Magic
Primary Magic: Ragnarök
Secondary Magic: N/A
Caster or Holder: Caster
Description: Ragnarök is a magic of blood and metal, those two powers in tandem allow this magic to be as destructive or defensive as it needs to be. The magic originates from war and battle, having been created to kill the opposition and to not leave anyone standing but the few users of this magic. Sadly that wasn't always the case, as the Ragnarök takes it's toll on the user, with having blood taxes on some powers and to leading the user into a raging blood-lust, to finish what was started.
As mentioned above, Ragnarök uses both blood magic and metal magic in it's spells and powers. This allows the user some flexibility, but not overly much. With blood magic they are quite limited to the blood within their own body and nothing else, metal is more flexible though, allowing the user to conjure up any kind of metal, be it simple iron, magnetically charged cobalt, durable tungsten, fire resistant wolfram or radioactive uranium. This does give more flexibility, but in truth it is all still metal and takes on the same strengths and weaknesses as all other metals.
The usual look of the magic varies from the metal used, as it looks like the most average type of that metal, taking on it's color and shine. This leaves the magic looking normally quite plain, but fitting for what it is supposed to do. Nothing super flashy here, just true and tested combat powers.
Though the magic has one other little difference to normal magic. It changes the users body to include much more metal in it's compositions, so along with the blood magic, it fully takes over the body, allowing manipulation of the users body for spells. This can go from morphing ones arm into a blade, to conjuring weaponry on their shoulders. Aside from the manipulation, the magic, having found a suitable host, will also try to keep the alive for as long as possible, which in turn allows for ridiculous levels of regeneration, when out of combat. This means that the only way to really get rid of a Ragnarök user is to fully destroy their body, as it can regenerate from the smallest parts. Though aside from regeneration brought upon by the user itself while in combat, this reanimation as it is, happens over a longer period of time, sometimes taking weeks, so in combat, if killed, the user of Ragnarök will be out for a while and unable to take any action. Also, while during reanimation, the user will only have access to the body parts that have regenerated and before the head is back, the body is nothing more than an object that is slowly growing.
Strengths:
Weaknesses:
Lineage:
Spells:
Primary Magic: Ragnarök
Secondary Magic: N/A
Caster or Holder: Caster
Description: Ragnarök is a magic of blood and metal, those two powers in tandem allow this magic to be as destructive or defensive as it needs to be. The magic originates from war and battle, having been created to kill the opposition and to not leave anyone standing but the few users of this magic. Sadly that wasn't always the case, as the Ragnarök takes it's toll on the user, with having blood taxes on some powers and to leading the user into a raging blood-lust, to finish what was started.
As mentioned above, Ragnarök uses both blood magic and metal magic in it's spells and powers. This allows the user some flexibility, but not overly much. With blood magic they are quite limited to the blood within their own body and nothing else, metal is more flexible though, allowing the user to conjure up any kind of metal, be it simple iron, magnetically charged cobalt, durable tungsten, fire resistant wolfram or radioactive uranium. This does give more flexibility, but in truth it is all still metal and takes on the same strengths and weaknesses as all other metals.
The usual look of the magic varies from the metal used, as it looks like the most average type of that metal, taking on it's color and shine. This leaves the magic looking normally quite plain, but fitting for what it is supposed to do. Nothing super flashy here, just true and tested combat powers.
Though the magic has one other little difference to normal magic. It changes the users body to include much more metal in it's compositions, so along with the blood magic, it fully takes over the body, allowing manipulation of the users body for spells. This can go from morphing ones arm into a blade, to conjuring weaponry on their shoulders. Aside from the manipulation, the magic, having found a suitable host, will also try to keep the alive for as long as possible, which in turn allows for ridiculous levels of regeneration, when out of combat. This means that the only way to really get rid of a Ragnarök user is to fully destroy their body, as it can regenerate from the smallest parts. Though aside from regeneration brought upon by the user itself while in combat, this reanimation as it is, happens over a longer period of time, sometimes taking weeks, so in combat, if killed, the user of Ragnarök will be out for a while and unable to take any action. Also, while during reanimation, the user will only have access to the body parts that have regenerated and before the head is back, the body is nothing more than an object that is slowly growing.
Strengths:
- Metal Bender: The user has access to all kinds of metal, allowing to quite a bit of flexibility.
- Combat Prowess: The user possess a lot of combat orientated powers from the magic, thus allowing a lot of combat power.
- Undying: Due to the powers of Ragnarök, the user can quote on quote resurrect, but only after a long time. (Will make this an ability if needed, but as it is an out of combat thing that can take weeks ic time, i didn't see the need for it. Any kind of regen in combat is a different ability/spell.)
- Range: Ragnarök's ranged spells surprisingly posses high ranges, sometimes even lacking damage due to the ranges.
Weaknesses:
- Mostly not Fireproof: Unless the user is using Wolfram in the spell, they will take extra 50% damage from fire magic.
- Blood-Lust: Due to user going berserk(Explained in abilities) they won't be able to identify between allies and enemies.
- Support?: The magic lacks any kinda of support for allies.
- Blood control: The user can only control their own blood and not the blood of anyone else, unless they share his exact blood.
- Metal control: The user can only generate metal from their body and can't actually control metal found in the environment.
Lineage:
- Caine's Descent:
- Caine's Descent:
Description: Long ago there were two brothers who were loved by the gods their name was Abel and Caine. Everything was alright since both were content with what they had, a demon jealous of the affection these two mortals receive from deities decided to meddle with their lives. It decided to create a rift between the brothers love. The rift cause rivalry between both brothers and with the aide of the demon, Caine won and accidentally killed his brother in the process. The gods learned what Caine and the demon had done so they cursed them both. The demon Shamashu and Caine were to share the same body, giving Caine longevity in exchange for the thirst for blood, and the demon only allowed to roam free only once Caine is feeds upon blood.
Ability: Gives the user the ability Bloodrage an ability that transforms the user into a demon with tremendous strength (+100% strength boost +25% damage resistance) and the ability to heal serious wounds rapidly upon consumption of blood (Heal user-ranked damage when consuming blood/flesh). Bite attacks for example would heal you per bite attack (if you hit/draw blood)). Their own blood can trigger bloodrage but will not heal them, instead triggering a 2% HP heal.
During this state, the user becomes insane, and will attack anything they see.
Passively when not or when in bloodrage, the user can smell blood from 50 meters +25/per rank beyond D. If the blood is exposed, doubles the range. Huge quantities of blood can increase the range dramatically for IC-RP benefit (Such as smelling a slaughtered village from miles away).
Usage: Once per thread the caster can use Bloodrage. Bloodrage starts upon consumption of blood and lasts for 5 posts. Can’t cast spells while in demon mode. Passive bloodscent.
- Biologically Metal: The user of Ragnarök possesses a damage reduction towards all forms of damage, due to the body of the user being biologically made up of metal from the inside. This leaves them with: 25% damage reduction towards damage of lower rank, 20% towards same rank, 10% towards one higher rank and nothing towards 2 ranks or higher.
- Ragnarök: Rägnarok's blood-lust is generated by the user taking damage or spilling the blood of someone else. The user will automatically enter blood-lust if he has taken half his health worth of damage or has dealt 250+ damage in a thread. When blood-lust is active, two positive things happen to the user, his damage reduction goes up by 5% to protect the body and all spells within his arsenal gain a 25% damage bonus. The damage bonus runs out when 3 spells have been cast and can stack with other things in his magic, but will always be counted without other buffs. Aside from the good effects, the user goes berserk and won't care about his own safety or the safety of his allies at all.
- Glorious Evolution: Glorious Evolution allows the user to boost a spell of his choice to have one of two extra effects attached to it. The user must choose one and not the other. The user can choose either Slicer or Armor Pierce for the effects. What Slicer does is mage all damage count double for the blood-lusts 250+ damage cap, but does no actual extra damage. Armor Pierce on the other hand, let's the users next spell or attack with a duration based spell ignore all armor on targets one rank higher or lower, everyone else has 50% armor ignored. This ability has a 6 post cooldown.
- Metal Sense: The user, while not capable of using metal in the environment or other people's metal, can sense it over 150 meters away, it is almost like a beacon to him. Magical metal gains 25+ meters for every rank over C, so B-rank metal is 175 meters range for him to sense, A-rank 200, etc.
Spells:
- Signature Spell:
- Name: Ragnarök Warrior
Rank: User rank
Type: Buff, close combat.
Duration: 2 posts
Cooldown: 3 posts
Description: The user's arms, legs and anywhere blood vessels run is covered in a light coating of metal, specifically tungsten. The bloodstream of the user is also flooded with metal, allowing the user to get a powerful increase in strength. So for the user's physical hits, they gain 50% increase in damage. For the duration of this spell.
Strengths:- Easy usage: The spell is extremely easy to use and quick to cast.
- Sudden: The user can power themselves up suddenly and deal extra damage thanks to the spell.
Weaknesses:- Close: Only powers up punches/kicks, so lacks any kind of range.
- Power: Lacks the power of an actual damaging spell, being only a buff.
- Nothing defensive: As the spell forces the user into close-combat, it doesn't offer anything for defense in close combat.
- Easy usage: The spell is extremely easy to use and quick to cast.
- D-rank Spells:
- Name: Gridlock
Rank: D-rank
Type: Buff
Duration: Instant, basically until the spell that if buffs is cast.
Cooldown: 4 posts
Description: The user generates hooks from their legs and tendrils from their back, that lock onto the ground, forcing the user in place. The next ranged spell that is cast now, will gain half a rank of D-rank damage, but will be counted as double it's rank against any structure, barrier, fortification, etc.
Strengths:- Demolition: Will make another spell amazingly good at breaking structures.
- Barrier..pff: Will make spells much better against barriers.
Weaknesses:- Lock-down: Gridlock requires the user to not move, so they will be a sitting duck.
- Combat: Gridlock doesn't work in melee combat at all, only at range.
- No Melee: Gridlock can only power up ranged spells and is fully useless with close combat spells.
Name: Magna Coil
Rank: D-rank
Type: Buff
Duration: Instant
Cooldown: 2 posts
Description: Magna Coil charges up any railgun type spell in Ragnarök, allowing the spell to gain an extra 20 meters in range and a boost of half D-rank damage.
Strengths:- Range boost: Boosts up the range of another spell.
- Synergy: Synergies well with Gridlock.
Weaknesses:- Damage boost: The damage boost is quite low, range boost being the main thing.
- Railgun: Allows usage only with railgun type spells.
- Melee: Any close-combat spells have no effect with this spell.
Name: Fury
Rank: D-rank
Type: Buff, duration.
Duration: 3 posts
Cooldown: 5 posts
Description: Fury as a spell, comes with a condition that must be filled for it to work. If the user manages to spill blood, they will regain some mp. For every attack they do that spills blood, they will regain 2% of mp per post. Up to a cap of 6%.
Strengths:- Mp regen: Allows the user to replenish a bit of their mp.
- Stack: The mp regen can be quite quick.
Weaknesses:- No yield: May not give back any mp, if the user fails to do damage.
- Hitting: The user must deal damage to gain back mp.
- Once or twice: Hitting only once or twice, won't gain back a significant amount.
Name: Mini Rail
Rank: D-rank
Type: Railgun, ranged
Duration: 3 posts
Cooldown: 4 posts
Description: The user conjures a small railgun onto his shoulder. This railgun fires a metal bullet, with a magnetic pulse. The railgun has ammo for 3 shots, before it disappears or the duration ends. Each of the bullets will do 1/3 D-rank damage, but can only travel up to 17 meters, at the speed of 7.5 meters per second.
Strengths:- Shoulder mounted: The gun will not take up the user's hands, allowing more weaponry to be used.
- Ammo: Has quite a bit of ammo to spare.
Weaknesses:- Small: The bullet is only 5 mm in size, so hard to hit.
- Low range: The range of the spell is small.
- Railgun overcharge: As it is a railgun spell, no other railgun spell may be cast while it is up.
- Demolition: Will make another spell amazingly good at breaking structures.
- C-rank spells:
Name: Ripper Blades
Rank: C-rank
Type: Duration, Offensive
Duration: 4 posts
Cooldown: 5 posts
Description: The user morphs their arms into chainsaw blades, allowing the chains to move as well. This creates a very menacing and dangerous weapon of the user's arms. The blades are quite likely to dig into skin and deal half C-rank damage on each hit. Tho due to their weight, the user can rarely attack more than twice per post with them. The blades are 80cm in length and 15 cm in width.
Strengths:- Damage: Ripper Blades are the main damage output of Ragnarök at this point.
- Blood letters: Will cause bleeding quite regularly.
- Chainsaw: Will work as a regular chainsaw still.
Weaknesses:- Arms: Will fully take up the user's arms for the duration of the spell.
- Deactivation: Can't be deactivated even if the user requires their hands.
- Range: The ripper blades lack range.
- Heavy: Due to the heavy weight of the blades, each being around 45 kg. The user can't attack more than twice with them per post.
Name: Carapace
Rank: C-rank
Type: Defensive
Duration: 4 posts
Cooldown: 5 posts
Description: The user covers themselves in carapace armor, protecting themselves from 80 damage. The armor will be ineffective after 80 damage has been taken and will vanish. Anything that is armor piercing will fully ignore this armor. The armor looks like regular steel armor, with small gaps for the eyes.
Strengths:- Full Body: Covers the entire body.
- Defense: Gives some fully needed defense in close combat fights.
- Second health: Adds another health bar for the user.
Weaknesses:- Blood-Lust: Any damage taken to the armor does not count for blood lust.
- Heavy: The armor being heavy, it will reduce the users movement speed by 10%.
- Higher ranks: Higher ranks can easily break the armor and it is basically nothing to them.
- Fire: Fire will almost always knock this armor out in one spell.
Name: Heavy Rail
Rank: C-rank
Type: Railgun, Ranged
Duration: 3 posts
Cooldown: 4 posts
Description: The bigger brother of the mini rail. This spell works exactly like the Mini Rail spell, only backs a bigger punch, range and speed. Still only having 3 shots though. Each bullet doing 1/3 C-rank damage, with the range being 30 meters and speed 10 meters per second. The railgun is still shoulder mounted, but bigger in size than the mini rail.
Strengths:- 3 shots: Has three shots, that can all be fired.
- Shoulder mounted: The gun will not take up the user's hands, allowing more weaponry to be used.
Weaknesses:- Size: The bullet still is quite small, being around 10mm, making it harder to hit.
- Sound: Due to being a bit bigger, the sound it generates will deafen the user when fired.
- Cumbersome: The size of the railgun may block movement in tighter spaces.
- Damage: Ripper Blades are the main damage output of Ragnarök at this point.
Last edited by Indiana Jones on 15th June 2017, 9:09 am; edited 1 time in total