doesn't allow her to know that the bone is broken for certain merely that certain swellings (if visible e.g. not covered by clothing) would indicate that area might contain a broken/fracture bone or a weak spot of some kind. Well, this is the case for non-party members. Allies must submit to being briefly touched by the user for extra effects to be applied. These then become known as the party. Pets and summons of the user are automatically 'party members' and any summons of the party also get added to the party roster. They will lose party status if they go 250m away from the user and will require to be touched again for the party status to be re-engaged. This 250m range does not include enemies or non-party members. They only appear on the HUD if they remain within range.
For themselves and their allies a bit more indepth information:
1. Detailed physical status – This will let the user know the HP of all members of the 'party', whether they have been afflicted with a physical status and any physical buffs/debuffs they have. It will also let her know if part of the body doesn't seem to be functioning correctly, but
2. Detailed Magical status – This will let the user know the MP of all members of the 'party', whether they have been afflicted with a magical status, any magical buffs/debuffs they have and the duration/cooldown of all spells
3. Time – Basically just shows the current date and time of the area they are located, as well as the spooky forest, as well as allowing for use as a stop watch and timer.
4. Location – The current location of the party in comparison to the user's current location.
5. Weapon/armor information – The current durability of the party's weapons/armor/items/summons/constructs
6. Structural calculations – This allows the user to analyse the structure of various things, like building, to see where there might be structural weaknesses to bring it down. This also allows for calculation of things like blast radius of explosion material and things like wind speed, elevation etc allowing for much greater accuracy of thrown objects and shots. - Team speak – This is an advancement of the HUD ability that allows him to set up a 'team speak' channel with willing allies. Essentially this allows them to freely communicate with eachother via thought. They can even choose to only communicate with certain members of the party at a time. However, all conversations the party has will be heard by the user. Like the HUD this has a 500m range.
- Overdriver - A temporary mode the user can enter which causes their reaction time and movement speed to increase by 50% as well as their ability to process information. This uses 5% MP to trigger and lasts two posts. It has a three post cooldown. Whilst active the user's eyes will glow bright blue.
- H rank spells:
- Mobile Sattelite Square:
Type: Offensive Charge up
Duration/Cooldown: up to Six posts charging/7 posts+number of posts charged
Description: Otherwise known as MoSS. With this the user's palm opens up (either palm) and a glow begins to form. This can be fired instantly firing a 20ft wide beam of concentrated multi-elemental energy(or singular if it suits the situation) over a range of 200m which it covers in half a second. Every time it hits a target a large 250ft explosion will be caused doing 50hp damage to everything in its radius. When it reaches its max range it will explode in a 300ft explosion. Those hit directly by the beam will receive 70hp damage.
The main strength of this spell though is not in being a powerful beam that can be fired instantly. It is in the fact that the user can charge the beam for up to six posts. For every post that is charged all of its stats will increase by 50%. However, it will always cover the full range in half a second After charging six posts(so fired on seventh) the stats are as follows: 228ft wide beam, 2278m range, 2847ft basic explosion range and 3417ft full range explosion. In terms of damage this means those hit by the beam will receive 797hp damage and those hit by the explosion will receive 570hp damage.
There is however a great risk in charging this spell. Should the user be hit with 150hp worth of damage whilst charging this spell then the spell will backfire on the user and do 50% of the damage that the spell would do if fired. e.g. if charged for six posts and the user is damaged before the seventh post (when they would fire it) they will receive 400hp damage. Those within the blast radius of this backfire (which is half what it would be if the beam was fired and got to its max range) will receive 25% of the damage so 200hp. This means it is a high risk, high yield technique.
Strengths:- Very high offensive power
- Huge range
- High speed
Weaknesses:- For full power needs to be charged up
- Linear beam
- Charging can put the user at risk
- High collateral damage
- Very high offensive power
- S rank:
- Carpal Tunnel:
Type: Offensive Signature Spell
Description:
A small part of the wrist slides out revealing a small opening. From this can be fired a powerful energy beam that vaporizes any material it hits and keeps going till it reaches its impressive 200m range which it covers in a second. This, like most sig spells, costs no MP and can be fired limitless times. However, it only does 50hp damage with each hit.
Strengths:- High speed
- High range
Weaknesses:- Linear beam
- Always goes max range so could hit lots of things not intended
- Collateral damage
- High speed
- Killer Bite:
Type: Offensive Signature Spell
Description: The user's shoulder morphs to form a shoulder mounted blaster. This blaster is a short range weapon with a rather devastating effect. Whilst its range might only be 100ft which it covers in only a second what it does makes it rather gruesome. It fires off a skull composed of multi-elemental energy (or singular depending on their preference). This skull can be generic or specific e.g. it could be the skull of her creator Harrigan. When this skull hits a target it doesn't explode or cut through them. No, instead it bites into them tearing chunks out of their body and dissolving them. Like most sig spells, this costs no MP and can be fired limitless times. However, it only does 50hp damage with each hit
Strengths:- Scary
Weaknesses:- Short range
- Slow for such a high ranked spell
- Scary
- Screen Saver :
Type: Defensive Signature Spell
Description: The user is able to, once per post, flick up a shield of multi-elemental/single elemental energy to defend themselves or another within 300ft of them. This shield is a 6ft square wall and can take a single S rank of damage. However, if the user puts up a single elemental shield e.g. fire then it can take two blows of S rank damage or equivalent.
Strengths:- Good defense
- Extra defense for same element
Weaknesses:- Can only be used once
- Target has to be within 300ft
- Only blocks one direction
- Good defense
- Impotence:
Type: Defensive
Duration/Cooldown: 6 posts/8 posts
Description: With this the user can absorb elemental technique' from a target. This will halve the damage of the spell that hits the user. This will cause the user to gain a faint sheen of that element e.g. red for fire and gain a high level resistance to that element. The user gains a 60% resistance to elemental spells of equal rank to the spell used. This increases by 10% for every rank below and decreases for every rank above. For example, if its an S rank lightning spell the user will have a 30% resistance to S rank lightning spells, 40% to A rank lightning spells, 50% to B rank lightning spells, 60% to C rank lightning spells and 70% to D rank spells. They will also have a 20% resistance to H rank lightning spells. The resistance lasts six posts and the cooldown period is 8 posts. However, it can increase the damage the user receives from the opposite element. For example, if the user is resistant to 'lightning' they will get extra damage from 'earth, if they are resistant to 'fire' they get extra damage from 'water'.
One an element is absorbed and the 'resistance' is activated the user cannot change elements without putting this spell on automatic cooldown and waiting for the cooldown to expire. However, for every two posts of duration that were remaining the cooldown will decrease by 1 post (so maximum of three posts)
Strengths:- Allows user to gain resistance to an element, including one they are weak against
Weaknesses:- Gains a weakness to the corresponding element e.g. if she absorbed fire she gains weakness to water
- Requires user to take a hit from an opponent
- Can only provide resistance to one element at a time
- Allows user to gain resistance to an element, including one they are weak against
- Cursed Rapture:
Type: Offensive Rapture
Duration/Cooldown: Instant/8 posts
Description: The user either directly hits the opponent with a physical blow or fires off a spell at them (so this can be combined with any spell). This inflicts them with a magic seal on the body at the area hit. This sets a counter at 3. Everytime they cast a spell this counter ticks down. When the counter hits 0 they will receive the 75% of the base HP damage for each spell they cast e.g. if they get cast three S ranks they will receive 225hp damage. However, if they are hit with a spell whilst the seal is on their body still then the counter will increase by one. Thus this can potentially increase the total damage caused. This has an instant effect of putting the seal on the target. The seal however will last till removed or it the counter hits 0 and it explodes. If A rank and below mages do not cast any spells for four posts then the seal will be 'purged' by the natural magic within their body. For S ranks this is decreased to three posts and for H ranks to two posts.
Strengths:- Can cause high damage
- Has a chance to do more damage the higher rank the opponent
Weaknesses:- Smart target could use low rank spells to reduce damage
- Needs to hit a target physically/with a spell to inflic the seal
- Essentially does nothing unless the target fires off spells
- Can cause high damage
- Rosetta Palace:
Type: Offensive Charge up
Duration/Cooldown: Three posts/Eight posts
Description: She spreads out her arms and from her body launch numerous small spheres of liquid metal (20 in total) which then form into crystalline lacrima. These surround a 100m radius area and begin to charge up power. The lacrima can be destroyed by 30hp of damage. However, these will explode on destruction with a 2ft radius doing 5hp damage for every post they've had to charge. So it is best to destroy them at a distance.If a lacrima remains after three posts it will fire a beam of multi or singular elemental energy up into the sky at the centre of the circle. This will then form into a large circle with seven prongs sticking out of it before this blasts down a huge bolt of energy vaporizing everything in its path. For every lacrima that remained in the circle those caught in the energy blast will receive 20hp damage. This will exclude the user and those the user has deemed allies.
Strengths:- High damage to an area
- Lacrima can even hurt when destroyed
Weaknesses:- High collateral damage
- Has to be charged up
- If all lacrima destroyed then the spell fails
- High damage to an area
- Uranus:
Type: Offensive
Duration/Cooldown: 1 post(fires on second post)/7 posts
Description: The magic condensing cannon: Jupiter is a large scale weapon composed of four elements mixed into one powerful beam. It has a slow charge time, but is feared as one of the ultimate magic weapons available. The Uranus Cannon is similar. However, rather than four elements(fire, water, earth and air) this also mixes in a fifth (lightning). The Uranus cannon is much smaller and is formed by the user's hand transforming into a cannon, thus making the hand unable to be used. This cannon arm has five lacrima embedded into it. Each of these lacrima is a specific colour. The beam begins to charge (it takes a full post to do so) and the end begins to glow. When it fires it has an impressive 250m range which is covered in two seconds. The beam also has a 20ft radius. When it hits a target it does 100hp damage and then causes a multi-elemental explosion doing a further 75hp damage to everything in a 100m radius. The user is able to select to fire only a certain selection of these elements, at their discretion. AS a side note this is often called MCC: Uranus for short and some have interpreted this to mean 'Magic Council Crusher'
Strengths:- High damage
- Area of effect
- High speed
Weaknesses:- Requires to be charged
- Linear beam
- High collateral damage
- High chance of damaging allies
- High damage
- Super Long Anti Material Magical Eradication Rifle (Slammer):
Type: Offensive
Duration/Cooldown: Till 2 shots are fired/7 posts
Description: From the body flows a large amount of liquid metal which constructs into a large 25ft long-barreled cannon, complete with a power core and energy reading meters. The cannon comes with a targeting scope allowing the user to accurately aim no less than 40km away. A distance that is covered in 2 seconds. The size of the beam is 80ft in radius. However, despite all of this its damage is only 30hp per shot. However, it can fire two such shots before overheating. It can technically fire a third shot to do another 60hp damage, but this will cause the gun to explode doing a full 150hp damage to the user. The cannon will dissapear on the post that the second shot is fired. The user must decide in that post whether to launch the third shot. The cannon can also be destroyed if it received 80hp damage. This will cause it to explode doing 100hp damage to the user. Due to its large size it is completely useless at close range.
Strengths:- Very high range
- Very high speed
- Wide beam
Weaknesses:- Low damage per shot
- Third shot is powerful but causes cannon to explode damaging the user heavily
- Cannon can be destroyed damaging the user
- Useless at close range
- Very high range
- A rank:
- MPG (Magic Propelled Grenade):
Type: Offensive Signature
Description: The user's palm opens and from this she can fire small balls of liquid metal up to a range of 450ft which they cover in 2 seconds. The user can fire one ball every three seconds. When these hit a solid object, or reach the max range, they explode violently in a 150ft radius doing 30hp damage each. If someone is hit directly by the ball then they get an extra 10hp damage.
Strengths:- Explosive radius
- Good range
Weaknesses:- Collateral damage likely
- Can easily hit allies with explosion/objects not meant to
- Could hit self if used at too close a range
- Explosive radius
- Radiant Howl:
Type: Offensive
Duration/Cooldown: 2 posts/7 posts
Description: With this the user brings their arms to their side and their eyes begin to glow. Streams of liquid metal begin to swirl around them rapidly hardening into blades slicing everyone within 15ft of themselves for 40hp damage. This aura lasts an entire post. Whilst active they are unable to use any other spells, but they are able to move. However, on the next post the metal all condenses into the hand and is launched forward damaging any foes directly in front of them for a further 40hp damage. This has a range of 100ft and it will cover that 100ft regardless of what is in the way unless blocked by a B rank or above defensive spell.
Strengths:- Always travels max range
- Can hit targets multiple times
Weaknesses:- Cannot use other spells whilst in effect
- Could easily slice up allies
- Short range
- Always travels max range
- Innocent Shine:
Type: Offensive Trap
Duration/Cooldown: Until seal is triggered/ 8 postsDescription: With this the user places their hand on the ground and within 300ft of them a small seal (about the size of a postage stamp is formed). Should anyone, with the exception of her and her pets/summons, go within 50ft of this then a huge beam of multi-elemental energy shoots up to a height of 500ft doing 80hp damage within a 300ft radius area. The user can choose to make this single elemental, but must decide to do so when creating the seal
Strengths:- Useful as a trap
- High range aerial wise
- Good area of effect
Weaknesses:- Could be triggered by allies
- The beam could hit user/pet/summons if they are too close to it
- High Collateral Damage
- No gurantee anyone will go within range of seal
- Useful as a trap
- Mystic Cage:
Type: Offensive Trap
Duration/Cooldown: Until seal is triggered then two posts/ 7 posts
Description: With this the user places their hand on the ground and within 300ft of them a small seal(about the size of a postage stamp is formed). Should anyone, with the exception of her and her pets/summons, go within 50ft of this then beams of energy will rise out of the ground up to 20ft and form a roof. The cage will last a single post, and requires 60hp to break out of, then on the next post it collapses rapidly doing 80hp damage to everyone within the 300ft area. If anyone decides to foolishly hit the barrier with a physical attack they will receive 20hp damage(though the barrier will still be damage). The barrier can be single elemental or multi-elemental but user must decide this when placing seal
Strengths:- Useful as a trap
- High range aerial wise
- Good area of effect
Weaknesses:- Could be triggered by allies
- The beam could hit user/pet/summons if they are too close to it
- High Collateral Damage
- No gurantee anyone will go within range of seal
- Useful as a trap
- Spell transfer:
Type: Knowledge Transfer
Duration/Cooldown: Until spell is used/8 posts
Description: The user is able to strike a target/shoot a target with a non-lethal round that has a 500ft range which it covers in a second. This places a magic seal on the target. This seal then allows the target to, once, use the spell chosen by the user on placing the seal providing it is A rank or below. This chosen spell will utilise the target's mana and once used a single time will be unavailable to them again unless the spell is transferred again. IF the chosen spell is higher rank than the target then for each rank above their rank it will cost an extra 10% (e.g. if a B rank tried to cast an A rank it would cast 30%)
Strengths:- Allows target to use a spell of the user
- Could be useful for combo attacks
Weaknesses:- Bullet could be intercepted
- Could cost the target a lot of MP
- Only allows one spell to be used
- Target can only have one spell transfer seal on them at a time
- Allows target to use a spell of the user
- Little Friend:
Type: Offensive Multihit
Duration/Cooldown: THree posts/7 posts
Description: From the user's arm much liquid flows and then reforms into a large gatling gun that looks far too big for such a small figure to wield. However, it is easily wielded one handed by her. This gatling can fire off thirty shots per post for three posts. Each of these shots does 3hp damage. This has a range of 70m which it covers in a second. Cannon can be destroyed if it takes 60hp damage.
Strengths:- High speed
- High overall damage
Weaknesses:- Each shot is very weak
- Not suitable for super close range because of the size of the gatling gun
- Cannon can be destroyed
- High speed
- Tank you Very Much:
Type: Offensive
Duration/Cooldown: Till all shots are fired/7 posts
Description: From the user's arm much liquid flows and then reforms into a large cannon, similar to that of a tank, that looks far too big for such a small figure to wield. However, it is easily wielded one handed by her. This cannon can fire off up to four shots. Each shot does 25hp damage. The user can choose to fire all of these at once as a massive energy burst doing 80hp damage (so less than if shots are fired seperately). The shots have a 60m range which they cover in half a second. The beam has a 80m range which it covers in a second.
Strengths:- Good damage
- Good range
Weaknesses:- User ccan only use beam version if they don't fire off one of the normal shots
- Beam does less damage overall despite being higher rage.
- Cannon can be destroyed by 60hp damage.
- Good damage
- Physical Disruption:
Type: Debuff
Duration/Cooldown: 3 posts/7 posts
Description: The user fires what appears to be a small sphere of metal upwards. This then splits into four smaller spheres before raining down to form a quadrilateral shape around the target in a 50ft radius. Those caught within this shape will have a pulse of magical energy shot through them. This causes a disruption to the bodies electrochemichal signals causing muscles to spasm, which is painful though does no damage, and also reduces the amount of damage a person can dish out physically. For three posts melee damage from those effected is reduced by 10hp. The spasms can also cause them to miss more often
Strengths:- Disrupts a targets muscles
- Reduces melee damage
Weaknesses:- Does no actual damage
- Doesn't stop damage altogether
- Could hit allies
- Disrupts a targets muscles
- Magic Disruption:
Type: Debuff
Duration/Cooldown: Three posts/7 posts
Description: The user fires what appears to be a small sphere of metal upwards. This then splits into four smaller spheres before raining down to form a quadrilateral shape around the target in a 50ft radius. Those caught within this shape will have a pulse of magical energy shot through them. This causes a disruption to magical energy making spells harder to perform and thus they will cost an extra 5mp and have a 10% debuff to all stats(so range/damage/speed etc). This effect lasts three posts and will even cause signature spells to cost MP, though this value is only 1mp.
Strengths:- Costs opponents spells to cost more MP
- Opponents spells less effective
Weaknesses:- Could hit allies or even self
- Doesn't stop damage altogether
- Does no actual damage
- Costs opponents spells to cost more MP
- Rapture Blade:
Type: Offensive Rapture Duration/Cooldown: 3 posts/9 posts
Description: The user forms a powerful blade of magical energy, akin to that of a lightsaber, which will last three posts. This can either remain attached to the user's wrist or be formed into an actual weapon which could be shared with an ally. The blade is 4ft long. Those hit by this blade will receive both HP damage and MP damage. This is because on each successful strike the rapture effect is applied doing 1% mp damage. However, because of this the HP damage is severely reduced and so it only does user rank melee damage + Legendary weapon damage.
Strengths:- Reduces targets MP
Weaknesses:- Less damage than usual spells of this rank
- Close range only
- No gurantee of hitting target
- Reduces targets MP
Last edited by Speed Demon Zack on 6th June 2016, 12:36 am; edited 2 times in total