- Due to wishing his future gradings to be done as PvE only Advent will not be taking part in any site event.
- I also agree that due to the above it is at any future guild masters discretion on wither Advent may take part in guild events; so must seek permission.
-Advent is a PvE character he will never take part in PvP.
Magic
Primary Magic: Requiem
Caster or Holder: Lost forbidden caster magic
Description:
Both offensive and defensive in nature, requiem magic varies greatly depending upon what the caster calls for at the desired time of use. Casters can use only vocal sounds or movement to call forth this magic, but it’s most effective if both actions are used simultaneously. Due to this combination, even the most basic of abilities are difficult to master. The necessary precision this magic requires does not allow for mistakes; if not handled properly, it may backfire on the user or cause a different outcome than desired. For example, the truly gifted could intertwine more than one song to perform multiple actions; but, this proved difficult because it caused the practising mage to become unhinged and to hear and see things not really there.
Advent is strange even amongst the casters of his magic type to the point that he can touch the veil between life and death weakening it allowing him to not only bring people from beyond the veils but also use their voices to manipulate scenarios that would benefit himself or those he sees as allies, using the air itself as a conduit for them to travel on.
Those who have aptitude for requiem magic are born with a unique rune somewhere on their bodies: usually small and found on the hand or wrist; the power and rune remain dormant until the user is old enough to fully comprehend its purpose. On occasion, these requiem runes appear elsewhere on the body. The length of the rune reveals how complex the requiem is and the true potential of the wielder. Should the wielder feel threatened and is too young to comprehend his/her gifts, on rare occasions the magic will act on its own to protect its caster (but only when in fear for their life and they had enough magic stored for use). The requiem magic the mage is born often denotes defensive or protection spells, but it has been noted some wielders were born with different runes (such as offensive or destructive spells). Rare record indicates the color of these runes varies from person and person and are often used to discover what kind of person the wielder will become, since the markings themselves can only be “read” by those born with them.
Not much is known about the practitioners of this magic, they most often drop off the radar as soon as they’re born. The result of this leaves a lot of speculation on the fates of those unfortunate enough to be born with these markings. This magic, now considered a myth, seems to have died out long ago as no recent record has revealed its use. Requiem mages often hid their talents and themselves from the world for fear of their own lives.
- Strengths:
- Strengths:
-Versatility, being as the magic requires voice and/or movement it means it the magic can be altered as needed at a moments notice.
-Restoration, depending on the requiem they can recover energy/heal slightly quicker under the right conditions (Example: Advent needs two hours less rest under moonlight or in complete darkness, while another Requiem may get the same benefit laying in snow.)
-Impure magic, due to using death, life, rebirth and whom knows what else to do his magic a slayer may eat his magic however it they will feel it harming them though it will not hurt them they will gain no benefit from eating the magic.
-Entwining, when a requiem gains enough knowledge and experience they find that depending on what spells are entwined they will either lessen the burden on mana or cause more burden to it.
- Weaknesses:
- Weaknesses:
-Unpredictability, were the versatility into effects and type being used one missed beat, note or step could give a different outcome and not always in the benefit of the requiem or their allies.
-Casting, a true Requiem will always use both vocal and movement, but because of this they leave themselves open to attacks so have to rely on their allies to protect them. (unless they were born with a protective requiem on their body but even using that takes time)
-State of mind, a gifted Requiem can cast more than one requiem at a time even of differing levels but doing this has been known to slowly send a Requiem insane if they do it continuously without breaks between doing so.
-Tainting, if a Requiem's state of mind changes due to how they are using their magic it slowly taints not only their magic but warps how they look at things.
-Restoration, even if a strength it comes with it's own downside a requiem that sleeps on the opposite of what gives them their slight boost requires more rest and heals slower (example: Advent restores quicker in moonlight so would restore slower in sunlight, a requiem that heals better in snow would restore slower if there's a fire present) if resting constantly in their opposite they can become sick.
-Sickness, a Requiem that becomes sick magic not only becomes weaker but might not work at all, when it does work the Requiem and their allies take their lives into their own hands.
-Weaknesses of this magic carry over to the secondary magic in regards to things like requiem sickness.
Lineage:
- Requiem's Soul:
- Requiem’s Soul
Advent is strange even amongst the casters of Requiem magic, to the extent that he can touch the veil between life and death weakening it allowing him to not only bring people from beyond the veil but also use their voices to manipulate scenarios that would benefit himself or those he sees as allies, using the air itself as a conduit for them to travel on. In doing this he has found that he does not need to use his own voice to do his spells, as he uses their voices to ease the pressure off himself making entwining easier but this comes at a cost to his sanity.- Life's Grace:
- First Requiem: Life's Grace
This first requiem is the small purple runes that run on the outside of his left foot, when this requiem is active it begins a paling white but due to the requiem itself being purple it almost looks lavender. To activate this requiem Advent moves his foot back a little creating an arch he moves to his knee almost as if a noble, his left hand going over his chest as he lowers his head. For a moment everything seems almost silent until beneath him what seems to be a glowing white seal appears, it is at this point he moves his hands into a closed lotus position, his body takes on an almost opalescence ethereal appearance. Unlike normal these voices seem to be full of hope and joy, soon his hand movements slowly open revealing a small pale green lotus within with it petals fully open. So longs the lotus is open and remains green it will heal whom Advent sees as an ally for 50% of his rank for the first turn and then 25% within thirty meters for the next four turns, it is at this point he should stop the requiem as the longer the lotus is open the darker it will become as it takes it’s toll on Advent’s energy, if for any reason the lotus turns black the reverse will happen and it will start taking health from anyone or anything in the vicinity. The reverse function of this requiem lasts for five turns acting as the healing counterpart does, he may only use this requiem three per thread due to the strain it places on Advent.
- Nature’s Shelter:
- Second Requiem: Nature’s Shelter
This second requiem is the small purple set of runes on the outside of his right foot, when this requiem is active it begins to glow a leaf green, due to the purple color of the runes it makes the glow seem like it has an almost murky green colour. To activate this this requiem Advent curls his toes to the ground seemingly as if they were trying to dig their way in like roots and crouches down, a green glowing seal appears below him, slowly he starts to stand, it is at this point that music is now heard but unlike normal this music doesn’t seem to be like the first requiem, nor is it the voice of death. The music comes from nature itself and sounds joyful as if a celebration is happening. When he gets to a full standing position his arms start fluttering around almost as if they’re of a willow tree his fingers almost fluidly following the motions. Almost as if he hadn’t notices a willow tree of golden light had started growing behind him, the branches and leaves making a shield that can go up to the maximum meters of advent’s rank if he wished it to and take up to three hits of the same rank damage before being destroyed. Advent realises that every now and then all it takes is a little more time to prevent a darkness spreading so at cost of double damage to himself for two turns may be able to keep the shield up for a fourth hit but it would only be able to prevent 25% of the damage hitting. This requiem can be used twice per thread due to the strain it places on Advent.
- Rebirths Poisoned Flames:
- Third Requiem: Rebirths Poisoned Flames
This third requiem is the set of purple runes that are seen vertically on his top, what many do not realise is that the these runes are actually on his chest but are seen through the strange fabric his clothing that makes them seem to almost glow with a natural purple hue. When active this set of runes begins to glow it gives off a red glow but because of the natural glow, the rune itself and the active glow it almost comes off as a sanguine color. Standing in almost a straight poised position Advent’s normal care free demeanour seems to change and what is left is a extremely lucid, serious version of himself with a somewhat smug look on his face and cold unfeeling eyes. Around his feet a blue glowing seal appears that ignites a few seconds after it appears into blue flames two meters around Advent and that are six inches high, if caught in the flames they will do one rank of damage at advent’s current rank, with an additional half his current rank of fire damage for two turns to whom he see as an enemy within it’s range. He can manipulate these flames up to the max range to his rank. In this state Advent’s voice and movements are more serious, rigid and straight to the point, unlike many of the other requiem Advent possesses while the flames are up he can manipulate their height up to seven foot, heat will easily be felt and colour may change, he will also be able to move freely within the seal without penalty even if he starts a new requiem. The seal lasts four turns before it will disappear, when it does Advent’s normal demeanour returns remembering what he has done while he was his other self. Shaking he finds himself paralysed by fear for three turns while taking x1.5 damage per hit during this time while also feeling disorientated for a further two.
- Death’s Eclipse:
- Fourth Requiem: Death’s Eclipse
The fourth requiem are the long strand of purple runes found starting at his wrist and ending close to his shoulder that even inactive give off a light purple glow, when touched they give of a somewhat eerie noise and the glow turns black. When active the glow will remain purple however the runes themselves turn a black colour. Advent’s demeanour is much like the ‘Rebirth’s Poison Flame’ requiem but he seems to become somewhat more hostile to whom or what he sees as his enemy or a threat to himself or what he holds dear and he will not stop until he is taken down or the thing in question dealt with. While in this frame of mind there is no way to talk him down as he has fixated on one single task and will see it through. To activate this requiem Advent must be pushed past his limits mentally to the extent he sees no other option but to fight. While active Advent is unable to use any of his magic as he normally would instead his magical abilities are changed into their physical counterparts so even unarmed he will do additional spell damage equal to half of his rank up to S rank. While Death’s moon is active he gains a 25% buff to his speed and strength because of the sheer anger and adrenaline running through his body. This Requiem lasts six turns and may only be activated once per thread due to the trauma it will leave on Advent. When he finally snaps back to being his normal self he will have lost 50% of his overall mana and 25% of his overall health, he will be paralysed in for two turns, when he finally can move for three turns his magic will act as if under the affects of a sick requiem (Roll three dice. Dice one will deem if the magic will work 1 - Yes, 2 - No. The second dice will deem if it will work as it is suppose to or not. 1 - Yes, 2 - No. The third dice will deem if it affects the enemy or himself and his allies 1 - Enemy, 2 - Backfires)
- Limbo’s Moon:
- Fifth Requiem: Limbo’s Moon
This is a very unique requiem even amongst the users of this type of magic and this is because of not only where it is located but the fact that it is always semi active state. This requiem’s runes glow a golden hue though unlike his other requiem they are white and are located within Advent’s eyes replacing the pupil removing his ability ever to see an image even by magical means, even trying to do so will cause Advent immediate immobilising pain. While in it’s semi active state Advent’s mana pool is 15% higher than what someone of his ranking should be able to achieve naturally with some proper training it possibly could go higher but due to how Advent seems to have the attention span of a guppy it is unlikely it will ever do so. When active the white of the runes vanish and the runes turn completely golden giving Advent a 15% boost to the potency of his spells strength, range or an additional turn to duration depending on what type of spell he may be casting (Roll a dice 1 - potency (strength), 2 - Potency (range), 3 - Additional turn.) The requiem can only be active for the maximum of four turns and only twice per thread as Advent claims to hear and see things that no one ever should from both sides of the veil; when the duration ends for four turns Advent seems completely turned off to the world as a whole as he tries to get his thoughts together regardless of wither the situation has been resolved or not. This requiem also spontaneously activates at 5% strength if Death’s Displacement is used (Roll a dice to find out if it does 1 - yes 2 - no) if it does the above mentioned will happen but after he comes to his senses Advent will almost digress to a more child like state his mind trying to protect itself from what has happened for three turns.
- Character Plot/Development Abilities:
- Plot/Character development abilities
Flying: Advent was born with ethereal wings, though he keeps them hidden due to an intense dislike in using them as he is not being able to feel vibrations he will spawn them if the need arises.
Hearing/Talking to the dead/yet to be born: Advent committed mass genocide as a newborn due to his requiems activating and entwining on their own due to this Advent has been able to hear both the yet to be living and the dead for as long as he can remember.
Hearing and speaking to nature: After the genocide that had happened, Advent was adopted by nine of his victims that either bore him no ill will or wanted to make sure that he atoned for each of the deaths that he had taken part in. He was taken to the ruins of a village being reclaimed by a forest and raised there. One of the people that raised him was a mage who specialised in nature magic and healing. She taught him how to hear the woods and how to show them respect.
Vibrations: Thanks to not being able to see Advent has been forced to adapt in other ways to make up for his handicap. Two of those who raised him one was of the ocean and ice, the other of wind. They taught him how to feel vibrations and predict what a person may do next.
Undead: Due to hearing the dead the one thing Advent can not abide by is the living dead as he sees it as unnatural and inhumane to those who are suffering; if he ever comes across undead regardless if there is a bigger thread he will tend to them first wanting them to find peace.
Playing with the veil of life and death: This is something Advent has had to learn on his own due to how his magic was affected by what he done as an infant; it is not something he is proud of and generally will do it in private if he is learning a new spell or ability.
Lucidity: Advent is more lucid and calm when surrounded by trees, this is due to where he was raised saying he can hear the song of the area.
Asking the dead for advice: Advent can ask the dead advice and directions but who says they’ve got the answers or they are going to be truthful about what they do know after all there are dead dark mages.
Heightened senses: Due to not being able to see Advent's hearing, taste and sense of smell are heightened above what a normal person's should be able to be.
Strangeness: Due to his magic he was taught that he needed an extra few layers of protection so Advent trained himself to have a different kind of filing system in his head. He takes in and processes information differently often making it seem like he has no clue what is going on or even having a filter to his mouth.
- Unique Abilities:
Unique Abilities:- Harmony:
- Harmony - Due to his unique way of looking at things Advent can take both the heard and 'unheard' sounds around him and uses them to his advantage harmonising them to do one of three things depending on how exactly he moves and lays his hands. Advent during this time can not make any kind of sound himself as it would throw off the harmony instantly breaking it. Any harmony used will last three turns and requires four turns before it can be used again. Only one harmony can be used at a time.
- If the harmonising pitch is soft it can make people sleepy within twenty five meters around him, during this time people will seem to almost forget what they where doing and become relaxed; if they can withstand the urge to sleep their movements would become sluggish and the attacks slightly weakened by 20% as they would still feel tired
- If the harmonising pitch is neutral it can ease tension within twenty five meters around him, during this time if people are arguing or about to fight they almost call a temporary truce and will be more willing to talk out their problems.
- If the harmonising pitch is harsh it can cause tension within twenty five meters around him, this effect is the exact opposite of the neutral pitch in that it can make a bad situation worse as they will not only become angrier but they will most likely turn that anger towards Advent and anyone he is currently with.
As he gets stronger he will gain twenty additional meters. (Caps at H-Rank)
(ooc permission must be sought if used on a oc or another persons npc)
- Death's Displacement:
- Death's Displacement
Due to the complexed and unusual way he protects his mind from his own magic Advent figuratively sees (since he is actually blind), hears, receives/processes information and assesses situations others cannot fathom due to it being what he calls 'behind the veils'. He never goes into what he means on the subject but he is clearly uncomfortable in how he stands with his hands wrapped around his waist almost as if he is trying to protect and comfort himself against something frightening. Keeping in the 'hugged' position the whole time his fingers are constantly in movement as several voices seem to come to life of different ages, genders and even races. Shaking tears of blood would be seen falling from under the blindfold as Advent seemingly forces himself to stop hugging his body light coming from his fingertips as he seems to entwine the voices into what seems a single voice though each individual can still be heard. Taking a deep breath he uses the voices to weave a nightmarish illusion where the area would look like it had been engulfed in an eerie, dark, misty fog buildings, streets, fixtures all seen as ruins nothing of nature would be seen but that isn't what should be feared from the shadows of the fog covered ruins mutilated, disease ridden people (He can call the maximum of eight mages of rank equivalent as himself. These mages do user rank unarmed damage but only have 25% the health Advent himself would have) would come fourth and begin to attack those Advent sees as an enemy. Due to the damage this ability does to Advent's mind he can only hold it for two rounds and will need six rounds before he is capable of doing anything again. This ability is effective for up to thirty five meters he may add ten additional meters as he gets stronger but anything over twenty meters when Advent snaps out of the aftermath may have given him temporary insanity and so may attack his own allies.
- Inner Peace:
- Inner Peace
Even in complete silence Advent can hear the sounds of those who have passed on, their memories and voices still quietly whispering through the area. He has found that if he dances to this unique requiem of the past the corruption that his kind are prone to can be dispersed completely as can the phantom injuries that make their magic unpredictable and unstable, however, in doing this Advent believes he is taking the purity of the dead's requiem and so lights a white candle in thanks to them for helping him remain who he is a little longer. (This effects nothing but the corrupting marks Advent's on magic inflicts upon him)
- Death's Guidence:
- Death's Guidance
Unseen to the naked eye Advent is haunted/stalked by the nine people who raised him and as you can imagine they are just as protective as any parent. They will not always come to his aid except when they think he is over his head. Rolling a dice he will randomly call one of his parents forward for help. 1 - 3 brings forward one of his healing/buffing parents, 4 - 6 will bring forward one of his physical attacking parents and 7 - 9 will bring forward one of his supportive parents.(to try for 7 - 9 you must roll two normal dice) They will only be able to muster enough energy to remain out for 1 turn, and act as if at Advent's current rank if spells are cast, if in combat they deal the same armed damage Advent himself would be able to do with a basic sword or staff. When they are dismissed due to damage advent takes one same rank amount of damage due to the unique bond he has with them and may not call on another for four rounds.
1. Zen-Ze - Does multi target heal over time that last three rounds and only covers up to three people. (At 75% Advent's rank maximum this also counts for range)
2. Yunalesca - Does a buff that lasts one turn but gives 20% additional damage for up to two people
3. Toshi - Does an multi target mp regen over time that lasts three turns giving 4% mp back and covering up to three people. (Advent's rank counts for range it can cover)
4. Ari - Deals multi-target air and/or lightning damage. (Ari is equipped with three swords, if she uses her katana she summons a whirlwind, if she uses her wakazashi she summons a lightning bolt. If she uses the wooden sword on her back she can call both, effects last regardless of weapon she uses (At 75% Advent's rank maximum this also counts for range, if she uses lightning at any point the enemy is also paralysed for their next round.)
5. Yuui - Manipulates the shadows into creating his weapons or restraints as he requires (if restraints are used they are unbreakable to anyone bound within two ranks lower than advent himself but they only remain for a single turn. a secondary trait of his due to his job when he was alive is the ability to move through the shadows silently. (If there's any large shadows near by Yuui may draw from them and remain two rounds instead of one, if he remains for two turns his binds last just as long. Range for Yuui is half of Advent's max range)
6. Takara - Deals aoe fire damage, lingering searing effects will last three turns (At 50% Advent's rank maximum this also counts for range)
7. Valanthe - Does either single or aoe elemental damage (At 50%-100% (dependant on what is cast) Advent's rank maximum this also counts for range)
8 - Ayu - Uses water and ice to restrain up to four people for one turn, slowing them by 50% for two additional turns. (Range for Ayu is half of Advent's max range)
9 - Leto - Six quick striking light attacks via ninjato at Advent's current rank (divided by six), although on occasion may drop caltrops or a smoke bomb to slow enemies down
- Poisoned magic:
Due to being tainted with death, life, rebirth and spiritual magics Advent's magic is classed as impure due to this fact any slayer who consumes his magic will gain nothing towards their mp regain or force and will take 25% rank damage from the spell that they had tried to eat.
- Locked till S rank:
- Entwining (a.), a skilled requiem user can intertwine two or more requiem to make something stronger at a slightly reduced cost but only if they are of the same type or can be used together (Example would be 2% discount for a requiem of water and ice being used together or a stronger shield i.e 2 = 18, 3 = 26)
-Entwining (b.) as above a skilled requiem user can entwine two or more requiem to cast two or more effects simultaneously at a slightly higher costs than if they had been cast separately (Example would be 2% additional cost per additional effect. i.e: 2 = 22%, 3 = 34%)
- Locked until H Rank:
- The requiem is born with a unique spell or spells that only they themselves can read, to use it still requires conditions to met. (i.e vocal, movement and magic.) A healing or protective requiem is 25% stronger on its potency, if the requiem was born with an offensive or destructive spell on them then the will be the same as a spell of the same level but will do 50% more damage than a spell of said level. (Advent's personal requiems are shown within his lineage and this ua is based towards them and not his magic)
- Signature Spells:
- Story Time:
- Name: Story Time
Rank: D
Type: Illusion
Duration:4
Cooldown: 8
Description: Advent kneels at the beginning of this requiem, his head bowed almost as if paying respects to someone higher than himself. Leaning forward he bows low to the ground a gentle harmony being heard as what seems to be a theatre like mansion appears thirty meters around himself. The scenery and backdrops will depend on the story that Advent has decided to tell to his 'audience' and it is through these stories that will depict what effect may befall his opponents. Regardless of story once inside the walls of the theatre mansion you would be unable to escape until if you are the same level as Advent or lower unless he permits it or the duration runs out. If you run you will find that the place is like a large puzzle with unending twists and turns. If brave enough and you open a door inside you would come across bodies of victims that are now eternally confined and forced to bend to Advent's strange will. If by some strange goings on you are killed within the theatre your will be eternally bound within it. (This would be with ooc permission if it is another person's npc/oc). The longer this ability remains up the more, disorientated Advent will become.
Strengths:
-Solid illusion
-Area of effect
Weaknesses:
-Costs more mana than normal
-Mana continues to drain the longer it's up
-Long cooldown period
- Wraith Puppets:
- Name: Wraith Puppets
Rank: C
Type: Offensive
Duration:4
Cooldown: 8 (Add two additional to cooldown if used without storytime active)
Description: With this unique ability Advent is able to call forward the maximum of eight wraiths each needing 10% Advent's over all health in damage to be taken down (The hp will continue to grow as advent does. Max S Rank). They are able to be used outside the theatre but will suffer a penalty to their health (cut by 25%) instead of being at full power. The wraiths themselves are able to create weapons out of energy but will still only deal the normal damage of a summon, these poor souls were once mages and now protect the place they have come to call home, to do this they call on elements at Advent's orders. They strangely all keep to the same element and after two turns Advent may decide for another element to be used by them.
Strengths:
-Can be used away from the theatre
-Deals random elemental damage
Weaknesses:
-Weaker when not in play with storytime
-Can only summon half the amount of maximum wraiths when not in use with storytime
-Long cooldown period
Last edited by Tamashi on 10th November 2017, 6:40 am; edited 32 times in total