Magic
Primary Magic: Wensley Engineering
Secondary Magic: - - -
Caster or Holder: Holder
Description: For twelve years, Abraham Wensley has served under the Pergrande Kingdom as one of their finest Engineers and Weapon Specialists. Many battles have been fought, and many battles have been won because of his technique and skills. After political difficulty within the Kingdom in later years, with a throne empty and a reign incomplete, Abraham would retire from the military and seek resort in the nation of Fiore, embraced by Magic. Perhaps the worst choice for a man who looks down upon magic and wizards, he does acknowledge the strength and potential of magic.
With the help of lacrima-infused machinery and technology that could rival any wizard without the help of magic, Wesley Engineering combines nuts, bolts, and lacrimas to bring devastating power to any fight. His arsenal is vast, including guns, handheld weaponry, power suits, armor, and much more. The machines and technology follow verbal commands through an earpiece Abraham always has equipped. This earpiece is powered by a powerful lacrima that stores his equipment in a pocket dimension, ready to release what he needs at any time.
Primary Magic: Wensley Engineering
Secondary Magic: - - -
Caster or Holder: Holder
Description: For twelve years, Abraham Wensley has served under the Pergrande Kingdom as one of their finest Engineers and Weapon Specialists. Many battles have been fought, and many battles have been won because of his technique and skills. After political difficulty within the Kingdom in later years, with a throne empty and a reign incomplete, Abraham would retire from the military and seek resort in the nation of Fiore, embraced by Magic. Perhaps the worst choice for a man who looks down upon magic and wizards, he does acknowledge the strength and potential of magic.
With the help of lacrima-infused machinery and technology that could rival any wizard without the help of magic, Wesley Engineering combines nuts, bolts, and lacrimas to bring devastating power to any fight. His arsenal is vast, including guns, handheld weaponry, power suits, armor, and much more. The machines and technology follow verbal commands through an earpiece Abraham always has equipped. This earpiece is powered by a powerful lacrima that stores his equipment in a pocket dimension, ready to release what he needs at any time.
- Strengths & Weaknesses:
- Strengths:
- A very supportive magic, capable of aiding comrades and himself.
- The only magic within Abraham's arsenal are lacrima-infused equipment and his earpiece. Otherwise, these nuts and bolts can rival any magic.
- Abraham relies of technology and machinery, not magic, thus, giving him an advantage in general.
Weaknesses:- Because he relies on on technology, technical difficulty may occur.
- Normally cannot wield exotic elements. (i.e, a power suit cannot be infused dragon slayer lacrimas, etc)
- Lacks in defense. More supportive and offensive.
- Struggles in one-on-one combat.
- A very supportive magic, capable of aiding comrades and himself.
- Lineage:
- Lineage:
Power Of Apocalypse:
Description: Acnologia fought a brave mage that caused Acnologia to bleed. Although Acnologia survived and had killed the mage, his blood got poured over an unfortunate witness who survived, but immediately started to mutate uncontrollably. The mutation remained invisible on the outside, but the blood of the man had changed. The man gained the ability to enter magical adrenaline rushes that would allow him to perform superhuman actions.
Ability: Upon activation of this lineage the user becomes physically adept at any obstacles ahead. The adrenaline rush adapts to the situation. Whatever the user needs most, whether it is speed, strength or agility, is boosted at that moment by the rush. That one attribute is boosted by 100%.
Usage: Upon activation the ability lasts 1 post with a cooldown of 6 posts.
- Unique Abilities:
- Unique Abilities:
- "A handyman at its finest!" - Abraham always has access to handy tools through his earpiece's pocket dimension or simply on him. This normally includes gas masks, flashlights, grappling hooks, lockpicks, drones for recon, digital mapping devices, smokescreens, breathing equipment for aquatic ventures, and much more. (All equipment deals no damage, has no special effects without OOC permission, and follows standard user rank distances)
- "I can always rebuild it later." - Abraham has programmed all of his machinery and technology with a self-destruct function should they reach 0 HP or be commanded to execute its SD (Self-destruct) function. Explosions have their rank's range and default spell damage.
- "Commence Visual Analysis." - As his technology and machines observe their opponents and the location around them, they learn more about them. The longer the technology remains present within a location or around a wizard, they gain a 25% resistance towards magic and map their environment. Visual Analysis needs 2 posts to complete before the resistance is applied.
- "A handyman at its finest!" - Abraham always has access to handy tools through his earpiece's pocket dimension or simply on him. This normally includes gas masks, flashlights, grappling hooks, lockpicks, drones for recon, digital mapping devices, smokescreens, breathing equipment for aquatic ventures, and much more. (All equipment deals no damage, has no special effects without OOC permission, and follows standard user rank distances)
- D-RANK:
- Cybernetic Goggles:
- Name: Cybernetic Goggles
Rank: D
Type: Supportive
Duration: 3P
Cooldown: 4P
Description: These pair of goggles expose and reveal thermal scans within 30 meters of Abraham, making invisible substances and objects visible for the duration of this spell. Cannot detect people or objects of the same nature two or more ranks above the goggles.
Strengths:- A visual aid.
Weaknesses:- Deals no damage.
- Doesn't aid evasion skills.
- A visual aid.
- Standard Pistol:
- Name: Standard Pistol
Rank: D
Type: Offensive
Duration: Instant
Cooldown: 2P
Description: A small, handgun with four bullets is utilized. Each bullet dealing 25% of D-rank damage (5 DMG per bullet, 20 DMG in total), but will deal 25% more damage if hitting the head, chest, stomach, or neck.
Strengths:- A standard handgun. Small and easy to use.
Weaknesses:- Little ammunition.
- Small amounts of damage at a time.
- A standard handgun. Small and easy to use.
- Standard Grenade:
- Name: Standard Grenade
Rank: D
Type: Supportive, Offensive
Duration: Instant
Cooldown: 2P
Description: Abraham utilizes a stick-on grenade to surfaces or people, bursting an entry through walls or perhaps bursting holes through people. Deals standard D-rank damage (20 DMG) and standard Burst radius (15 meters). Travels at 11.25 meters per second.
Strengths:- Provides a different path within an environment or basic damage to an opponent.
Weaknesses:- May harm comrades.
- Standard stats.
- Provides a different path within an environment or basic damage to an opponent.
- Cybernetic Termites:
- Name: Cybernetic Termites
Rank: D
Type: Supportive
Duration: 3P
Cooldown: 4P
Description: A set of four termite-shaped and sized machines can be utilized to communicate the voice of comrades, sending it to Abraham's earpiece for him to hear and vice versa. Within the Termites are trackers, being able to locate the termites wherever they are. Each termite has a total of 5 HP and travels at 33.75 Meters per second. The location of the termites can no longer be detected if they are 45 or more meters away from Abraham.
Strengths:- A supportive tool used to track people or objects, and communicate with them if needed.
Weaknesses:- Deals no damage.
- Hard to be discovered, but quick to be destroyed.
- A supportive tool used to track people or objects, and communicate with them if needed.
Last edited by Abraham on 10th July 2017, 10:37 am; edited 1 time in total