Magic
Primary Magic: ReQuip: Disappearing Armory
Secondary Magic: N/A
Caster or Holder: Holder
Description:
ReQuip: DA was based on ReQuip magic, but is a variant of wind and illusion magics as well. The user originally was merely able to summon items and armors to himself at any given moment in great form, but after training prodigiously in a school meant for the elite, he learned to manipulate the element of wind and despite not having an absolute mastery in it, he managed to mix and mingle his techniques. This resulted in the infamous style in which he uses today, and is toted as one of the stronger melee styles to have been brought up, at least out of that academy... Because of the items' being covered in masses of still-wind, it is near impossible to discover their presence even at a close range-- via sensing, hearing, or seeing. The magic focuses on tricking the opponent by suggesting to them alternative attacks while also preventing superhuman reflexes from predicting swing-speed, length, and dexterity of the weapon at hand. When wearing invisible armors, it take the opponent a few tries to learn why their attacks are being repelled and sparks are flying.
DA is simply Fade's old abilities, being augmented by his new ones, and in all actuality he isn't as special as he's led on to be. But he may use this to outwit or even outlast his Opposition. DA's primary objective is to execute lethal techniques under the radar, and to silently tear the enemy to pieces. DA is a rapid speed fighting style, and uses light-weight steel armor, while also supplementing the user with gusts of wind in order to confuse targets.
Strengths:
- Item Invisibility
- Manipulates both Illusion and Wind elements for desired effects.
- Able to boost cutting power and tear through armor.
Weaknesses:
- Focus & Concentration required.
- Ocular abilities of higher rank than the user may be able to detect energy output in the air.
- Possesses no elemental advantages, despite heavy use of elemental energy.
- The user cannot manipulate elements other than Wind or Illusion inside of his spells.
Lineage:
Armoured Beast:
Description: A humanoid monster was said to live in a small village in Fiore. The monster was said to be intelligent, yet strong. However, despite holding the intelligence of a human, it was shunned for it's hideous figure, which lead to it crafting it's own armor to hide it. Eventually the armored beast rescued a princess in distress and they fell in love, eventually settling down and making a family. Their children, however, didn't have a hideous appearance of their father but they were prodigy at war and wore armor fit for conquerors.
Ability: A passive defensive ability that allows the user to have a higher endurance (50% more HP), tolerance (Poisons and disease/curse effects last half as long) and a keener intellect than most others.
Usage: Passive.
Unique Abilities:
- The Magician's Secret -
Wind and Illusion magic grants all items the ability to passively be invisible and project no sound whatsoever, even when they clash with other weapons armors. this can be toggled, if toggled off, the user is granted a buff of 15% damage resistance for five posts-- HP first depletes from this bonus HP, and can only be used once per battle respectively. In addition, the user can make any items which enters, and therefore leaves his hand as well, become invisible. This includes items like knives, cups, pendants or etc. The items remain invisible for two posts after leaving his hand. He can choose to toggled any or all items invisible or visible at will.
- The Soldier's Sword -
Swing speed (Speed) and Penetration (Physical Strength) are increased by 25%, when launching projectiles such as invisible knives, the user can switch their angling up to three times in mid-air. This branch ability has no cool-down, the user can passively manipulate objects in the air with wind at no drawback.
- The Rebellion's Refute -
The user has increased reflexes (25%), and is able to force gale winds off his body, which both blow away anything caught up in it back thirty feet, and create a barrier that fends spells of the same rank or lower off. Costs 20 MP and has a cool-down of 5 posts, limited to three uses per thread/topic.
The Disappearing Armory:
- The First Set:
- Armor Piece:
- Name: ReQuip: Notus Armor
Rank: D
Type: Defensive; Item Summoning
Duration: 10
Cooldown: 11; if Notus is switched off prior to ending, the cool-down becomes equal to the duration it lasted +1.
Description:
The appearance is absolutely uncanny, in fact, there is no evidence of an armor being equipped or summoned at all. However, if an opponent were to punch Fade while 'Notus' is equipped, they'd be met by hard steel-plated metal.
Passives:
The user gains 25% damage resistance, all vital organs are protected. If the enemy makes blunt 'body' contact to the metal, they suffer their base physical attack points as damage onto themselves. The user loses 10% Speed when wearing the Notus Armor.
Usage:
If Notus is desummoned at least 5 posts early, the user heals 5 HP times the number of posts it had left in duration.
Strengths:
- Bonus Damage Resistance
- Protects vital organs
Weaknesses:
- Lowers Speed
- Passive abilities remain only while the armor is equipped
- Fade expends more MP faster when ReQuipping.
Name: Notus Charm
Rank: D
Type: Defensive; Item Summoning
Duration: 5
Cooldown: 6
Description:
The user's armor gains a translucent effect, allowing the enemy to see the armor. However, the illusion behind this spell is that it distorts depth perception. Causing enemy's spells and swings to fall short or never be 100% accurate. This spells also focuses wind outwards and keeps the opponent from ever being able to make contact with the opposition's full body in town, even despite ocular superiority.
Passives:
The user uses wind and illusion to draw an enemy's sights away and keep their focus slanted.
Usage:
Manipulates depth perception, focus, and uses wind to force the opponent's eyes off of them by 50%.
Strengths:
- Primarily Illusion
Weaknesses:
- Less effective at long range.
- Head Piece:
- Name: ReQuip: Boreas Visor
Rank: D
Type: Defensive; Item Summoning
Duration: 10
Cooldown: 11; if Boreas is switched off prior to ending, the cool-down becomes equal to the duration it lasted +1.
Description:
The most significant piece of the invisible armory, it not only protects the head from vital damage, but also stirs the air around the user's hair causing it to blow wickedly in aesthetic. if a blade were to attempt slamming against his head, it'd bounce away as if clanking against steel metal.
Passives:
25% damage resistance.
Usage:
By forcing gale winds to stir, the user is able to create the illusion he is disappearing after every swing motion. Allowing him to move about around a target unpredictably.
Strengths:
- Creates the illusion of becoming intangible and popping up in different spots mid-combat.
Weaknesses:
- The illusion becomes 10% more ineffective per post rotation.
Name: Boreas Charm
Rank: D
Type: Defensive; Item Summoning
Duration: Instant
Cooldown: 6
Description:
The user's lips curve into a grin, and then he completely warps away in a rush of winds which would blow cows back several meters. The damage is equal to the user's base rank in damage, and is able to resist any damage reduction the enemy might have.
Passives:
Resists damage reduction of the opposition. i.e. This will always hit for it's max amount of DMG (ATK damage) on the enemy.
Usage:
Allows the user to teleport anywhere from their point of destination up to fifty feet and deals D-rank spell damage. Cooldown: 4
Strengths:
- Teleportation
- Breaks Defense
Weaknesses:
- Set Range
- Can be Dodged
- Can be Blocked by Magic of Equal Rank
- Foot Piece:
- Name: ReQuip: Zephyrus Boots
Rank: D
Type: Defensive; Item Summoning
Duration: 10
Cooldown: 11; if Zephyrus is switched off prior to ending, the cool-down becomes equal to the duration it lasted +1.
Description:
The boots are more like metal wrapping around his normal shoes, however they grant even more combinative ability. When the invisibility is off, they have a red and chrome appearance.
Passives:
25% damage resistance, 15% speed. The user deals 10% more damage with his feet, and can block with them.
Strengths:
- Buffed Stats
Weaknesses:
- This armor has no usage ability.
Name: Zephyrus Charm
Rank: D
Type: Defensive; Item Summoning
Duration: Up to 2
Cooldown: 3
Description:
The user creates an illusion in which he is coming from all directions. Then, instead of coming down with his sword, he creates a 360 degree explosive emission of wind magic around the confused target that doesn't damage him, but deals damage to the enemy.
Usage:
Creates a fail-safe illusion and wind spell.
Strengths:
- Illusion / Wind Damage
Weaknesses:
- Can only trigger the explosion at point blank range.
- Main Hand:
- Name: ReQuip: Enlil
Rank: D
Type: Offensive; Item Summoning
Duration: 10
Cooldown: 11; if Enlil is switched off prior to ending, the cool-down becomes equal to the duration it lasted +1.
Description:
The swords base length is 5 ft. When not invisible it is dark grey with a thin 'hook' at the end of the blade. This is used to shred armor off of bodies and hook onto flesh in order to rip guts out of the target. It's considered a brutal and ruthless tactic which can make any strike become lethal should it land correctly. The hook is about thumb sized, the point at the top of the blade is still incredibly sharp as if to pierce through steel.
Passives:
25% more damage on start-up/summoning, the user may also create a threshold, for every post he has held the word, his attack damage increases +5%
Strengths:
- The sword is built to rip and deal devastating critical hits under the enemy's radar.
Weaknesses:
- This weapon has no usage ability.
Name: Psycho Sword
Rank: D
Type: Defensive; Item Summoning
Duration: 2
Cooldown: 3
Description:
The user lifts their hand upward,and the blade levitates before beginning to spin wildly, as a tornado brews around it. After doing so the speed of the winds are vicious, the user can launch the blade disk outwards and due to the torrential winds circulating it, the cutting range extends by five feet. Due to the gale-force cutting power of ninety degree winds clocking in, the sword can go through trees without being slowed down.
Usage:
Powerful ranged attack that will home-in on a target and can be willed to cut back and forth multiple times in order to savagely destroy a target or waste their stamina out trying to escape it.
Strengths:
- Controlled via the user's hand they launched with.
Weaknesses:
- The user must be stationary.
Last edited by Fade on 8th December 2016, 12:00 pm; edited 6 times in total