Magic
Primary Magic: Chromeflesh
Secondary Magic:
Caster or Holder: Holder
Description: Born and raised in the neutral grounds, Dex was destined to never feel the power of magic. Still, wanting to prove that mages weren't the only people capable of doing great, or horrifying things in this world, he utilized the advanced technology present within the neutral grounds, along with some stolen or smuggled in materials from Bosco to make himself more than a match for a mage in combat.
Due to the fact that Dex's "magic" is entirely technological in nature, he does not have MP. Dex'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. Because so much of his body relies on this power source, he still suffers the same penalties as a mage does if he runs out of energy.
Strengths:
Weaknesses:
Lineage:
Beast Tamer
Description:In the old days, when magical beasts were used for battles. Your great great great grandfather Ash Ketchup was the foremost monster tamer. He could tame almost any beast, great or small. They say he even managed to tame a fire dragon named Charagon. Now every generation or so, his skills manifests in one of his descendants. Are you one of them? Why not try it out. Forge your way and make your own adventure!
Ability: Master tamers have the ability to befriend and tame beast that they have defeated. The user has to have a thread/job with at least 300 words and 30 posts where they tame the beast. This beast is then made into a pet for the user and allows them to break the rule that only allows a mage to have 1 pet. This pet has to be a beast and cannot be a demon, angel, human, etc.
Usage: Allows the user to gain a 2nd beast pet. This beast pet follows the rules of pets but only has one ability and one spell-like ability. The pet tamed is of legendary rank/grade and this pet cannot be changed once made. The user must also have their pets be of different ranks/grades. The tamed pet must be approved just like any other pet but what it is and what it can do is up to the user.
Unique Abilities:
Spells:
Primary Magic: Chromeflesh
Secondary Magic:
Caster or Holder: Holder
Description: Born and raised in the neutral grounds, Dex was destined to never feel the power of magic. Still, wanting to prove that mages weren't the only people capable of doing great, or horrifying things in this world, he utilized the advanced technology present within the neutral grounds, along with some stolen or smuggled in materials from Bosco to make himself more than a match for a mage in combat.
Due to the fact that Dex's "magic" is entirely technological in nature, he does not have MP. Dex'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. Because so much of his body relies on this power source, he still suffers the same penalties as a mage does if he runs out of energy.
Strengths:
- Works where magic will not, and is not magic.
- Dex's augmentations make him naturally resilient to physical attacks
Weaknesses:
- Dex 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:
Beast Tamer
Description:In the old days, when magical beasts were used for battles. Your great great great grandfather Ash Ketchup was the foremost monster tamer. He could tame almost any beast, great or small. They say he even managed to tame a fire dragon named Charagon. Now every generation or so, his skills manifests in one of his descendants. Are you one of them? Why not try it out. Forge your way and make your own adventure!
Ability: Master tamers have the ability to befriend and tame beast that they have defeated. The user has to have a thread/job with at least 300 words and 30 posts where they tame the beast. This beast is then made into a pet for the user and allows them to break the rule that only allows a mage to have 1 pet. This pet has to be a beast and cannot be a demon, angel, human, etc.
Usage: Allows the user to gain a 2nd beast pet. This beast pet follows the rules of pets but only has one ability and one spell-like ability. The pet tamed is of legendary rank/grade and this pet cannot be changed once made. The user must also have their pets be of different ranks/grades. The tamed pet must be approved just like any other pet but what it is and what it can do is up to the user.
Unique Abilities:
- Well Armed- With his variety of carried weapons, implanted weapons, and martial arts techniques, Dex'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, Dex'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 Dex 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 or given to a pet. Dex's two main weapons are implanted cyber spurs (basically Wolverine's claws) and a pistol. Other common weapons include knives, swords, and clubs.
- Defensive Implants- Dex's equipment and implants include titanium mesh lacing over his bones, advanced biofibers woven into his skin, and 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. Dex must convert any armor he wins, buys, or is given into signature spells, or give it to one of his pets.
- A good portion of Dex's muscles are synthetic (and his arms are entirely cybernetic), granting him unnatural strength, boosting his strength by 20/30/40/50/60% based on rank.
- Wired Reflexes- With a highly invasive and painful procedure, Dex 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, Dex 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.
Spells:
- D-rank:
Name: SmartSkin
Rank: D
Type: Defense
Duration: 3 posts
Cooldown: 4 posts
Description: Nanites temporarily coat Dex's skin. These nanites harden on exposure to physical trauma, creating a protective black carapace that blocks 2x D-rank damage and lasts 3 posts. If not destroyed, the carapace can recover from attacks, regaining 1/2 D-rank damage per post if not at full capacity.
Strengths:
Give a rather significant heal to Dex
Weaknesses:
Can only heal Dex
Provides no other effects
Name: Nanite Repair Systems
Rank: D
Type: Healing
Duration: Instant
Cooldown: 3 posts
Description: Dex 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 Dex
Weaknesses:
Can only heal Dex
Provides no other effects
Name: Tactical Grapple Gun
Rank: D
Type: Movement
Duration: Instant
Cooldown: 2 posts
Description: Dex fires a grapnel from his wrist capable of penetrating concrete. The grapnel flies up to 20 meters. He can swing from it, hang from it, or even reel himself in at 10m/s. It can be used offensively, but is rather ineffective at it, only dealing 1/2 D-rank damage to the target he hits, but he can pull them in if he does so.
Strengths:
Allows Dex to reach places he couldn't normally
Weaknesses:
Not very long range
Not very good damage
Name: Flash Module
Rank: D
Type: Crowd Control
Duration: 2 posts
Cooldown: 4 posts
Description: Dex 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.The flash stuns D-rank or lower for 1 post. C or D-rank opponents are blinded for two posts. This effect happens in a 45 degree, 15 meter long cone in front of Dex.
Strengths:
Leaves opponents vulnerable for Dex to strike or try to run.
Weaknesses
Does not stun opponents of a higher rank than the spell
Can alert others nearby with the flash
Light slayers can eat the light from the flash bulb.
- C-rank:
Name: Nanotoxin
Rank: C
Type: DoT
Duration: 4 posts
Cooldown: 5 posts
Description: Dex's weapons become laced with nanomachines for 4 posts and are injected into an opponent with a successful physical attack, inflicting them with a damage over time dealing 25% C-rank damage per post, bypassing damage resistance as the nanites attack the victim's body from the inside out and prevent passive regeneration effects C-ranked or lower. Any target hit during this time period are afflicted with the damage over time, and additional hits against the same target increase the damage by 12.5% C-rank damage. The DoT shares a duration with the activation of the spell, so when Dex stops afflicting enemies, already afflicted ones will stop taking damage as well. Overall damage cannot exceed 2.5x C-rank damage.
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 melee attack to administer the nanomachines
Shared duration with the activation of the ability, so if he only manages to hit an opponent on the last post of the effect, he'll only get 1 tick of the damage over time on that opponent.
Name: Shotty Surprise
Rank: C
Type: Boomstick
Duration: Instant
Cooldown: 3 posts
Description: Dex's right hand flips down at the wrist to reveal the barrel of a shotgun. Unfortunately, this one only fires one shot before it needs to be reloaded, but his body can reload it automatically given a bit of time and energy. The shotgun deals 175% C-rank damage to a single target within 2 meters of him. This damage decreases by 25% per meter beyond that. At 6 meters, the shot has spread enough such that it will hit any enemies within a 30 degree cone in front of Dex for 75% damage, with the damage continuing to scale down by 25% per meter. (Max range is 9 meters)
Strengths:
High damage at point blank range
AoE damage at longer range
OMGWTFISTHATASHOTGUN?!?!
Weaknesses:
Rapid damage falloff.
Does not penetrate through people, so if he hits a single target up close, he won't get the AoE effect.
Can't really use his hand that well for a brief moment after firing.
Stealth? What's that?
Name: Revved Up
Rank: C
Type: Chainsaw
Duration: 5 posts (max)
Cooldown: 6 posts (max)
Description: And people said the cyberspurs were over the top. Dex extends a chainsaw from his left arm, granting his melee damage by 20% and allowing them to ignore damage resistance C-rank spells, abilities, and armor or below. Additionally, attacks with this chainsaw splatter massive amounts of blood and gore everywhere, because it's a fragging chainsaw. Dex can end Revved Up early, regaining 2% of his energy and reducing the cooldown by 1 post per post remaining on the duration. (For example, if he deactivates it with 2 posts remaining, he'll regain 4% of his energy and the cooldown will be reduced to 4 posts).
Strengths:
Allows Dex to carve into even the most heavily armored opponents with ease.
WHY DOES HE HAVE A CHAINSAW IN HIS ARM?!?!
Weaknesses:
Does not provide much of a damage boost against unarmored opponents
Only boosts melee damage
Does not bypass shields or similar effects (ones that basically grant an additional health pool that has to be taken down before the person can be hurt).
- Signature Spells:
Name: Harder Knock
Rank: Dex's Rank
Type: Offensive
Duration: Instant
Cooldown: Once per Post
Description: Dex hits his opponent really hard with an attack or strikes a vital area. This signature is used in conjunction with a weapon attack or 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 Revved Up, Harder Knock will have the effect of using Revved Up 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.
Name: Grapple Gun
Rank: D
Type: Movement
Duration: Instant
Cooldown: Once per Post
Description: Dex fires a grappling hook from one of his arms. The max range of the grapple is 20 meters and it travels at 10 m/s. Once it's latched onto something, it can reel him in at 5m/s. Unlike Tactical Grapple Gun, it cannot be used on opponents.
Strengths:
Allows Dex to reach places he couldn't normally
Weaknesses:
Not very long range
No offensive capability