Magic
Primary Magic: Tools of the Trade
Secondary Magic: ---
Caster or Holder: Holder
Description: Due to past circumstances, John has had a large portion of his soul ripped out of him, stripping the once powerful mage of all of his abilities. Needing a way to survive against the forces that did this to him, but lacking magic, he turned to the next best thing: technology. Traveling to Bosco, he spent the entirety of his life savings on equipment and cyberware, accepting even the most invasive of techniques and implants, anything to give him an edge up. As he gets more and more implants, they chip away little by little at what's left of him, detaching him from reality and altering his emotional state. Cybernetic enhancements aren't all he uses, though. He combines 'ware with other equipment and martial arts techniques to make himself a formidable opponent. All of Johns equipment, cyberware, and techniques are entirely mundane in nature.
Due to the fact that John's "magic" is entirely technological in nature, he does not have MP. John's non-signature "spells" all draw power from the same implanted microfusion breeder battery implanted inside of him. He starts off at 100% power, which decreases according to normal "spell" cost and regenerates at the normal 2% per post/10% every 5 posts.
Strengths:
Weaknesses:
Lineage: Zeus' Decedent:
Description: There once was a powerful mage who called himself Zeus the Mighty. During a magical lightning storm, he got struck by lightning twice at the same time. He miraculously survived and gained the ability to redirect electricity and magical current, and passively gained the ability to resist it. His descendants inherited this power but it grew weaker with every generation, so only certain spells could be redirected.
Ability: Can redirect any lightning based spells that equal the user's rank or less(S Max) by spending the MP the spell would cost them for their rank to cast it plus half. Also grants the user a 25% resistance to any and all lightning-based spells, regardless of spell rank. They gain a single user-ranked lightning spell (S Max) or a user-ranked minus one signature lightning spell (A Max) in addition to their spells.
Usage: Redirection has a 4 post cooldown and the rest are passive.
Note: The abilities of this lineage, for John are non-magical in nature, as he has recreated the effects using cyberware and equipment.
Unique Abilities:
Primary Magic: Tools of the Trade
Secondary Magic: ---
Caster or Holder: Holder
Description: Due to past circumstances, John has had a large portion of his soul ripped out of him, stripping the once powerful mage of all of his abilities. Needing a way to survive against the forces that did this to him, but lacking magic, he turned to the next best thing: technology. Traveling to Bosco, he spent the entirety of his life savings on equipment and cyberware, accepting even the most invasive of techniques and implants, anything to give him an edge up. As he gets more and more implants, they chip away little by little at what's left of him, detaching him from reality and altering his emotional state. Cybernetic enhancements aren't all he uses, though. He combines 'ware with other equipment and martial arts techniques to make himself a formidable opponent. All of Johns equipment, cyberware, and techniques are entirely mundane in nature.
Due to the fact that John's "magic" is entirely technological in nature, he does not have MP. John's non-signature "spells" all draw power from the same implanted microfusion breeder battery implanted inside of him. He starts off at 100% power, which decreases according to normal "spell" cost and regenerates at the normal 2% per post/10% every 5 posts.
Strengths:
- Works were magic will not, and is not magic.
- Helps John excel at not being detected and taking out enemies quietly.
Weaknesses:
- John lacks the magical sensory ability.
- Does not allow for limit transcendence
- Does not allow for spell mixing, spell fusions, or unison raids
- Probably won't work on ghosts and other stuff like that
Lineage: Zeus' Decedent:
Description: There once was a powerful mage who called himself Zeus the Mighty. During a magical lightning storm, he got struck by lightning twice at the same time. He miraculously survived and gained the ability to redirect electricity and magical current, and passively gained the ability to resist it. His descendants inherited this power but it grew weaker with every generation, so only certain spells could be redirected.
Ability: Can redirect any lightning based spells that equal the user's rank or less(S Max) by spending the MP the spell would cost them for their rank to cast it plus half. Also grants the user a 25% resistance to any and all lightning-based spells, regardless of spell rank. They gain a single user-ranked lightning spell (S Max) or a user-ranked minus one signature lightning spell (A Max) in addition to their spells.
Usage: Redirection has a 4 post cooldown and the rest are passive.
Note: The abilities of this lineage, for John are non-magical in nature, as he has recreated the effects using cyberware and equipment.
Unique Abilities:
- Well Armed- With his variety of carried weapons, implanted weapons, and martial arts techniques, John's physical attacks are always treated as though he had the best available weapon for his rank, which can function at a range of 15/30/50/75/100 meters at D/C/B/A/S and H rank. Due to this ability, John's physical attacks take a variety of forms, ranging from martial arts techniques and use of implanted melee weapons to wielding a knife, to firing guns. The downside to this ability is that John is unable to buy and use weapons from the armory. Any weapons or items he wins, buys, purchases, or is given must be converted into signature spells, and he does not receive the MP boost for + grade equipment.
- Defensive Implants- John's equipment and implants include titanium mesh lacing over his bones, advanced biofibers woven into his skin, and hardened plastic and ceramic fiber plates implanted under his skin at vital areas, as well as simple body armor. The combined effect of these implants and armor grant him damage reduction as though he had the best armor available to his rank. Due to the fact that Tools of the Trade involve the use of armor, any armor John buys, purchases, wins, or is given must be converted into signature spells.
- Improved Detection Methods- While John does not have access to any magical sensory devices, he does have access to a wide variety of other sensory methods, including radar, ultrasound. His hearing ranges are expanded to hear frequencies significantly above and below normal human hearing range. His eyes include 16 different color receptive cones, allowing him to see colors that only Mantis Shrimp are capable of seeing normally, and expands his vision range into the infrared and ultraviolet spectra. He can also detect polarized light and multispectral images.
- Wired Reflexes- With a highly invasive and painful procedure, John has had his nervous system literally rewired, his nerves laced with and segments of his vertebrae replaced with superconductors, with the remaining flesh supercharged with neuroboosters and adrenaline simulators. His movements are re-coordinated and made more precise with computer assistance and his mind hypercharged with wires leading across the brain along with a multitude of neural-enhancing chemicals. As a result of this modification, John is significantly faster and more precise in his reactions and movements than a normal human. As his body adjusts to the implants, he can ramp them up to more extreme levels. This grants John a 20/30/40/50/60% boost to his agility/reaction/speed/similar attributes.
- D-Rank Spells:
Name: Flash Smoke
Rank: D
Type: Debuff
Duration: 2/3 posts
Cooldown: 4 posts
Description: John raises his arm and a panel flips open to reveal a flash bulb. Power is run through it to create a blinding flash of light. Immediately after the flash, John also activates a smoke bomb. The flash stuns and blinds opponents D-rank or lower for 2 posts, or just blinds C-rank opponents for the same duration. This effect happens in a 45 degree, 15 meter long cone in front of John. The smoke bomb produces a thick smoke that obscures normal vision in a 10 meter radius around where John used Flash Smoke. The smoke clears in 3 posts.
Strengths:
Leaves opponents vulnerable and John a way to escape
John can see through the smoke thanks to his Improved Detection Methods
Weaknesses:
Enemies with thermal or other vision beyond the normal human vision may be able to see through the smoke
Does not stun opponents of a higher rank than John
Can alert others nearby with the flash
Light slayers can eat the light from the flash bulb.
Name: Narcojet
Rank: D
Type: Offensive
Duration: Instant
Cooldown: 2 Posts
Description: John applies a dose of Narcojet, a tranquilizer, to an opponent through a physical melee attack, or by firing a dart from his arm, which counts as a physical ranged attack, has a max range of 20 meters and travels at 10m/s. Opponents who haven't engaged in any combat, and thus aren't full of adrenaline are generally knocked out by this (exception for players, of course). When used in combat, though, the tranquilizer is not very effective, and will only make an opponent slightly easier to take down by D-rank spell damage to the target on top of the damage of whatever attack is used to administer it. Anyone knocked out by Narcojet or administered Narcojet while unconscious will forget the last 5-7 hours before they were knocked out.
Strengths:
Excellent if John sneaks up on a mook/weak monster
Weaknesses:
Poison resistances apply to Narcojet
Poison/Venom slayers can eat Narcojet (though it's rather difficult for them to, since it's administered via injection dart or syringe implanted in John's arm)
Name: Nanotoxin
Rank: D
Type: DoT
Duration: 3 posts
Cooldown: 4 posts
Description: John injects nanomachines into an opponent with a successful physical attack, inflicting them with a damage over time dealing 50% D-rank damage on impact along with the damage from his physical attack. It deals an additional 25% D-rank damage per post as the nanites attack the opponent from the inside out. They also prevent healing or health regeneration from spells or abilities D-rank and lower.
Strengths:
Despite being called "Nanotoxin" it is actually inedible to slayers, as the nanites are not a toxin, but machines. The general lack of metal in their design also means metal slayers cannot eat them.
Weaknesses:
Requires a successful physical attack to administer the nanomachines
Name: Nanite Repair Systems
Rank: D
Type: Healing
Duration: Instant
Cooldown: 3 posts
Description: John activates his implanted nanomachine repair hives. Upon activation, the microscopic robots work to heal wounds he's sustained. Nanite Repair Systems heal for 1.5x D-rank damage.
Strengths:
Give a rather significant heal to John
Weaknesses:
Can only heal John
Provides no other effects
]Name:[/b] Wormhole Fulton Device
Rank: D
Type: Teleport
Duration: Instant
Cooldown: Once per post
Description: John carries wormhole Fulton devices on him, each has their own power supply, which holds enough power for as many teleports as he'll need. His personal Fulton device can instantly teleport him up to 15 meters, or can be used to return him to wherever his base of operations after a charge-up time (used as fluff for exiting threads/jobs after they're done). The four extras are for clipping onto valuable items or persons of interest for extraction, allowing John to remove an unconscious or willing person from a location in the same way he can leave with his own (fluff for him securing objectives in a job).
Use beyond fluff: 15 meter teleportation.
Strengths:
Instant teleports!
Weaknesses:
Teleporting into the inside of a wall or other solid object is bad and hurts John for D-rank damage, shunting him so he's just outside of whatever object he tried to teleport into.
Slightly telegraphs where he will appear with a slight warping of space and darkening of the area he is arriving in a few seconds before arrival.
- C-rank Spells:
Name: Grapple Fist
Rank: C
Type: Offensive
Duration: Instant
Cooldown:3 posts
Description: John fires his mechanical fist at an opponent up to 30 meters away, the fist travels at 20m/s. It remains connected to his hand by a cable. The impact deals C-rank damage. John maintains control over his hand after it has been launched, allowing him to grab opponents to pull them to him, or simply smack them with it. Additionally, he can use this as a grapple gun for climbing. The fist fires relatively quietly using compressed air.
Strengths:
Allows John to grapple opponents at range.
Weaknesses:
Nothing exceptional in terms of damage
If an opponent is stronger than him, John's grapple can be easily overpowered.
Name: HF Blades
Rank: C
Type: Offensive
Duration: 5 posts
Cooldown: 6 posts
Description: All of John's bladed weapons contain a high frequency vibration cell. Activating this ability turns on the cell for whatever bladed weapons he is using while it's active. The high frequency blades are capable of cutting through nearly anything as the vibrations disrupt the molecular bonds of whatever it's cutting. While HF blades are active, John's attacks that utilize blades are boosted by 20% and ignore damage resistance provided by C-rank spells, abilities, and armor or below. The vibration does not produce enough sound to make John more easily detected. Normal humans cannot even hear the frequency of sound it makes.
Strengths:
Allows John to harm heavily armored opponents
Weaknesses:
Does not provide much of a damage boost against lightly or unarmored targets, since he can generally cut them fine already.
Only boosts melee damage.
HF Blades do not ignore damage absorbing shields, they simply bypass flat and percent damage reduction.
Name: Stealth Camouflage
Rank: C
Type: Stealth!?
Duration: 5 posts
Cooldown: 6 posts
Description: John activates the chameleon coating and thermal damping devices on his armor and skin, perfectly replicating his surroundings such that he becomes practically invisible. The device also blocks heat from escaping his body, rendering him invisible to thermal sensors or vision. Specialized chemicals are also released that eliminate any odor coming from him.
Strengths:
Makes John very difficult to detect
Weaknesses:
Does not stop people from hearing or smelling him
Getting too covered in dirt, dust, paint, or mud can render the invisibility useless.
The invisibility isn't perfect. Bright light (such as being outside in a sunny day) will make him transparent, but not too difficult to see. It also can't adjust to rapidly changing backgrounds, such as being next to a window on a car.
B-rank mages will have difficulty seeing him, but the cloak will be less effective
A-rank mages and higher can generally see him with ease, but he'll be transparent still.
- Signature Spells:
Name: Luminen Punch (Zeus' Descent Spell)
Rank: John's Rank -1
Type: Offensive
Duration: Instant
Cooldown: Once per Post
Description: John's robotic hand becomes charged with electricity as he touches someone with it, shocking them, dealing damage one rank below his own to the target in addition to the damage of whatever method he uses to touch them, whether it's grapple fist or a physical attack. Luminen Punch utilizes a separate power system from his main one, causing it to not cost energy.
Strengths:
Can be used often and without consuming energy.
Can be combined with Grapple Fist to increase the range.
Weaknesses:
Requires John to touch an opponent with his hand.
Can be countered by any sort of resistance to electricity.
Unless he uses Grapple Fist, can only be used in melee.
Physical attacks used to deliver this spell while HF Blades are active do not ignore damage reduction, since it does not utilize a blade.
Name: Harder Knock
Rank: John's Rank
Type: Offensive
Duration: Instant
Cooldown: Once per Post
Description: John hits his opponent really hard with an attack. This signature is used in conjunction with a weapon attack that may or may not be modified by another spell. As a result, he deals additional damage on the attack equal to a spell of his rank.
Strengths:
Can be in conjunction with any sort of attack, whether a normal physical one or a "spell".
If used with an HF blade, Harder Knock will have the effect of using HF blade applied to it.
Weaknesses:
Cannot be done if he has no other methods of attacking, since it's just a modifier to another attack
Only works with the first hit of any damage over time or multi-hit attacks
Lacks style and intimidation factor, since it's just smacking someone, but harder than usual.
Last edited by John Sears on 29th June 2016, 6:07 pm; edited 3 times in total