Magic
GEIST HEART
Primary Magic: Geist Heart - Soul
Secondary Magic: (To be acquired later.)
Caster or Holder: Caster/Summoning
GEIST HEART
Primary Magic: Geist Heart - Soul
Secondary Magic: (To be acquired later.)
Caster or Holder: Caster/Summoning
Description: In this world there exists many others connected to it. The spirit world, the elemental planes, the parallel worlds that mirror our own, but one that many are not aware of is that of Purgatory. Also known as Limbo, it is the space between the world of the living and the afterlife. The spirits of the dead spend their days in Limbo trying valiantly to ascend to the afterlife. Or some just decide to call Purgatory their new home. Either way, Purgatory is the "waiting room of the universe" as Twiggy likes to call it. Souls spend so long there that a society has sprung up inside of Limbo, cities and a system of government are in place where there was once nothing.
This society is ruled by the Geists. Ascended ghosts that have obtained immense power. More lesser gods than spirits now, they represent the aspect of their death that had the most impact on them. A person who drowned may become a Geist of Water if they associated the body of water they drowned in the most with their death. Of course, that very same geist may instead be a Geist of Deprivation if they held on to the feeling of their lungs filling with water as opposed to the water itself during the time of their ascension. Geist of Power, Geist of Lust, Geist of Longing, Geist of Savagery, Geist of Apathy, Geist of Gluttony, the list goes on.
The power a ghost inherits when they become a geist is incredible. So incredible that upon ascension, a new heart beats in the geist's chest for the first time in eons. The heart being the source of their newfound power which pumps intense amounts of mana through their etherial body. The nature of the powers given by the heart are dependent on the emotion or aspect of the geist's death that has been attributed to the ascension. A Geist of Suffering may have powers that inflict immense pain, for example. Or the Geist of Water that was mentioned before may gain water-based powers.
Atsusemimaru specifically became a Geist of Souls, associating the powers of the shaman who killed him with his death. As such, he is able to call upon ghost-like powers as well as summon the souls of the departed. His powers usually manifest as a bending of light that warps the scenery as a soul is brought to the living world. When allowing another spirit to inhabit his vessel, a harmless flame that burns from his eyes and glowing tattoos of the same color as the flame that appear on his skin. His powers allowed him to craft a vessel of flesh for himself to possess and walk amongst the living once more. The first time anyone had ever done it and possibly the last as the creation of his body nearly wiped him from existence. Not to say he won't try it again once his current body expires, of course.
While in Purgatory, Twiggy's power is immense; among the strongest of all geists. However, in the living world, he is only as powerful as a run-of-the-mill wizard. Even to the point where he can only command one aspect of his power at the moment. This is really quite temporary as he will eventually have full mastery of his powers in both worlds, but that will only come with time and training. (The other portion of his powers will come as a secondary magic. This magic focuses on the summoning of spirits and allowing them to inhabit his vessel for short periods.)
For now he can only able to allow his friends passage to the living world along with letting them share his vessel. When the spirits have manifested, they gain a physical form much like the one they had before their deaths, but with newfound powers thanks to their new existence in Purgatory. They may revert to their incorporeal form and enter Twiggy's vessel for a period of time, imparting Twiggy with slightly altered command over their powers along with their weapons. His personality also changes to fit a combination of the spirit's and his own and he begins to move like them as well. However, while in this "mode" he cannot summon any other spirits and any spirits he has currently summoned are forced back to Purgatory as it takes his full concentration to perform actions and powers he isn't accustomed to. It also strains his personal reserves of mana to keep this mode up.
Strengths:
- Twiggy can tackle many different situations given the variety of spirits he can summon.
- When he is fused with a summon, his general weakness in physical situations is covered up and he can fight on equal footing with others.
- Twiggy adds his own ingenuity to alter his summon's spells when they share his vessel. So even if an opponent has seen a summon's ability multiple times, it will be unpredictable when used inside of his vessel.
Weaknesses:
- The nature of his magic leaves Twiggy fairly vulnerable physically. He's quick and moves in an uncanny way to avoid damage (see lineage), but he still can't take much of a beating and has the physical limitations of your average human. Which is to say, below that of the average wizard. His fusion ability isn't so much of a buff as it is bringing him up to standard power.
- He can only stay fused with a spirit for so long before he runs out of mana and if he sustains too much damage the spirit will be knocked out of the vessel as he loses the will to keep the mode going.
- Losing all of his mana is a far more dire situation for Twiggy than it is for regular wizards. Since his mana is all that's tying him to his vessel, if Twiggy runs out then he's booted back to Purgatory and his body is left there until it can recover the minuscule (by his standards) amount of mana he's able to store in it. In this time, it is helpless and open to the elements and any one (or any thing) that may do harm to it. In fact, the body's heart stops beating and its brain activity shuts down. This meaning that the body technically dies if he runs out of mana. Everything works again when Twiggy re-enters the body, of course, but the next time he possesses it he may find himself in a box six feet underground. It is even worse if he manages to exhaust his reserves in the middle of a battle.
- As with any summoning magic, he must get a spirit to agree to his summoning. Sort of like forming a pact. however, since he isn't all that popular in Limbo City, forming those pacts are difficult. It takes a while to gain the trust of those he burned in his rise to power.
Lineage:
Unique Abilities:
Geist's Journey: Atsusemimaru can transport himself and any non-living individual to Purgatory and back on a whim.
Godly Reserves: Atsusemimaru's vessel can only store a small amount of mana, but being a lesser god with an immense pool of mana at his disposal back home, he is able to spoon feed that mana to his vessel. However, the stress of battle limits his concentration pertaining to supplying his vessel with mana. As such, his vessel recovers 1% of mana per post in battle and 4% out of battle.
Let the Right One In: Atsusemimaru may choose to allow one of his summoned spirits to inhabit and share his vessel with him. All he needs to do is grasp the hand of one of his spirit allies to initiate the process. This means that he can't do it if he can't touch said spirit. When they enter the vessel, his vessel's skin lights up in colored tattoos and its eyes burn a flame the same color. This becomes a stress on his mana reserves and drains 5% of his mana per post while in this state, but in return he gains a passive boost to his physical abilities based on the spirit sharing his vessel and he is able to use altered versions of their abilities. He also is able to wield their weapon as they add their knowledge to his own. However, he cannot summon any spirits when in this mode and any spirits other than the one he has fused with are sent back to Purgatory to keep his concentration from being spread too thin. This ends when he reaches 20% or less mana or if he is brought below 30% of his health as his concentration is then centered on keeping his vessel alive and he can't spare the mental fortitude to keep this mode up. If either happens, the spirit is forcibly ejected from his vessel and both he and the spirit take damage equal to 10% of their maximum health. He isn't able to use this again until his mana is above 50%.
Spells:
- Spoiler:
- Knight of Destiny
Description: One of the Seven Knights of King Kuroryu, this Knight could predict the future and knows one's destiny leading to the name of the lineage. Using his power, the knight was able to evade death and survive many battles he otherwise wouldn't have, which lead him to grow old, settle down, marry a woman, and have children. His offspring are said to have a similar ability to the knight's name, though it is weaker then before.
Ability: Allows the user to dodge any one spell in a post. The user also has a 25% passive speed boost.
Usage: Upon a spell being targeted directly at the user they can dodge it miraculously. This can only be used a maximum of three times per a thread. After dodging this ability has a 5 post cooldown. Passive 25% speed boost.
Unique Abilities:
Geist's Journey: Atsusemimaru can transport himself and any non-living individual to Purgatory and back on a whim.
Godly Reserves: Atsusemimaru's vessel can only store a small amount of mana, but being a lesser god with an immense pool of mana at his disposal back home, he is able to spoon feed that mana to his vessel. However, the stress of battle limits his concentration pertaining to supplying his vessel with mana. As such, his vessel recovers 1% of mana per post in battle and 4% out of battle.
Let the Right One In: Atsusemimaru may choose to allow one of his summoned spirits to inhabit and share his vessel with him. All he needs to do is grasp the hand of one of his spirit allies to initiate the process. This means that he can't do it if he can't touch said spirit. When they enter the vessel, his vessel's skin lights up in colored tattoos and its eyes burn a flame the same color. This becomes a stress on his mana reserves and drains 5% of his mana per post while in this state, but in return he gains a passive boost to his physical abilities based on the spirit sharing his vessel and he is able to use altered versions of their abilities. He also is able to wield their weapon as they add their knowledge to his own. However, he cannot summon any spirits when in this mode and any spirits other than the one he has fused with are sent back to Purgatory to keep his concentration from being spread too thin. This ends when he reaches 20% or less mana or if he is brought below 30% of his health as his concentration is then centered on keeping his vessel alive and he can't spare the mental fortitude to keep this mode up. If either happens, the spirit is forcibly ejected from his vessel and both he and the spirit take damage equal to 10% of their maximum health. He isn't able to use this again until his mana is above 50%.
Spells:
- Summon Shade - Hyouryu Mochikabe:
Rank: D
Type: Normal Summon
Duration: 4 Posts
Cooldown: 5 Posts
Description: Twiggy extends an arm to his side and opens a portal to Purgatory from which he summons the shade of one of his few friends in Limbo City (who also happens to be the man who killed him), Hyouryu. Hyouryu is dressed in the armor and garb he died in along with the eyepatch that earned him the nickname of the "One-Eyed Dragon of Ning" based on his ferocity in battle. He comes equipped with six katana of which he usually uses one or two at a time unless he absolutely has to use all six. When he pulls out the "Dragon's Claws" as he calls them, he holds each sword between his fingers, carrying three in each hand. Each blade is treated as a Weak D Rank weapon in his current form. Since he has become a shade, Hyouryu has found that he can command the element of lightning and is slowly learning to incorporate that into his maneuvers.
Hyouryu is rowdy, rough, loud, and a bit of a punk. He lives for battle and gets excited for his next chance to bare his claws. It shows in his wild fighting style and constant taunting in battle. However, he can be quite cunning when the matter calls for it.
Hyouryu moves as fast as a D Rank mage.
When Twiggy allows Hyouryu to occupy his vessel with him, a 5% mana per post upkeep is added and glowing royal blue tattoos appear on his skin along with a royal blue flame that burns from his eyes. Twiggy's vessel's strength and agility are increased by 15% each and he gains the ability to use Houryu's blades and abilities. Said abilities now require mana to use since Twiggy is the one using them.
HP: 50
Damage: 6 (Base +20%)
Durability: -20% (Takes 20% extra damage)
Passive Ability: All of Hyouryu's abilities cause minor muscle spasms due to their electrical nature. When hit with one of his abilities, the target's speed is reduced by 10% for one post and does not stack. This effect does not apply to his normal attacks unless under the effect of Dragon's Fury.
When Twiggy uses Hyouryu's abilities, the potency of the effect is lessened, but the duration is increased due to his greater finesse. As such, the speed reduction is reduced to 5%, but lasts for two posts and does stack to a maximum of 20%. However, individual applications have their own duration. So the effect can be compounded, but the duration is not affected. So if the opponent is hit in one post and then is hit in the next set of posts, the speed reduction goes up to 10%, but the initial hit duration expires in that post, leaving a 5% debuff for the next post unless they are hit by another ability in their next post. If they are not hit by anything in the next post, then the second hit's duration ends and the debuff wears off.
Strengths:- His ferocity in battle gives him a heightened ability to deal damage.
- His electrical abilities affect his opponents' ability to effectively evade his attacks.
Weaknesses:- While he is ferocious in battle, he often forgets himself and leaves openings for his opponent.
- He also takes more of a beating due to being less armored than most soldiers.
- When below 20% HP (meaning most of his armor is gone) his own body is affected by his electrical powers and he suffers the same penalties he gives to his targets.
Active Ability: Dragon's Crash
Rank: D
Type: Offensive, Lightning
Duration: Instant
Cooldown: 2 Posts
Description: Hyouryu draws all six Dragon's Claws if he hasn't already and launches himself head-first at the target at a speed of 20 mph. His blades crackle in blue electricity as he fans them out in front of him, a literal battering ram of electricity. Upon impact, the target suffers D Rank Lightning damage and a thunder clap 5 feet in radius blasts out from the point of impact which knocks back anyone not using the ability by 6 feet.
When Twiggy uses the ability, he adds a spin to the attack with the blades positioned at his upper and lower body. This reduces the overall impact and the thunder clap does not happen, but it gains the added bonus of protecting his sides and dealing damage from the side along the way. However, he lacks Hyouryu's helmet so the impact at the end of the attack deals 50% of D Rank damage to himself. Also, since the attack is being used by Twiggy and not Hyouryu, it comes with an added mana cost equal to a D Rank spell.
Strengths:- The ability is a great package of intimidation, damage, and crowd control.
- The thunder clap is often not expected and the resulting knock back comes as an added method of startling his enemy.
Weaknesses:- Neither Hyouryu nor Twiggy can change direction of this attack. Once it begins, they will keep going until they stop. They also cannot stop once they have started. So if this attack misses, they will likely crash into something else. If this happens, 50% of the damage that would have been dealt to the target is dealt to them (on top of the damage Twiggy normally receives when using it in fusion).
- When Hyouryu uses it, he is vulnerable at his flanks. So if someone were quick enough to intercept him, the attack can be stopped altogether.
- Only Hyouryu is immune to the thunder clap. So allies, friends, innocent bystanders, the neighbor's dog, and Twiggy will all be blown back if inside the radius.
- His ferocity in battle gives him a heightened ability to deal damage.
- Dragon's Fury:
Rank: D
Type: Buff, Lightning
Duration: 3 Posts
Cooldown: 4 Posts
Description: Hyouryu charges his blade(s) with blue electricity, adding his passive ability and the Lightning element to his regular sword attacks.
When Twiggy uses it, he adds it to his body instead, giving him the ability to cling to walls and ceilings with static and dealing 15% of D Rank Lightning damage to attackers. Also, since the ability is being used by Twiggy and not Hyouryu, it comes with an added mana cost equal to a D Rank buff spell.
Strengths:- The spell is incredibly versatile depending on who is using it.
Weaknesses:- It causes Hyouryu's attacks to have the same elemental penalty as his abilities, dealing less damage to opposing elements.
- When Twiggy is using the ability, he is more susceptible to spells of elements opposing Lightning and takes 25% increased damage from them.
- The spell is incredibly versatile depending on who is using it.
- Dragon's Rift:
Rank: D
Type: Ranged, Offensive, Lightning
Duration: Instant
Cooldown: 2 Posts
Description: Hyouryu charges one blade with lightning and slashes downward, releasing a wave of blue lightning the same width as the blade and three feet in length that peaks in the middle at a height of five feet. The wave travels along the ground at 4 m/s for 15 feet before dissipating. Anyone caught in the wave will suffer D Rank Lightning damage. Direct hits will knock the victim six feet into the air.
When Twiggy uses the ability, he can choose to utilize three swords in one hand instead of one sword. In this version, each sword fires off a wave in a cone pattern that reaches a maximum distance of ten feet before disappearing. Each wave only reaches a height of three and a half feet, a length of two feet, and only deals 50% of D Rank Lightning damage each. It also doesn't knock anyone into the air. Also, since Twiggy is using it and not Hyouryu, it requires MP equal to that of a D Rank spell to use.
Strengths:- Having a ranged attack as a melee fighter is incredibly useful.
- The knock up effect can set up further combinations.
Weaknesses:- The ability can be fairly easily dodged since it's so large, but quite slow and doesn't travel very far in comparison. Twiggy tried making up for this by throwing three waves instead of one, but what they gained in spread they lost in power.
- Because of its low speed by projectile standards, the user can actually be knocked into it if pushed once it's been sent out.
- It cannot knock anything into the air if they are properly grounded. (i.e. an Earth wizard digging their feet into the ground and such.)
- Having a ranged attack as a melee fighter is incredibly useful.
- Summon Shade - Mitsuhide Morinaga:
Rank: D
Type: Normal Summon
Duration: 4 Posts
Cooldown: 5 Posts
Description: Twiggy extends an arm to his side and opens a portal to Purgatory from which he summons the shade of his only known relative in Limbo City, Mitsuhide. Having lived nearly 200 years prior to Atsusemimaru, he served as a war priest and royal strategist during the civil war to unite Ning. Sadly, he was not as lucky as his descendant and never managed to ascend past a wisp on his own. After some work, Atsusemimaru managed to get Mitsuhide into Limbo City and transformed into a shade. The former priest manifests in his green armor and robes wielding his giant chakram ring. The chakram is roughly as tall as Mitsuhide minus his helmet and can be separated into a pair of curved bades if need be, like so. The in both forms, the chakram sounts as a Weak D Rank weapon in his current form. Since becoming a shade, Mitsuhide has found that he has command over the element of wind and is slowly learning to use it with his attacks. Usually by commanding air currents to move his chakram from a distance with a maximum range of 15 feet in all directions around him or by changing his body or his chakram into the element itself. He seems to be catching on to his elemental powers better than Hyouryu at this point.
Mitsuhide is very calm and collected which lent to his former position as a high ranking strategist. Possibly a little too serious, but Twiggy finds it amusing when Mitsuhide gets all "life or death" on him. Considering they're already dead and all.
Mitsuhide can move as fast as a C Rank wizard (much like Twiggy with his lineage bonus).
When Twiggy allows Mitsuhide to occupy his vessel with him, a 5% mana per post upkeep is added and glowing pale green tattoos appear on his skin along with a pale green flame that burns from his eyes. Twiggy's vessel's speed is enhanced by 15%, his protection against wind element spells is increased by 15%, and he gains the ability to use Mitsuhide's chakram and spells. Mitsuhide's abilities also now draw from Twiggy's vessel's mana pool.
HP: 35
Damage: 5
Durability: Standard
Passive Ability: Mitsuhide passively leaves plum blossom petals in his wake. His summoning results in an explosion of 20 petals and they act as his scouts as they dance upon the wind. He can only move them a maximum radius of 20 feet from his body and unless he's familiar with the area, he cannot move them when they aren't visible. Mitsuhide detects movement and changes in pressure (also known as sound) in the air around the petals. To describe how he detects the movement, it's similar to one being underwater as a large body swims past one's head. He can tell there is movement, but not exactly what it is that is causing the movement. He can tell the difference between an outside force moving the air and just natural wind currents, however. The petals can be easily burned away and new ones aren't made until Twiggy's next post at a rate of a maximum of ten petals every post. However, if he chooses to make ten petals, it requires actual concentration on his part and he forfeits the ability to act for that post. The most he can muster passively without putting any concentration into is is five petals.
Twiggy does not have the ability to use these scout petals when allowing Mitsuhide to share his vessel. Instead, the petals are used in a way befitting his ghost-like powers (an aspect he hasn't mastered in the physical world yet) in that he uses them to give him lift while in the air. Not to fly, but more to float ever so briefly as to allow him a slight change in direction or to evade an attack in midair. Again, the petals can be burned away and it requires 10 petals to pull off the midair stunts and the most he can create per post is 5.
Strengths:- Mitsuhide possesses an exceptional tactical mind and often plans two moves ahead at all times.
- His weapon can be very intimidating - not to mention effective - when riding his air current manipulations. Like a flying man-sized razor saw.
Weaknesses:- What he possesses in mental and magical power, Mitsuhide lacks in fortitude. He is not at all a robust sort and can only take so much punishment before he needs to go back to Purgatory and rest.
- Mitsuhide has almost come to rely on his petals to see what is not within his immediate sight. If they manage to get burned up, he has a tendency to panic and it occupies his mind with worry, making him less responsive to Atsusemimaru's suggestions and warnings.
- Being so light and able to move with the wind, he is oddly susceptible to wind based spells. Yes, they count as one rank below in damage, but he is much more easily tossed around by such spells than an average person would be.
Active Ability: Melancholy Dirge of Cherry Blossoms
Rank: D
Type: Offensive, AoE, Wind
Duration: 1 Post
Cooldown: 2 Posts
Description: Mitsuhide begins spinning his chakram around himself at chest level by controlling the air currents around it. He then lifts it and moves it to his side at the same level it was at before (if the chakram was already at his side then he skips the first step) and the chakram begins to rotate around him at 20 mph in a circle with a radius of 6 feet. The wind is kicked up in a vortex around him and the chakram moves outward, expanding the circle at 1 fps until it reaches its maximum radius of 10 feet. The wind created is strong enough to knock anything lighter than 100 lbs 6 feet into the air, anything 101 to 150 lbs off its feet, and anything 151 to 200 lbs will have difficulty moving in the windstorm. The chakram will deal D Rank slashing damage to anything that it manages to brush by and a direct hit by the chakram will knock the victim to the ground. The spell gets its name by the hollow ringing sound the chakram makes when it spins in the vortex. The sound does nothing, but it is very calming to Mitsuhide. Mitsuhide is also fond of flowers and how their petals drift in the wind, hence the "Cherry Blossoms" bit.
When this ability is used while Mitsuhide is occupying Atsusemimaru's vessel, he can choose to instead separate his chakram so that he has two spinning blades in the storm. Each spins in an opposite pattern to the other and still moves at 20 mph , but each blade deals only 75% of D Rank Damage. The ability also gains a mana cost equal to a D Rank spell when used in this mode.
Strengths:- It covers a relatively large amount of ground and can be initially shocking upon first seeing it.
- Mitsuhide can easily use it to mask an escape if he has to.
Weaknesses:- The winds ad the weapon(s) inside of them are non-discriminatory. Meaning they damage friend and foe alike. This is often only a viable ability as a last resort if he has allies in the area.
- If Mitsuhide (or Twiggy when fused) happens to be moved out of the center or eye of the vortex, he will also be caught up in his own attack.
- This often sucks up and slices apart any plum blossom petals in the area, making them useless. Mitsuhide is often left dazed after using this from losing so many petals and has issues thinking straight for a post afterward.
- Mitsuhide possesses an exceptional tactical mind and often plans two moves ahead at all times.
List of Spell Fusions:None
- Spoiler:
- Name Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Fused Spells(What Spells Went into the Fusion and their Ranks?)
Description:
Duration:
Cooldown:
Strengths:
Weaknesses:
Last edited by Atsusemimaru Morinaga on 18th January 2017, 10:52 pm; edited 1 time in total