Username: Copy
Secondary Magic Name: Metal Dragon Slayer
Evidence of Accomplishment: https://www.fairytail-rp.com/t14653p375-magic-shop#287696
Description:
Metal Dragon Slayer. A slayer outside of typical tradition, wielding itself outside the elemental spectrum to some varied degree. With resilience and steadfast resolve of this power a slayer of this potential wields both the bodily might of a juggernaut and the ferocity offensively that makes not only their own dragon’s wary, but frightens those beyond as well.
Having attained a lacrima through his travels, Copy had put off the usage of it for sometime until it was deemed necessary for him to progress himself beyond his typical familiarity of his magic and to wield something with a little more consistency.
Strengths:
Weaknesses:
Abilities:
Secondary Magic Name: Metal Dragon Slayer
Evidence of Accomplishment: https://www.fairytail-rp.com/t14653p375-magic-shop#287696
Description:
Metal Dragon Slayer. A slayer outside of typical tradition, wielding itself outside the elemental spectrum to some varied degree. With resilience and steadfast resolve of this power a slayer of this potential wields both the bodily might of a juggernaut and the ferocity offensively that makes not only their own dragon’s wary, but frightens those beyond as well.
Having attained a lacrima through his travels, Copy had put off the usage of it for sometime until it was deemed necessary for him to progress himself beyond his typical familiarity of his magic and to wield something with a little more consistency.
Strengths:
- Elementally superior against anything Metallic or Earth Based
- Can control any metals (Of equal or lower rank; Excluding God/Demon Metal)
- The user is a living juggernaut
Weaknesses:
- He’s a living lightning rod
- He weighs -a lot- causing him to sink easily
- He cannot control metal that is created by a Metal God/Demon Slayer
- He cannot devour metal created by a Metal God/Demon Slayer
Abilities:
- Metal Dragon Slayer - Second Generation:
- All slayers receive the following:
- 10% Buff to physical stats(strength, speed etc)
- 10% Buff to senses(hearing, smell etc)
- The ability to enter force after consuming enough of the element
- The ability to consume their element to regain MP
- A resistance to their element shown by the following chart:
- 2 ranks above: 0%
- 1 rank above: 10%
- Same rank: 25%
- 1 rank below: 30%
- 2 ranks below: 50%
- Dragon Slayers can eat all pure forms of their own element, but they cannot eat elements that are mixed with other elements. ( Ex.: Ice DS cannot eat Dark Ice ) If they do, they get incredibly sick and damage will be done to them.
- The form of elemental magic they use is neutral (pure), in between the light and dark side of the magical spectrum. Deals double damage to Lizard, Wyvern, and (Lesser and Greater) Dragon non-human type opponents.
- Though Dragon Slayers get all of these perks, they do have one set back. Motion sickness. Dragon Slayers cannot ride on anything without getting motion sick. However they can use their exceeds or friends to fly around because they are not vehicles, they are friends. The only slayer that is immune to motion sickness is the Sky Dragon Slayer. Motion sickness can be cured per thread by the use of a status effect healing spell.
- Second Generation Slayer (Lacrima):
- These are dragon Slayers who have obtained the magic through one or two Lacrima produced from the Great Dragon of their respective element. In the case of those who have differing elements they are known as hybrid second generation slayers.
- Dragon Force:
A Slayer must consume at least 70% magical energy from his respective element in order to achieve Force, however, their total magical energy must equal to 150% or higher. In other words, the Slayer can still use magic, but if it does not equal to at least 150% magical energy after consuming 70% magical energy, they must consume an appropriate amount to reach it. If the Slayer can achieve this within the next 5 posts, Force is activated. If they cannot, the magical energy is rapidly consumed by the Slayer's body, causing any magical energy that was above their maximum to go down to the max. The Slayer can then try to do this again, if the opportunity is there.
Dragon Force highly increases the power of the Dragon Slayer's magic, physical endurance, speed, and strength by 30% rather than just 10%.
The spell power of each rank is increased to 150%.
In Dragon Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. ( Frostbite, Burn, Poison, etc.)
During Dragon Force the Slayer does not lose any mp from casting spells, but after it wears off is left with 5% mp.
Lasts 7 posts.
- These are dragon Slayers who have obtained the magic through one or two Lacrima produced from the Great Dragon of their respective element. In the case of those who have differing elements they are known as hybrid second generation slayers.
- 10% Buff to physical stats(strength, speed etc)
- Adamantine Fortress:
- Ability Name: Adamantine Fortress
Type: Unique Ability
Description: Amongst the training of becoming a Metal Dragon Slayer. The user’s endurance is attributed with such intensive training through physical force and training with and against magic against themselves. This over time considerably increases their skin, muscular, nervous and mental endurance to withstand even the most devastating strikes with little regard of loss of life or limb. While it’s not immediately present, the user’s body is flaked with their adamantine metal and can outright prevent certain strikes from phasing them.
Granting the user 40% Damage Resistance passively. The user in addition gains an additional 50HP
- Metal Bender:
- Ability Name: Metal Bender
Type: Unique Ability
Description: With their latent strength with anything metallic (Excluding God/Demon Slayer Metal). The user is capable of controlling all metal within’ the battlefield as if it were second nature (Of Equal or lower rank). Be it hovering it, bending, twisting, forcing it against a foe, empowering his own metallic objects. And with some focus he is capable of altering the physical length/weight/width of a metallic object to an extent (Cannot make items the size of a tower or weigh 10000lbs, etc). This can apply to some earth due to natural minerals that exist within’ the substance.
While most slayers wield their elements by production, Metal slayers are often found with some form of metal within', around or pierced through their body. Copy consistently has metal and metallic minerals flowing through his system, without inflicting harm through his soul. By conjunction, his control of metal and body has allowed him an increasingly resistant system presenting the ability to fill and fix wounds at an alarming rate granting 15% Health Regeneration/Round.
While it requires more focus, if he is ever dismembered of a body part. He can focus for 1 Round (Without additional actions taken) and reconstruct that part out of pure metal. This can also be done to stop bleeding effects inflicted on the character.
- Adamantine Bullet:
- Spell Name: Adamantine Bullet
Rank: D
Duration: Instant
Cool-Down: 2
Type: Offensive
Description: By manifesting a bullet the size of a .44 Magnum shot, the user points their finger (Or any body part) towards their intended target and fire it at high-velocity. With an extreme focus on piercing through defenses and travelling long distances. The bullet punctures through any physical/magical defenses. And can travel 20 Meters at 10 Meters/Second.
Strengths:- Great at piercing through defenses
- Extremely Fast
Weaknesses:- Without adequate aim, the bullet can miss the target
- Without adequate aim, the bullet could hit an ally
- It’s not very destructive
- Great at piercing through defenses
- Bullet Rain:
- Spell Name: Bullet Rain
Rank: C
Duration: 2 Rounds
Cool-Down: 3 Rounds
Type: Offensive/AoE
Description: The user is capable of unleashing a hail of bullets into the sky and manipulate them to come raining down across the whole battlefield riddling in the hundreds of bullets, once the spell is cast- the user can continue acting as normal without worry of injury from their own spell. Becoming extraordinarily difficult to dodge/defend against. Dealing ½ C-Rank AoE Damage for the duration, and dealing an additional +50% against barriers/armor. This has a radius of 25M
Strengths:- Deadly against huge numbers
- Defenses are futile against it
Weaknesses:- While he can manipulate the bullets, an ally could get hit without proper coordination
- It’s collateral potential is very high to the surroundings
- It can’t be ended early
- Deadly against huge numbers