Weapons
- Name: The One
Rank: Legendary
Type: Guitar/Flamethrower/Chainsword
Description: A guitar designed to make the user play amazing rifts and to defeat their enemies with ease. The guitar has several functions and the first one is how it plays music. The guitar has 2 headstocks and fretboards, both of which connect to a larger than normal body. Both fretboards are tuned differently allowing for a variety of musical notes to be combined at the same time. The guitar somehow allows the user to effortlessly play it even if they are the least musically talented individual in the world, though one should at least understand how to read music to play song correctly. The guitar isn’t limited to just music however, as when it was forged the creator thought it would be a good idea to add in a flamethrower into the mix because a magically fueled electric guitar that helps you play better just isn’t complete without pyrotechnics. The flame thrower is simply fire based user ranked melee damage, and look sweet as hell. It can travel up to 75 meters depending on the rank of the user up to A.
But wait there is more! Act now and the guitar can also have a chainsword in the headstocks for when the user desires to use it to repel those crazy fans up close. The chainsword just runs along the headstocks and can be folded in and out of them, otherwise tuning would be a nightmare. It just deals melee damage as per normal, but looks sweet while doing it.- Appearance:
- Plays sweet music.
- Has a flamethrower on it, the range of the flame thrower is dependent on the users rank, maximum of 75 meters at A rank+.
- Has a sweet chainsword on each of the headstocks for melee combat.
Weaknesses:
- A bit hard to wield for both combat and playing at the same time.
- Despite being awesome, most of the guitar doesn’t deal melee damage, only the combat parts.
- Really poor for blocking other melee weapons.
- Really poor for blocking ranged weapons too, despite its size.
Abilities:
- Ability:
Name: Illusionary Riff.
Rank: A-Rank
Duration: -
Cooldown: -
Description: The One allows the user to play with impeccable accuracy. The user can play using the sound of nearly any instrument from its strings, giving the illusion of an entire band should the user desire. This effect also allows the user to pull off illusions through the sound of the guitar as well. The illusions must be either spells or abilities and are capped at A rank. The illusions can only affect those A rank or lower. The range of the illusions is 75 meters or lower depending on the spell used through the guitar. Typically, this just allows the user to create sweet illusions effortlessly for the crowd to be amazed by, but it also quite handy in combat too.
Strengths:- Allows the user to cast their illusions through sound instead of their intended catalyst.
Weaknesses:- Doesn’t increase the illusions power at all.
- Can cause the illusions to affect everyone if the ability/spell can affect allies.
Name: Epic Riff.
Rank: B-Rank
Duration: 4 posts
Cooldown: 5 posts
Description: The One allows the user to amplify their playing to an extreme level, allowing the user to project a wide booming sensation across the battlefield and the concept hall. When someone hears, this ability playing, they will be affected by it and become stunned for one post. Afterwards it has no effect on them, even if they continue to hear it during the duration, but any who enter for the first time during the abilities duration will be affected as well. This only affects those B rank or lower. The range for the stun is 50 meters from the guitar, and it affects all in range except the user.
Strengths:- Has a powerful long ranged stun.
Weaknesses:- Only works on someone once per duration.
- Can hit allies as well as enemies, making it situation.
- Allows the user to cast their illusions through sound instead of their intended catalyst.
Rank: Strong (+)
Type: Gun.
Description: Zeal is a unique weapon from the stand point of how and what it fires. One could call Zeal a gun, but it is more like a cannon, in terms of the rounds it fires. The “bullets” that are propelled from the barrel of Zeal are highly explosive calibrated rounds, which detonated upon contact with an object of the weapons maximum range, leaving quite the dent in terms of an explosion. The weapon itself is simple in its design, but a little unique in terms of how it is both handled and used. The weapon can be wrist mounted, freeing up the user’s hands for different tasks. The weapon upon the wrist is fired via the link between the weapon and user. Secondly the magazine for the weapon it stored off to the side and not below, within this aspect of the weapon lies a link to a portal for the ammunition, effectively giving it a bag of holding for the bullets built into the weapon. The weapon’s barrels, and magazine are chrome, while the other aspects of it are a black in color. Size wise, Zeal always shapes itself to match the users arm in proportions, so as it is not too big or small to wield effectively. Should the weapon break it will take 5 posts for it to recover, during which time it will be inoperable. The maximum range of the weapon is dependent on rank (15 meters at D rank, 30 meters at C rank, 50 meters at B rank).
- appearance:
Weaknesses:
- Can’t be used as a melee weapon, or rather effectively used.
- While it is easier to use, it isn’t as easy to hide due to where it is mounted without proper clothing, which can lead to one knowing you are visibly armed.
Abilities:
- Ability 1:
- Name: Concussive Shells.
Rank: D-C-B (Users rank within this range, up to B rank).
Duration: Passive.
Cooldown: N/A.
Description: Rounds fired from Zeal are explosives as already described in the weapon proper, however these explosions aren’t just for show or to allow the user to look away and be a cool cat, they serve a purpose. The explosions from the rounds deal half of the weapons melee damage within the full range of the explosions. The explosions radius range uses the following chart: D rank 3.5 meters, C rank 7 meters, B rank 15 meters.
Strengths: - Explodes out in a pretty big radius.
Weaknesses:- Allies aren’t immune to this blast, like the user is.
- the maximum range still limits The weapons rounds.
- Name: Concussive Shells.
- Ability 2:
- Name: Precision Shots.
Rank: D-C-B (Users rank within this range, up to B rank).
Duration:Passive.
Cooldown: N/A
Description: Zeal’s rounds can track targets using a more sophisticated targeting magical matrix within the weapon itself, basically this means that the user can lock onto an enemy and have the shells track them up to the maximum range of the weapon or within it. This feature doesn’t have to be used, but if it is the user can only lock onto one enemy at a time. The downside to this “homing” ability is that it can cause the rounds to become predictable as the bullets follow the target, possibly making them less effective than manual fire if the opponent catches on.
Strengths: - Bullets fired from Zeal hone in on targets.
Weaknesses:- Is limited to just 1 target at a time for the homing effect.
- Could become predictable.
- Name: Precision Shots.
Rank: Weak
Type: Bottle
Description: Simple glass bottles of various alcoholic substances that have been drunk by Aurora. There are thousands of them and they only deal D rank user melee damage per hit. Typically used as projectile weapons, merely because she had to find a use for the massive collection of empty alcohol she had obtained over the years.
Strengths:
Weaknesses:
- Sadly has no booze in it.
- Is pathetically weak realistically speaking.
Armor
- Name: Illusionists Appendages.
Rank: Artifact
Type: Various, typically clothing.
Description: The Illusionist appendages is an “armor” that is more of a magical garment than anything else. Made from pieces of lingering magic, this “armor” forms a bond with the one who has attuned their magic to it, allowing for the user to change the shape, and appearance of the armor at will, effectively making it a one size fit’s all clothing and armor, appearance wise. This would normally be appealing enough, as the “armor” itself can become nearly any type of clothing, however the “armor” provides other benefits as well, as described later in its abilities proper. The “armor” counts as the user’s magic in terms of manipulation, or other potential effects gained from the user’s magic, though those will be described in the user’s magic proper. Should the “armor” be destroyed the effects will cease to apply, but the “armors” appearance will remain, just appear more tattered, this is to prevent the user from suddenly becoming naked mid combat. The “armor” takes 6 posts to recover during which the abilities of the “armor” itself are disabled.
Strengths: - Is at its base a set of shape shifting armor to allow the user to wear multiple different outfits without having to spend a bunch of money, doesn’t require washing either!
Weaknesses:
- Is just armor despite its appearance, and has the same HP and resistances as normal armor of its rank.
- Can’t be turned invisible on its own, so no you can’t have invisible clothing (why would you want to you pervert?)
Abilities:
- abilities:
- Safety Bubble: Illusionists appendages are basically just magic that is attuned to the users own to provide both an outfits, protection, and a couple other enhancements, this ability focuses on the protection part. The vestments provide a shield equal to the rank of the artifact’s current rank (so normally the users) up to S rank, this absorbs damage taken first, and reapplies if broken in 2 posts. This shield only becomes apparent when a blow is struck against it, at which point it will flicker slightly, but otherwise doesn’t appear at all.
- After Visage: As the name suggests this armor has something to do with illusions, and by golly does this ability show that. The armor can three times a post create an after image of the user this image will be repeating what the user had just performed, or could be made stationary, either way these after images can help to fool an opponent into potentially striking against a target that has been long gone. The illusions also give off the same magical energy reading that the user had at the time, making detecting the falsehood in them through magical methods difficult, at least at first. The rank of these “illusions” is the same rank as the user, up to the rank of the armor proper (so capping at S rank).
- Safety Bubble: Illusionists appendages are basically just magic that is attuned to the users own to provide both an outfits, protection, and a couple other enhancements, this ability focuses on the protection part. The vestments provide a shield equal to the rank of the artifact’s current rank (so normally the users) up to S rank, this absorbs damage taken first, and reapplies if broken in 2 posts. This shield only becomes apparent when a blow is struck against it, at which point it will flicker slightly, but otherwise doesn’t appear at all.
Items
- Name: The Pick of Destiny
Rank: Legendary
Type: Guitar Pick
Description: A simple guitar pick that has nothing special about it at first glance. It has a pearly white coloration about it, and fits in the palm of your hand.
Strengths: - Helps you to play guitar
Weaknesses:
- Isn’t very tough
- Is a terrible projectile weapon
Abilities:
- abilities:
Smooth playing: This Unique Guitar pick allows the user to play smoothly no matter the situation. The Guitar pick allows the user to use any spell/ability that they have, up to A rank through the pick while they play. Any spell/abilities used in this way is 10% strong, and can be accompanied by a sweet solo.
Absolute Focus: The Pick of Destiny allows the user to focus completely on their music should they wish to. This means that the user can drown out any or all sensations out while they are playing a guitar. It doesn’t do too much, and is mostly used just to let them focus on the music rather than being nervous in front of a crowd.
Rank: Strong (+)
Type: Stage
Description: A stage designed for one person to play on, which many amps and speakers to make the music all the sweeter. This stage doesn’t do too much for the user on a plain level, but it is possible to put the stage on vehicles and the like, though nearly impossible to move it otherwise without using some form of ability inherent to the stage.
- appearance:
Weaknesses:
- Isn’t too durable
- Is immobile unless using it’s ability
Abilities:
- abilities:
Please the crowd: Any and all playing that the user does while on this stage, along with spells and abilities they use have their range increased by 25 meters, however the user must be on the stage to benefit from this, meaning they are fairly immobile.
Dive: The Stage has the ability to ‘dive” to new locations once every other post, allowing for the user to relocate it up to 25 meters, however when they use this ability the bonus range isn’t applied until the next post where the stage hasn’t moved.
Rank: Legendary Armor
Type: Rosary Beads
Description:
- Spoiler:
Story states these beads were once the gift of a goddess to a man who went on to unite his country, the beads offering him divine protection. However so smitten was she that when the man wed another human over her the goddess flew into a fit of rage and revoked the seal tying the beads to him. When he next went into combat the man fell when the beads failed to protect him as he believed they would. Believed to often be little more than a trinket it is in response to potential and spirit that this necklace reveals its true form, granting its wearer a similar form of protection even if not to the same degree as its original owner. Each pair of beads shares health, able to take up to four hits of their rank before breaking.
Strengths:
-Enhances defensive spells by allowing them to take an extra hit of their rank
Weaknesses:
-Effectiveness of abilities diminishes with the destruction of multiple pairs of magatama beads
-Purely defensive, will not bonk/bash enemies in the head
Abilities:
- Spoiler:
Name: Pacify
Rank: User, up to S
Duration: Instant/1
Cooldown: 5
Description: Sending the beads out with the wave of a hand, the beads will surround a spell and calm the energy within, causing it to disperse in a peaceful manner. This may also be used on attackers, the beads instead flying from the wielder to encompass a diameter of 15 meters. Those caught in the field upon activation will find their bodies relaxing, any intended swings/tossing of weapons stopping for a moment.
Strengths:
-Negates a spell a rank higher than the user up to A
-Temporarily ceases attack motions from enemies
Weaknesses:
-Allies may be caught in the radial pacification
-Only soothes up to six targets, less as beads are broken/destroyed
-Reduced spell pacification by 1 rank for every two pairs broken
Name: Empathy
Rank: User, up to A
Duration: Passive
Cooldown: N/A
Description: For as long as the magatama are present, when the user is hit with a status condition the effects are simultaneously shared with the foe who inflicted them. The owner of the beads will find the effect reduced by a post for themselves, but any damage associated with the spell will not be reflected, merely the effect.
Strengths:
-Shares status effects
-Reduces effect duration
Weaknesses:
-Doesn't share damage
-Not immune to effects, will be affected if even for only a moment
-Loses reduction effect when half the pairs are destroyed
Last edited by That Adopted Kid on 21st April 2017, 9:41 pm; edited 9 times in total