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    Takover chimera mode. Amora Shade's magic.

    Amora Shade
    Amora Shade

    Player 
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    Posts : 484
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    Takover chimera mode.  Amora Shade's magic. Empty Takover chimera mode. Amora Shade's magic.

    Post by Amora Shade October 18th 2017, 12:15 am

    Magic: Takeover Beast soul Chimera form.

    Primary Magic: Takeover Magic
    Solitary: +30% to HP

    Secondary Magic: (Must be filled in later. Magic you trained for goes here)

    Mage type: Takeover

    Description: After having the ability to form castor magic stripped from her when on a job Amora had sought a new form of magic that would help her once more use her magical potential. Having been led to the town of Laventir and shown a mentor that could teach her the way of takeover magic she had spent only a few days learning the basics before being sent to the forest to learn via trial and error. She had spent such time following what was the basics in her mind using her magical to try and connect with the creature upon killing it to link it to herself. After doing so she would then attempt to try and take on its form with seemingly having failed the first few tries at the start. Eventually she would get the hang of it without knowing the consequences of some of her failed attempts. By the process of connecting with the aspect of a beast within herself that is there through taking a bit of its soul she brings forth that aspect to aid her in a fight. Not really ever having enough for a full takeover of just singular of her abilities forming into what she had spent some time learning about a chimera type transformation for her full takeovers.

    Strengths:


    • With the incorporation of the beasts of nature it allows for Amora to gain stronger abilities depending on what type of creatures that she is able to kill to unlock more abilities and powers. To be able to diversify her abilities in new ways as she learns more of what the world of magic can throw at her.

    • By mixing in creature and magical abilities it has allowed for Amora to weaponize creature’s abilities in ways they hadn’t when found in the wild. Examples being using a porcupine’s quills as projectiles or turning a pistol shrimp's claws to release water to scald her opponents.



    Weaknesses:


    • Do to the nature of how Amora had gotten to the path of needing to find a new type of magic. It had left her incapable of using Castor Type magic thus limiting many outward forms of magic that could allow her a more versatile set of magic.

    • The abilities that she has currently within her magic does leave her with a flaw in the way that Amora would have to fight her opponents. She would have a harder time with multiple groups of opponents from not having a plethora of AoE type of abilities. Because of this swarming could lead to her getting overwhelmed in a fight.

    • For Amora when within combat has a tendency for getting more easily angry. Which wasn’t helped by her heritage, and with the addition of takeover has made her far more animalistic in her demeanor with fights and life. Thus making her more prone to emotional and mental attacks at things she holds dear to her.


    Silver Chaotica
    Description: The Silver chaotica was a man who sold his soul to the primordial spirit known as Chaos. Chaos was said to be the fifth rider of the four horseman of the apocalypse who wielded a sword so cold that it burned. This aura, which surrounded both him and his sword, is what the crimson chaotica gained. However, his body could not contain the chaotic power and he went on a rampage destroying much. His descendants gained a lesser form of this power, which allowed them to enter a berserk state to gain the power of Chaos.  

    Ability: The user of this lineage can enter the state known as Chaotica. This state gives them a rank-appropriate silver aura that is so cold that it causes intense burning on touch equal to their rank in melee damage(max S-rank). However, whilst this aura is in effect they go into a massive rampage trying to destroy everything around them whether it be friend, foe or tree. They ignore damage taken while under this effect as if they were not hit by anything but still take the damage and the silver aura reduces incoming damage by 25%.

    Usage: 5 posts duration with a 8 posts cooldown. The user can still be KOed/Killed during the use of this ability.

    Unique Abilities

    Reptilian Regeneration:
    [Passive]

    Description: During her first attempt at trying to do what was necessary for unlocking the potential of Takeover magic. Amora had done this by herself and with no success on the surface. However, to the scientific level it succeeded in a tiny manner unlocking the power of Salamander like regenerative abilities for herself.

    Ability: Every other post Regens the health of Amora by 5%. For the posts between that her mana is regened by 4%

    Animalistic strength:
    [passive]
    Description: When it came to the art of takeover she had decided to do something simple such as like a simian like that of gorillas. However, while still being new to the whole art of doing takeover she had failed the actual transformation but was left with a feeling of strength filling her being. That something had changed within her that was a failed takeover and her magic forcing a result by integrating a ever growing strength within her.

    Ability:25% boost in physical power. buff scales with rank by 5% with each rank with a max of 50% upon S rank.

    Spectral Strike:
    [passive]
    Description: After having defeated a wraith within battle Amora had tried to add it to her abilities, but seemingly having failed to do so. Not realizing that it was a success in allowing her to strike at opponents who change there form to a different matter. by using the principal to phase out of reality to attack the actual limbs hidden with there transformed state, or being able to strike a ghost.

    Ability:Allows the user to strike at any incorporeal being. be it a ghost, person made of element like fire or water for example, and any other sort of changing there body to something else.

    Senses of the Hunter
    [Passive]

    Description: With the time spent within her childhood of being a hunter of many creatures with various talents. She had taught herself to distinguish the tiniest of differences within what she can tell is the reality she knows. Along with this with her senses trained she has trained those senses for the use of being able to track her prey that she is after. Through either sight, or hearing.

    Ability: She can notice when a illusion is occurring and break free from it by expending the same amount of MP the person casting it on her did. Along with this Amora can use her senses to find creatures up to whatever humans can hear/see up to+her rank in burst range.
     

    Spells:

    D-Rank

    Name: Simian Strength

    Type: passive buff

    Rank: D

    Duration: 3 posts

    Cooldown: 4 posts.

    Description: The user’s left arm change into a slightly bigger and bulkier version of what they once were. Along with this they become more hairier like that of a gorilla.

    Ability: Able to deal D Rank physical damage to an opponent with a physical strike once per post.
    Buff: 20% to Strength

    Strengths:  


    • A spell that would increase one’s strength to greater height


    Weaknesses:


    • Would require the user to get close to their enemy to be able to strike them and put this increased strength to use.

    • Only has the buff which makes it rather basic and most likely to get overshadowed for other things.
       



    Name: Armadillo Shell Shield

    Type: Passive, defensive spell

    Rank: D

    Duration: 3 posts

    Cooldown: 4 posts.

    Description: A armadillo shell forms over where the chest and abdomen area to serve as a natural defense against all forms of attack that could come and strike against it.

    Ability: Active: be able to block 1 D worth of damage every post as long as this takeover is active. (EX. Player hits Amora with 3 D rank worth of damage. Amora would only receive 2 D-Rank worth of damage).  
    Buff: Physical resistance 20%


    Strengths:  


    • Is a good defensive spell that would protect the user from some damage.


    Weakness:


    • Has no offensive capabilities whatsoever making it only effective when used with another takeover if the user needs offense.

      Has a short duration which would make it not as effective if a fight is one that would take a long while.



    Name: Scorpion Stinger

    Type: offensive spell, DoT

    Rank: D

    Duration: 3 posts

    Cooldown: 4 posts.

    Description: With the use of this partial the user gains the tail of a scorpion along with the stinger that is coated with a poison that can be injected straight into a victims bloodstream if struck by the tail.

    Ability: Active: If struck by the stinger, target receives 50% rank D damage each post until it’s duration of the spell ends.  
    Buff: Strength buff 20%

    Strengths:  


    • Able to slow down an opponent if one would be in a bad situation, and combine that with the eagle transformation to make for a quick getaway or to chase an opponent down with the increased speed.



    Weakness:


    • It revolves around being close enough to the opponent to be able to strike at them with a physical attack. If outsped,or facing ranged opponents, utilizing the abilities of this takeover transformation would be rather difficult.

    • If a person would be immune to things like poisons or toxins, or have a resistance, they would be unaffected by what the poison on the stinger does to certain degrees depending on how resistent or just immune they would be.





    Name: Chameleon Cloak

    Type: Passive ability

    Rank: D

    Duration: 3 posts

    Cooldown: 4 posts.

    Description: The users skin turns into that of scales that change and morph into different colors to fit the area they are in to try and hide and blend in as best as they can with the power of chameleon cloaking.

    Ability: Active: Be able to blend in to whatever environment by changing the pigments of ones skins to blend into there environment (duration as long as user wants while this is active) . Buff: Speed 20%


    Strengths:


    • Allows the user to hide away from common people that wouldn’t be able to sense either a mage or have different types of vision. Allows a person to sneak around a facility, or just hide away from people.


    Weakness:


    • Doesn’t protect one from different forms of seeing like infrared vision, or being able to use different senses such as smell or hearing to spot the person cloaked.

    • Is really only useable in stealth missions or getting the first strike upon a person. After that would become not as useful do to its primary function of staying hidden being rendered inaccessible at that point in time.


    Name: Full take over Chimera: Sonic Strike

    Type: Offensive, Burst

    Rank: Advanced D

    Duration: 5 posts

    Cooldown: 6 posts

    (burst attack)
    Instant
    Speed of attack: 25 m/s
    Range: 22.5 meters
    Description: Punches a rock that breaks apart from the impact that fires fast moving bits of rock at the opponent.
    (single attack)
    Instant
    Speed: 90 m/s
    Range: 90 meters
    Description: Unleashes a stream of boiling water that feels as hot as fire from the claw that strikes the opponent

    Description: Amora gets covered in a light white as she grows to 8ft and then grows wings from her back, and her hands turning into claw like that of the pistol shrimp, and the other gains a grey sheen to it that bulks up with muscle mass. Along with this having a set of quills along her body that can be fired off. The user is able to use the bull arm to strike the ground with enough strength to loosen the earth and then fire off rocks in a area by punching them towards the opponent to hit them. The main body being a mixture of feathers, and the exoskeleton like appearance of a shrimp.

    Abilities: All the effects from partial takeovers Pistol Shrimp, Minotaur,  Eagle Wings, Porcupine.  Ability 1: burst area attack of 22.5 meters that deals 1.5 D-rank physical damage.
    Ability 2: Single target 1.5 D-Rank spell damage.
    Buff: 40% buff to Strength
    Total Buff: Speed: 45%    Strength: 100%

    Strengths:

    • Can attack multiple targets, and singular targets. Which allows for one to not be limited to one method or the other.


    Weaknesses:

    • The AoE effect is dependent on a target staying in the line of sight of where the rock is being punched towards. Which would make it rather easy to dodge if done from a long range during a fight.

    • The user would be hindered in a confined location do to how much each transformation would take up space for a person making it difficult to move around.



    Name: Defense Destroyer (Minotaur)

    Type: Passive buff

    Rank: Signature D

    Duration: 3 posts

    Cooldown: 4 posts

    Description: The user’s right arm gains a grey sheen to it and bulks up in terms of muscle mass.

    Passive ability: 40% strength

    Strengths:

    • Can break through a physical defense barrier allowing the user to break through preventing one from being trapped as easily.


    Weaknesses:

    • This is only a close range ability and its primary focus is about breaking a defense which possibly won’t come into play often.

    • Is unable to stop magical type barriers that would trap the user.


    C-Rank

    Name: Feathered Flight

    Type: Offensive Multi target, Passive buff

    Rank: C

    Duration: 5 posts

    Cooldown: 6 posts

    instant
    Range: 90 meters
    Speed: 65 m/s

    Description: When activates the user gains feathery wings of an eagle out from there back that can be used for flight and attacking opponents from afar.

    Ability 1: A multi-target attack that unleashes a barrage of feathers from the wings to strike at opponents which the range is as far as she can see her target for 45 HP.
    Buff: 22.5% speed buff

    Strengths:

    • With the wings one can go to aerial combat to fight against opponents from the sky and far away in the safety of the air.

    • Along with this the wings can fire off feathers to strike at opponents from a safe distance allowing some diverse combat within Amora’s abilities that are more primarily focused on close quarters.


    Weaknesses:

    • While she is flying she could easily be blown out of the sky by a strong gust of wind leaving her either a long fall to the ground, or possibly worse being blown to somewhere where she doesn’t know where she is and thus become lost.

    • With the addition of wings it makes herself a bigger target from having more mass from which she could be hit from if someone aimed at them.

    • Since this one is far different then most of her other abilities it does make its useability with other partials rather limited in its effectiveness do to most of the other revolving around getting close. While this partial is about staying away from the opponent.


    Name: Sound Pistol

    Type: Offensive spell, immobilization

    Rank: C

    Duration: 5 posts

    Cooldown: 6 posts

    Range immobilization: 30 meters
    Speed immobilization: 30 m/s (for activating)

    Description: With this Amora’s right hand becomes like that of a pistol shrimp’s claw that can be used to create a disorienting loud sound. Along with this the user can release a stream of water from them that is boiling hot as fire to strike their opponents. The user being unaffected from their own affects.

    Abilities: Active: A disorienting loud sound that affects user of C-Rank or lower for 1 post.
    Buff: Speed 22.5%

    Strengths:

    • It is capable of immobilizing while also having a offensive capability beyond that. Making it a way to support an ally or by aiding from afar if up close is too dangerous.


    Weaknesses:

    • The immobilizing effect relies on the fact that the opponent would be able to hear the sound being created. If the opponent couldn’t hear, or if Amora was put into a soundproof room it would be rendered useless.

    • Since the attack function is that of water it is able to be frozen, or it could be evaporated by fire to turn it into harmless steam.



    Name: Porcupine Pressure

    Type: Offensive spell, counter

    Rank: C

    Duration: 5 posts

    Cooldown: 6 posts

    instant
    Range quill shot: 120 meters
    Speed quill shot: 120 m/s

    Description: When the spell is casted the user gains a row of quills along their arms and along their entire back to serve as a protective or offensive way of dealing with opponents.

    Ability 1: Shoot quills out to a single target that deals C-Rank Physical Damage once per post.
    Buff: strength 22.5%

    Strengths:

    • With the use of this Amora is able to utilize the porcupine to be able to defend herself from physical attacks.

    • Able to use at a longer distance to strike opponents from a distance by forcing them out with magic.


    Weaknesses:

    • The self defense portion of this spell is rendered useless by ranged attacks since the opponent would be harmed by the quills by striking them.

    • If someone was wearing armor or some other type of defensive protection the defensive property of the quills would be rendered ineffective.

    • Won’t affect those with a greater speed then her or enhanced reflexes do to them able to move around or react to see the quilled defense. Which enables them to strike a body part that doesn’t have the quill defense.


    Name: eeeeeelectrical  Strike

    Type: Offensive spell, passive ability

    Rank: signature C (Ranks up with me)

    Duration: 5 posts

    Cooldown: 6 posts

    Range Electrical shock: has to be touching the opponent
    Speed: Instant on touch

    Description: With the transformation the only noticeable change is the eyes of the user turning into that of a yellow colored snake like eye. However, that isn’t the only change as the organs change within the user to allow them to produce a electrical charge to shock their opponents if they can touch them. Along with this if one looked close enough they would see the user now has gills also.

    Ability 1: The user upon touch will deal Of Rank spell damage against a target from electricity coursing into them may only be done once per post.
    Passive: Gills to breathe underwater (only for plot/aesthetic only)

    Strengths:

    • It is able to deal more damage just upon touch of a target within the user’s grasp.

    • Allows the user to breathe underwater indefinitely if they ever so felt like it


    Weaknesses:

    • The transformation requires the user to be within close distance and thus if someone could remain out of there grasp it would make this entire ability useless.

    • For underwater combat while it does provide the user gills to breathe underwater for a extended time it doesn’t give them any increased speed while in water and thus would be hindered if trying to fight within the water in a melee style.

    • Unlike the actual Eel the electrical setting for the the transformation is set to high voltage always and thus if used won’t be able to avoid lethal killings if used on something that wouldn’t be able to handle the voltage.



    Names: Full Takeover Chimera: Assault Mode

    Type: Offensive

    Rank: Advanced C

    Duration: 6 posts

    Cooldown: 7 posts

    Instant
    Range: 180 meters (of active)
    Speed: 180 m/s (of active)

    Description: The user glows with a white aura as they get transformed into various like animal like parts around them. With yellow snake like eyes,  a armadillo shell being her chest and abdomen area covered with large eagle like wings sprouting forth from the back of the shell. The arms of the user bulk up like that of the gorilla form but gain plated armadillo like scales. Eagle like feathers having moved upwards to cover the neck, and scales that are grey in color covering the rest of the face with black long human hair upon the skull. The ears similar to that of a Armadillo if proportioned to be similar to a humans giving a almost elven like quality.

    Ability: Active: Can deal enemies physical 1.5 C-Rank damage by rolling up into the armadillo shell and rolling at them once per post.
    Buff: 45% increase to strength.
    Effects of Armadillo Shell, Eagle wings, gorilla arms, Eel partial takeovers.
    Total Buff: Strength: 65%     Speed:22.5%  Physical Resistance: 20%

    Strengths:

    • This form specializes in close quarters combat for most of what makes up its components.

    • It has a long range assault option but that only makes up one part of its partial component meaning it does take awhile to reuse that part to have it for its full use.


    Weaknesses:

    • While a strong and slightly mobile assault form the movement of it is rather hindered from the weight of the whole thing. Making ti slower than what it could be.

    • Along with this it isn’t suited for long range combat and could get outplayed with such tactics by keeping it at bay with pure speed, tactics, and strategy.

    • Furthermore, by transforming into this it does make the user a bigger target and thus rather easier to hit by any attack that would come her way.


    Last edited by Amora Shade on July 25th 2018, 4:40 am; edited 9 times in total


    _____________________________________________________________________________________

    https://www.fairytail-rp.com/t29734-amora-shade#310137
    Jiyu Kazehime
    Jiyu Kazehime

    Player 
    Posts : 1917
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 0

    Character Sheet
    First Skill: Wind Magic
    Second Skill: Demonic Takeover
    Third Skill:

    Takover chimera mode.  Amora Shade's magic. Empty Re: Takover chimera mode. Amora Shade's magic.

    Post by Jiyu Kazehime October 21st 2017, 7:50 pm

    So you already know I'm Kitty/Jiyu, so I'll skip the intro and get into grading your stuff in this color, let's get you ready to go!

    Amora Shade wrote:Magic: earth magic.  

    Primary Magic: Earth Magic

    Secondary Magic: (Must be filled in later. Magic you trained for goes here)

    Mage type: Caster

    Description: The magic allows the user to control the materials that come from the earth. It allows the user of this to form things out of metal, rock, coal, and other things that can be found within the earth. This magic is about being offensive against a opponent to push them into a corner, and then finish them off at that moment. This style having been created by Amora do to having based off animals', and hunters' hunting and attack style against their prey.

    Strengths:


    • Her material for her attacks can be found everywhere since it comes from the ground, or things made of metal, or stone.

      Versatility in the form of what she can have the earth shape into.


    Weaknesses:


    • No ability to help her find where hidden people would be located at.

      If out on sea, she would have to rely on her physical prowess to defend herself do to not having anything to fight with.

      Not good at having to deal with opponents who can jump high, or fly if they're outside of her Gaia Pull unique ability when she activates it.

    Silver Chaotica
    Description: The Silver chaotica was a man who sold his soul to the primordial spirit known as Chaos. Chaos was said to be the fifth rider of the four horseman of the apocalypse who wielded a sword so cold that it burned. This aura, which surrounded both him and his sword, is what the crimson chaotica gained. However, his body could not contain the chaotic power and he went on a rampage destroying much. His descendants gained a lesser form of this power, which allowed them to enter a berserk state to gain the power of Chaos.  

    Ability: The user of this lineage can enter the state known as Chaotica. This state gives them a rank-appropriate silver aura that is so cold that it causes intense burning on touch equal to their rank in melee damage(max S-rank). However, whilst this aura is in effect they go into a massive rampage trying to destroy everything around them whether it be friend, foe or tree. They ignore damage taken while under this effect as if they were not hit by anything but still take the damage and the silver aura reduces incoming damage by 25%.

    Usage: 5 posts duration with a 8 posts cooldown. The user can still be KOed/Killed during the use of this ability.

    Unique Abilities

    Gaia's Pull:  By increasing the density in the earth, the wizard increases the gravity within 15 meters. This effect cannot be altered by gravity warping effects. The increased gravity makes it impossible to fly, and slows down enemies who are of equal or lower rank than the user.

    Animalistic strength: 50% boost in physical power. 50% is a bit much for a D rank buff, please make this something like 25% and simply have it scale up with your rank.

    Weapon creation: She takes materials from the area around her to form a weapon of her choice that be reshaped however many time the user desires. The materials being anything from the ground, to structures, and objects to reshape it. The amount that is taken having to correspond with what is formed. The weapon doing the user's rank in damage, and can be used once per post.  This is just needed to state what kind of damage cause there is magical and then melee which each have different values by rank

    Spells:

    Name: Earth Make: Barrier

    Type: Defensive spell

    Rank: D

    Duration: instant

    Cooldown: 2 posts.

    Description: by manipulating the earth below her feet she can summon forth a wall to serve as protection, or a way to cut off exits. This spell is able to block D rank attacks.  You've made this too weak, it can block up to 3 d-ranks worth of damage.
    Also does it HAVE to appear beneath her feet, if this is not the case a range need's added.


    Strengths:  


    • Once formed can be used as a point to use other earth abilities from it. Be it spikes, tendrils, or breaking the wall away to use as ammunition for projectile rocks.  

      Useful if trying to trap a opponent since the walls could cut off hallways, or alleyways.

    Weaknesses:


    • While it does limit her opponent's options for maneuverability if they wish to try and escape it also limits the user's which could leave them in a bad spot if they accidently trap themselves into a corner if the tables get turned on them.

      When formed to block an attack it leaves her without visual of the enemy which could leave opportunity for a sneak attack of some kind.  

      If she gets into a small enclosed space this spell would be useful since it wouldn't fit.  



    Name: Earth Make: Skewer

    Type: offensive spell, AOE

    Rank: D

    Duration: instant

    Cooldown: 2 posts.

    Description: By using any material that is of stone, metal, or rock she can summon forth a circle of spikes from the ground to try and hit a group of targets. The attack dealing D Rank damage.  AoE's get 50% their rank in damage and a secondary effect, so lower the damage and add another effect like say disorientating an enemy of the spells rank or lower for the post as well. You also need a range on this

    Strengths:  


    • Since it is primarily used for AOE it is good for hitting multiple enemies


    Weakness:


    • A limited range of attack meaning it's not effective at a larger range.

      Is a damaging move which makes if a requirement is to return something undamaged would make this spell useless.



    Name: Rock assault

    Type: offensive spell, chain

    Rank: D

    Duration: instant

    Cooldown: 2 posts.

    Description: The user brings rock of varying sizes out of the ground and has them shot out at the opponent one at a time. The attack dealing D Rank Damage.  Please add a proper range.

    Strengths:  


    • Provide a range move to hit targets.

      Can be used to create terrain by creating holes to stop people who use super speed by tripping the because of said holes.


    Weakness:


    • Doesn't control the size of rocks that come out from the ground

      Unlike other spells so far it doesn't use the ground to create something, it instead takes from the existing ground thus creating some unstable terrain that can be hard to navigate.

      Not good with close quarters combat.




    Name: Rolkhar's grip

    Type: immobilization spell

    Rank: D

    Duration: for 1 post

    Cooldown: 2 posts.

    Description: Earthen tendrils come from the ground, and then move in to try and immobilize the target by gripping their limbs. If the target is captured by the tendrils they are immobilized for one turn which allows the user who cast the spell a chance to attack the captured target.  Just add that it only works on targets of equal or lower rank to the spell, since it's the same as a stun. Also add a range for use and a speed for the trendils.

    Strengths:


    • Can immobilize opponents for a few seconds allowing for one free strike on the opponent.


    Weakness:


    • Can't grab the opponent if they're faster than them.

      Can possibly get tied up together if the opponent can outmaneuver them.  



    _____________________________________________________________________________________


    Takover chimera mode.  Amora Shade's magic. Miku_chibi_by_kenneos-d4l2s2w

    Takover chimera mode.  Amora Shade's magic. H6NcPbM Takover chimera mode.  Amora Shade's magic. H6NcPbM Takover chimera mode.  Amora Shade's magic. H6NcPbM Takover chimera mode.  Amora Shade's magic. H6NcPbM

    Jiyu Kazehime
    Jiyu Kazehime

    Player 
    Posts : 1917
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 0

    Character Sheet
    First Skill: Wind Magic
    Second Skill: Demonic Takeover
    Third Skill:

    Takover chimera mode.  Amora Shade's magic. Empty Re: Takover chimera mode. Amora Shade's magic.

    Post by Jiyu Kazehime October 22nd 2017, 11:30 pm

    Almost there! After these few edit's we should be good to go.

    Amora Shade wrote:Magic: earth magic.  

    Primary Magic: Earth Magic

    Secondary Magic: (Must be filled in later. Magic you trained for goes here)

    Mage type: Caster

    Description: The magic allows the user to control the materials that come from the earth. It allows the user of this to form things out of metal, rock, coal, and other things that can be found within the earth. This magic is about being offensive against a opponent to push them into a corner, and then finish them off at that moment. This style having been created by Amora do to having based off animals', and hunters' hunting and attack style against their prey.

    Strengths:


    • Her material for her attacks can be found everywhere since it comes from the ground, or things made of metal, or stone.

      Versatility in the form of what she can have the earth shape into.


    Weaknesses:


    • No ability to help her find where hidden people would be located at.

      If out on sea, she would have to rely on her physical prowess to defend herself do to not having anything to fight with.

      Not good at having to deal with opponents who can jump high, or fly if they're outside of her Gaia Pull unique ability when she activates it.

    Silver Chaotica
    Description: The Silver chaotica was a man who sold his soul to the primordial spirit known as Chaos. Chaos was said to be the fifth rider of the four horseman of the apocalypse who wielded a sword so cold that it burned. This aura, which surrounded both him and his sword, is what the crimson chaotica gained. However, his body could not contain the chaotic power and he went on a rampage destroying much. His descendants gained a lesser form of this power, which allowed them to enter a berserk state to gain the power of Chaos.  

    Ability: The user of this lineage can enter the state known as Chaotica. This state gives them a rank-appropriate silver aura that is so cold that it causes intense burning on touch equal to their rank in melee damage(max S-rank). However, whilst this aura is in effect they go into a massive rampage trying to destroy everything around them whether it be friend, foe or tree. They ignore damage taken while under this effect as if they were not hit by anything but still take the damage and the silver aura reduces incoming damage by 25%.

    Usage: 5 posts duration with a 8 posts cooldown. The user can still be KOed/Killed during the use of this ability.

    Unique Abilities

    Gaia's Pull:  By increasing the density in the earth, the wizard increases the gravity within 15 meters. This effect cannot be altered by gravity warping effects. The increased gravity makes it impossible to fly, and slows down enemies who are of equal or lower rank than the user. Mostly just a wording thing, as right now it implies it disables all flying when it can only disable flight for equal rank or lower than the user and make flight 50% less effective for one rank higher. So just change the wording to make that fact clear.

    Animalistic strength: 25% boost in magical power. buff scales with rank. Just insert that the scale is 5% per rank, capping out at 50% upon S rank

    Weapon creation: She takes materials from the area around her to form a weapon of her choice that be reshaped however many time the user desires. The materials being anything from the ground, to structures, and objects to reshape it. The amount that is taken having to correspond with what is formed. The weapon doing the user's rank in magical damage, and can be used once per post.  

    Spells:

    Name: Earth Make: Barrier

    Type: Defensive spell

    Rank: D

    Duration: instant

    Cooldown: 2 posts.

    Description: by manipulating the earth around her she can summon forth a wall to serve as protection, or a way to cut off exits. This spell is able to block 3 D rank attacks. The range being single target range spell range.

    Strengths:  


    • Once formed can be used as a point to use other earth abilities from it. Be it spikes, tendrils, or breaking the wall away to use as ammunition for projectile rocks.  

      Useful if trying to trap a opponent since the walls could cut off hallways, or alleyways.

    Weaknesses:


    • While it does limit her opponent's options for maneuverability if they wish to try and escape it also limits the user's which could leave them in a bad spot if they accidently trap themselves into a corner if the tables get turned on them.

      When formed to block an attack it leaves her without visual of the enemy which could leave opportunity for a sneak attack of some kind.  

      If she gets into a small enclosed space this spell would be useful since it wouldn't fit.  



    Name: Earth Make: Skewer

    Type: offensive spell, AOE

    Rank: D

    Duration: instant

    Cooldown: 2 posts.

    Description: By using any material that is of stone, metal, or rock she can summon forth a circle of spikes from the ground to try and hit a group of targets. The attack dealing 10 magical damage. With a secondary affect of disorienting opponents of the same rank of the user or lower. With a range of 30 meters.

    Strengths:  


    • Since it is primarily used for AOE it is good for hitting multiple enemies


    Weakness:


    • A limited range of attack meaning it's not effective at a larger range.

      Is a damaging move which makes if a requirement is to return something undamaged would make this spell useless.



    Name: Rock assault

    Type: offensive spell, chain

    Rank: D

    Duration: instant

    Cooldown: 2 posts.

    Description: The user brings rock of varying sizes out of the ground and has them shot out at the opponent one at a time. The attack dealing D Rank Damage. with a range of 60 meters. 

    Strengths:  


    • Provide a range move to hit targets.

      Can be used to create terrain by creating holes to stop people who use super speed by tripping the because of said holes.


    Weakness:


    • Doesn't control the size of rocks that come out from the ground

      Unlike other spells so far it doesn't use the ground to create something, it instead takes from the existing ground thus creating some unstable terrain that can be hard to navigate.

      Not good with close quarters combat.




    Name: Rolkhar's grip

    Type: immobilization spell

    Rank: D

    Duration: for 1 post

    Cooldown: 2 posts.

    Description: Earthen tendrils come from the ground, and then move in to try and immobilize the target by gripping their limbs. If the target is captured by the tendrils they are immobilized for one turn if the target is of equal rank or lower of the user. This allowing the user who cast the spell a chance to attack the immobilized target. What is the range of the spell?

    Strengths:


    • Can immobilize opponents for a few seconds allowing for one free strike on the opponent.


    Weakness:


    • Can't grab the opponent if they're faster than them.

      Can possibly get tied up together if the opponent can outmaneuver them.  



    _____________________________________________________________________________________


    Takover chimera mode.  Amora Shade's magic. Miku_chibi_by_kenneos-d4l2s2w

    Takover chimera mode.  Amora Shade's magic. H6NcPbM Takover chimera mode.  Amora Shade's magic. H6NcPbM Takover chimera mode.  Amora Shade's magic. H6NcPbM Takover chimera mode.  Amora Shade's magic. H6NcPbM

    Jiyu Kazehime
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    Takover chimera mode.  Amora Shade's magic. Empty Re: Takover chimera mode. Amora Shade's magic.

    Post by Jiyu Kazehime November 11th 2017, 6:52 pm

    Sorry for the delay, your approved.
    Spoiler:


    _____________________________________________________________________________________


    Takover chimera mode.  Amora Shade's magic. Miku_chibi_by_kenneos-d4l2s2w

    Takover chimera mode.  Amora Shade's magic. H6NcPbM Takover chimera mode.  Amora Shade's magic. H6NcPbM Takover chimera mode.  Amora Shade's magic. H6NcPbM Takover chimera mode.  Amora Shade's magic. H6NcPbM

    Eden Knox
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    She wolf


    She wolf

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    Takover chimera mode.  Amora Shade's magic. Empty Re: Takover chimera mode. Amora Shade's magic.

    Post by Eden Knox July 8th 2018, 3:46 am

    Unlocked and moved at user's request!

    Spoiler:


    _____________________________________________________________________________________

    Takover chimera mode.  Amora Shade's magic. I2D4CIg

    Fluffy
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    Takover chimera mode.  Amora Shade's magic. Empty Re: Takover chimera mode. Amora Shade's magic.

    Post by Fluffy July 12th 2018, 7:00 pm

    Please update to contain the information relating to if the magic is solitary, prevalent or auxiliary.
    Also according to the new takeover rules, stat passives are half of normal buffs.

    Amora Shade wrote:Magic: Takeover Beast soul Chimera form.

    Primary Magic: Takeover Magic

    Secondary Magic: (Must be filled in later. Magic you trained for goes here)

    Mage type: Takeover

    Description: After having the ability to form castor magic stripped from her when on a job Amora had sought a new form of magic that would help her once more use her magical potential. Having been led to the town of Laventir and shown a mentor that could teach her the way of takeover magic she had spent only a few days learning the basics before being sent to the forest to learn via trial and error. She had spent such time following what was the basics in her mind using her magical to try and connect with the creature upon killing it to link it to herself. After doing so she would then attempt to try and take on its form with seemingly having failed the first few tries at the start. Eventually she would get the hang of it without knowing the consequences of some of her failed attempts. By the process of connecting with the aspect of a beast within herself that is there through taking a bit of its soul she brings forth that aspect to aid her in a fight. Not really ever having enough for a full takeover of just singular of her abilities forming into what she had spent some time learning about a chimera type transformation for her full takeovers.

    Strengths:


    • With the incorporation of the beasts of nature it allows for Amora to gain stronger abilities depending on what type of creatures that she is able to kill to unlock more abilities and powers. To be able to diversify her abilities in new ways as she learns more of what the world of magic can throw at her.

    • By mixing in creature and magical abilities it has allowed for Amora to weaponize creature’s abilities in ways they hadn’t when found in the wild. Examples being using a porcupine’s quills as projectiles or turning a pistol shrimp's claws to release water to scald her opponents.



    Weaknesses:


    • Do to the nature of how Amora had gotten to the path of needing to find a new type of magic. It had left her incapable of using Castor Type magic thus limiting many outward forms of magic that could allow her a more versatile set of magic.

    • The abilities that she has currently within her magic does leave her with a flaw in the way that Amora would have to fight her opponents. She would have a harder time with multiple groups of opponents from not having a plethora of AoE type of abilities. Because of this swarming could lead to her getting overwhelmed in a fight.

    • For Amora when within combat has a tendency for getting more easily angry. Which wasn’t helped by her heritage, and with the addition of takeover has made her far more animalistic in her demeanor with fights and life. Thus making her more prone to emotional and mental attacks at things she holds dear to her.


    Silver Chaotica
    Description: The Silver chaotica was a man who sold his soul to the primordial spirit known as Chaos. Chaos was said to be the fifth rider of the four horseman of the apocalypse who wielded a sword so cold that it burned. This aura, which surrounded both him and his sword, is what the crimson chaotica gained. However, his body could not contain the chaotic power and he went on a rampage destroying much. His descendants gained a lesser form of this power, which allowed them to enter a berserk state to gain the power of Chaos.  

    Ability: The user of this lineage can enter the state known as Chaotica. This state gives them a rank-appropriate silver aura that is so cold that it causes intense burning on touch equal to their rank in melee damage(max S-rank). However, whilst this aura is in effect they go into a massive rampage trying to destroy everything around them whether it be friend, foe or tree. They ignore damage taken while under this effect as if they were not hit by anything but still take the damage and the silver aura reduces incoming damage by 25%.

    Usage: 5 posts duration with a 8 posts cooldown. The user can still be KOed/Killed during the use of this ability.

    Unique Abilities

    Reptilian Regeneration:
    [Passive]

    Description: During her first attempt at trying to do what was necessary for unlocking the potential of Takeover magic. Amora had done this by herself and with no success on the surface. However, to the scientific level it succeeded in a tiny manner unlocking the power of Salamander like regenerative abilities for herself.

    Ability: Every other post Regens the health of Amora by 5%. For the posts between that her mana is regened by 4%

    Animalistic strength:
    [passive]
    Description: When it came to the art of takeover she had decided to do something simple such as like a simian like that of gorillas. However, while still being new to the whole art of doing takeover she had failed the actual transformation but was left with a feeling of strength filling her being. That something had changed within her that was a failed takeover and her magic forcing a result by integrating a ever growing strength within her.

    Ability:25% boost in physical power. buff scales with rank by 5% with each rank with a max of 50% upon S rank.

    Spectral Strike:
    [passive]
    Description: After having defeated a wraith within battle Amora had tried to add it to her abilities, but seemingly having failed to do so. Not realizing that it was a success in allowing her to strike at opponents who change there form to a different matter. by using the principal to phase out of reality to attack the actual limbs hidden with there transformed state, or being able to strike a ghost.

    Ability:Allows the user to strike at any incorporeal being. be it a ghost, person made of element like fire or water for example, and any other sort of changing there body to something else.

    Senses of the Hunter
    [Passive]

    Description: With the time spent within her childhood of being a hunter of many creatures with various talents. She had taught herself to distinguish the tiniest of differences within what she can tell is the reality she knows. Along with this with her senses trained she has trained those senses for the use of being able to track her prey that she is after. Through either sight, or hearing.

    Ability: She can notice when a illusion is happening and tell what is fake and what is real within a illusion. Along with this Amora can use her senses to find creatures up to whatever humans can hear/see up to+her rank in spell range. Burst range since this is a UA
     

    Spells:

    D-Rank

    Name: Simian Strength

    Type: passive buff

    Rank: D

    Duration: 3 posts

    Cooldown: 2 posts.

    Description: The user’s left arm change into a slightly bigger and bulkier version of what they once were. Along with this they become more hairier like that of a gorilla.

    Ability: 40% buff to strength to self

    Strengths:  


    • A spell that would increase one’s strength to greater height


    Weaknesses:


    • Would require the user to get close to their enemy to be able to strike them and put this increased strength to use.

    • Only has the buff which makes it rather basic and most likely to get overshadowed for other things.
       



    Name: Armadillo Shell Shield

    Type: Passive, defensive spell

    Rank: D

    Duration: 3 posts

    Cooldown: 2 posts.

    Description: A armadillo shell forms over where the chest and abdomen area to serve as a natural defense against all forms of attack that could come and strike against it.

    Ability: Active: be able to block 1 D worth of damage every post. (EX. Player hits Amora with 3 D rank worth of damage. Amora would only receive 2 D-Rank worth of damage).  Passive: Physical resistance 40%


    Strengths:  


    • Is a good defensive spell that would protect the user from some damage.


    Weakness:


    • Has no offensive capabilities whatsoever making it only effective when used with another takeover if the user needs offense.

      Has a short duration which would make it not as effective if a fight is one that would take a long while.



    Name: Scorpion Stinger

    Type: offensive spell, debuff

    Rank: D

    Duration: 3 posts

    Cooldown: 2 posts.

    Description: With the use of this partial the user gains the tail of a scorpion along with the stinger that is coated with a poison that can be injected straight into a victims bloodstream if struck by the tail.

    Ability: Active: If struck by the stinger, target receives 50% rank D damage each post until it’s duration of the spell ends.  Passive: Debuff of 40% to opponents speed until the duration ends when the opponent is struck by the attack.

    Strengths:  


    • Able to slow down an opponent if one would be in a bad situation, and combine that with the eagle transformation to make for a quick getaway or to chase an opponent down with the increased speed.



    Weakness:


    • It revolves around being close enough to the opponent to be able to strike at them with a physical attack. If outsped,or facing ranged opponents, utilizing the abilities of this takeover transformation would be rather difficult.

    • If a person would be immune to things like poisons or toxins, or have a resistance, they would be unaffected by what the poison on the stinger does to certain degrees depending on how resistent or just immune they would be.





    Name: Chameleon Cloak

    Type: Passive ability

    Rank: D

    Duration: 3 posts

    Cooldown: 2 posts.

    Description: The users skin turns into that of scales that change and morph into different colors to fit the area they are in to try and hide and blend in as best as they can with the power of chameleon cloaking.

    Ability: Active: Be able to blend in to whatever environment by changing the pigments of ones skins to blend into whatever they are in front of. Passive: MP by 40% increase.


    Strengths:


    • Allows the user to hide away from common people that wouldn’t be able to sense either a mage or have different types of vision. Allows a person to sneak around a facility, or just hide away from people.


    Weakness:


    • Doesn’t protect one from different forms of seeing like infrared vision, or being able to use different senses such as smell or hearing to spot the person cloaked.

    • Is really only useable in stealth missions or getting the first strike upon a person. After that would become not as useful do to its primary function of staying hidden being rendered inaccessible at that point in time.


    Name: Full take over Chimera: Sonic Strike

    Type: Offensive, AOE

    Rank: Advanced D

    Duration: 5 posts

    Cooldown: 3 posts

    Speed of attack: 25 m/s
    Range: 45 meters

    Description: Amora gets covered in a light white as she grows to 8ft and then grows wings from her back, and her hands turning into claw like that of the pistol shrimp, and the other gains a grey sheen to it that bulks up with muscle mass. Along with this having a set of quills along her body that can be fired off. The user is able to use the bull arm to strike the ground with enough strength to loosen the earth and then fire off rocks in a area by punching them towards the opponent to hit them. The main body being a mixture of feathers, and the exoskeleton like appearance of a shrimp.

    Abilities: All the effects from partial takeovers Pistol Shrimp, Minotaur,  Eagle Wings, Porcupine. Passive: 40% buff to speed   Active: burst area attack of 20 meters that deals 1.5 D-rank physical damage.

    Strengths:

    • Can attack multiple targets, and singular targets. Which allows for one to not be limited to one method or the other.


    Weaknesses:

    • The AoE effect is dependent on a target staying in the line of sight of where the rock is being punched towards. Which would make it rather easy to dodge if done from a long range during a fight.

    • The user would be hindered in a confined location do to how much each transformation would take up space for a person making it difficult to move around.



    Name: Defense Destroyer (Minotaur)

    Type: Offensive, passive buff

    Rank: Signature D

    Duration: 3 posts

    Cooldown: 2 posts

    Description: The user’s right arm gains a grey sheen to it and bulks up in terms of muscle mass.

    Abilities: Active: Be able to break physical defenses of equal rank  passive: Strength 40%

    Strengths:

    • Can break through a physical defense barrier allowing the user to break through preventing one from being trapped as easily.


    Weaknesses:

    • This is only a close range ability and its primary focus is about breaking a defense which possibly won’t come into play often.

    • Is unable to stop magical type barriers that would trap the user.


    C-Rank

    Name: Feathered Flight

    Type: Offensive Multi target, Passive buff

    Rank: C

    Duration: 5 posts

    Cooldown: 3 posts

    Range: 90 meters
    Speed: 65 m/s

    Description: When activates the user gains feathery wings of an eagle out from there back that can be used for flight and attacking opponents from afar.

    Abilities: Active: A multi-target attack that unleashes a barrage of feathers from the wings to strike at opponents which the range is as far as she can see her target for 45 HP..  Passive: 45% speed buff

    Strengths:

    • With the wings one can go to aerial combat to fight against opponents from the sky and far away in the safety of the air.

    • Along with this the wings can fire off feathers to strike at opponents from a safe distance allowing some diverse combat within Amora’s abilities that are more primarily focused on close quarters.


    Weaknesses:

    • While she is flying she could easily be blown out of the sky by a strong gust of wind leaving her either a long fall to the ground, or possibly worse being blown to somewhere where she doesn’t know where she is and thus become lost.

    • With the addition of wings it makes herself a bigger target from having more mass from which she could be hit from if someone aimed at them.

    • Since this one is far different then most of her other abilities it does make its useability with other partials rather limited in its effectiveness do to most of the other revolving around getting close. While this partial is about staying away from the opponent.


    Name: Sound Pistol

    Type: Offensive spell, immobilization

    Rank: C

    Duration: 5 posts

    Cooldown: 3 posts

    Range water shot: 120 meters
    Speed water shot: 120 m/s

    Range immobilization: 60 meters
    Speed immobilization: 120 m/s (for activating) once sound starts moving it would move at speed of sound

    Description: With this Amora’s right hand becomes like that of a pistol shrimp’s claw that can be used to create a disorientingly loud sound. Along with this the user can release a stream of water from them that is boiling hot as fire to strike their opponents. The user being unaffected from their own affects.

    Abilities: Active: A immboilzingly loud sound that affects user of C-Rank or lower.  Active: A stream of boiling hot as fire water that deals C-Rank spell damage.

    Strengths:

    • It is capable of immobilizing while also having a offensive capability beyond that. Making it a way to support an ally or by aiding from afar if up close is too dangerous.


    Weaknesses:

    • The immobilizing effect relies on the fact that the opponent would be able to hear the sound being created. If the opponent couldn’t hear, or if Amora was put into a soundproof room it would be rendered useless.

    • Since the attack function is that of water it is able to be frozen, or it could be evaporated by fire to turn it into harmless steam.



    Name: Porcupine Pressure

    Type: Offensive spell, counter

    Rank: C

    Duration: 5 posts

    Cooldown: 3 posts

    Range water shot: 120 meters
    Speed water shot: 120 m/s

    Description: When the spell is casted the user gains a row of quills along their arms and along their entire back to serve as a protective or offensive way of dealing with opponents.

    Abilities: Active: Shoot quills out to a single target that deals C-Rank Damage. Active: When a opponent strikes with physical damage. Damage of C-Rank is dealt to them also from striking the quills.

    Strengths:

    • With the use of this Amora is able to utilize the porcupine to be able to defend herself from physical attacks.

    • Able to use at a longer distance to strike opponents from a distance by forcing them out with magic.


    Weaknesses:

    • The self defense portion of this spell is rendered useless by ranged attacks since the opponent would be harmed by the quills by striking them.

    • If someone was wearing armor or some other type of defensive protection the defensive property of the quills would be rendered ineffective.

    • Won’t affect those with a greater speed then her or enhanced reflexes do to them able to move around or react to see the quilled defense. Which enables them to strike a body part that doesn’t have the quill defense.


    Name: eeeeeelectrical  Strike

    Type: Offensive spell, passive ability

    Rank: signature C (Ranks up with me)

    Duration: 5 posts

    Cooldown: 3 posts

    Range Electrical shock: has to be touching the opponent
    Speed: Instant

    Description: With the transformation the only noticeable change is the eyes of the user turning into that of a yellow colored snake like eye. However, that isn’t the only change as the organs change within the user to allow them to produce a electrical charge to shock their opponents if they can touch them. Along with this if one looked close enough they would see the user now has gills also.

    Abilities: The user upon touch will deal Of Rank spell damage against a target from electricity coursing into them. Passive: Gills to breathe underwater.

    Strengths:

    • It is able to deal more damage just upon touch of a target within the user’s grasp.

    • Allows the user to breathe underwater indefinitely if they ever so felt like it


    Weaknesses:

    • The transformation requires the user to be within close distance and thus if someone could remain out of there grasp it would make this entire ability useless.

    • For underwater combat while it does provide the user gills to breathe underwater for a extended time it doesn’t give them any increased speed while in water and thus would be hindered if trying to fight within the water in a melee style.

    • Unlike the actual Eel the electrical setting for the the transformation is set to high voltage always and thus if used won’t be able to avoid lethal killings if used on something that wouldn’t be able to handle the voltage.



    Names: Full Takeover Chimera: Assault Mode

    Type: Offensive

    Rank: Advanced C

    Duration: 6 posts

    Cooldown: 3 posts

    Range: 180 meters (of active)
    Speed: 180 m/s (of active)

    Description: The user glows with a white aura as they get transformed into various like animal like parts around them. With yellow snake like eyes, arms transformed into muscular and hairy version and slightly larger than usual, with a armadillo shell bein there chest and abdomen area covered with large eagle like wings sprouting forth from the back of the shell. The legs of the user turned into that of a gorilla also. Eagle like feathers having moved upwards to cover the neck, and scales that are grey in color covering the rest of the face with black long human hair upon the skull. The ears similar to that of a Armadillo if proportioned to be similar to a humans giving a almost elven quality.

    Ability: Active: Can roll into a ball with the armadillo shell and move towards a target she is trying to hit for physical C-Rank damage. Passive: 45% increase to strength. Effects of Armadillo Shell, Eagle wings, gorilla arms, Eel partial takeovers.

    Strengths:

    • This form specializes in close quarters combat for most of what makes up its components.

    • It has a long range assault option but that only makes up one part of its partial component meaning it does take awhile to reuse that part to have it for its full use.


    Weaknesses:

    • While a strong and slightly mobile assault form the movement of it is rather hindered from the weight of the whole thing. Making ti slower than what it could be.

    • Along with this it isn’t suited for long range combat and could get outplayed with such tactics by keeping it at bay with pure speed, tactics, and strategy.

    • Furthermore, by transforming into this it does make the user a bigger target and thus rather easier to hit by any attack that would come her way.



    _____________________________________________________________________________________

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    Amora Shade
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    Takover chimera mode.  Amora Shade's magic. Empty Re: Takover chimera mode. Amora Shade's magic.

    Post by Amora Shade July 13th 2018, 11:33 am

    bump


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    https://www.fairytail-rp.com/t29734-amora-shade#310137
    Fluffy
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    Second Skill:
    Third Skill:

    Takover chimera mode.  Amora Shade's magic. Empty Re: Takover chimera mode. Amora Shade's magic.

    Post by Fluffy July 19th 2018, 3:18 pm

    Make sure your active abilities have their duration and cooldowns stated.
    Amora Shade wrote:Magic: Takeover Beast soul Chimera form.

    Primary Magic: Takeover Magic
    Solitary: +30% to HP

    Secondary Magic: (Must be filled in later. Magic you trained for goes here)

    Mage type: Takeover

    Description: After having the ability to form castor magic stripped from her when on a job Amora had sought a new form of magic that would help her once more use her magical potential. Having been led to the town of Laventir and shown a mentor that could teach her the way of takeover magic she had spent only a few days learning the basics before being sent to the forest to learn via trial and error. She had spent such time following what was the basics in her mind using her magical to try and connect with the creature upon killing it to link it to herself. After doing so she would then attempt to try and take on its form with seemingly having failed the first few tries at the start. Eventually she would get the hang of it without knowing the consequences of some of her failed attempts. By the process of connecting with the aspect of a beast within herself that is there through taking a bit of its soul she brings forth that aspect to aid her in a fight. Not really ever having enough for a full takeover of just singular of her abilities forming into what she had spent some time learning about a chimera type transformation for her full takeovers.

    Strengths:


    • With the incorporation of the beasts of nature it allows for Amora to gain stronger abilities depending on what type of creatures that she is able to kill to unlock more abilities and powers. To be able to diversify her abilities in new ways as she learns more of what the world of magic can throw at her.

    • By mixing in creature and magical abilities it has allowed for Amora to weaponize creature’s abilities in ways they hadn’t when found in the wild. Examples being using a porcupine’s quills as projectiles or turning a pistol shrimp's claws to release water to scald her opponents.



    Weaknesses:


    • Do to the nature of how Amora had gotten to the path of needing to find a new type of magic. It had left her incapable of using Castor Type magic thus limiting many outward forms of magic that could allow her a more versatile set of magic.

    • The abilities that she has currently within her magic does leave her with a flaw in the way that Amora would have to fight her opponents. She would have a harder time with multiple groups of opponents from not having a plethora of AoE type of abilities. Because of this swarming could lead to her getting overwhelmed in a fight.

    • For Amora when within combat has a tendency for getting more easily angry. Which wasn’t helped by her heritage, and with the addition of takeover has made her far more animalistic in her demeanor with fights and life. Thus making her more prone to emotional and mental attacks at things she holds dear to her.


    Silver Chaotica
    Description: The Silver chaotica was a man who sold his soul to the primordial spirit known as Chaos. Chaos was said to be the fifth rider of the four horseman of the apocalypse who wielded a sword so cold that it burned. This aura, which surrounded both him and his sword, is what the crimson chaotica gained. However, his body could not contain the chaotic power and he went on a rampage destroying much. His descendants gained a lesser form of this power, which allowed them to enter a berserk state to gain the power of Chaos.  

    Ability: The user of this lineage can enter the state known as Chaotica. This state gives them a rank-appropriate silver aura that is so cold that it causes intense burning on touch equal to their rank in melee damage(max S-rank). However, whilst this aura is in effect they go into a massive rampage trying to destroy everything around them whether it be friend, foe or tree. They ignore damage taken while under this effect as if they were not hit by anything but still take the damage and the silver aura reduces incoming damage by 25%.

    Usage: 5 posts duration with a 8 posts cooldown. The user can still be KOed/Killed during the use of this ability.

    Unique Abilities

    Reptilian Regeneration:
    [Passive]

    Description: During her first attempt at trying to do what was necessary for unlocking the potential of Takeover magic. Amora had done this by herself and with no success on the surface. However, to the scientific level it succeeded in a tiny manner unlocking the power of Salamander like regenerative abilities for herself.

    Ability: Every other post Regens the health of Amora by 5%. For the posts between that her mana is regened by 4%

    Animalistic strength:
    [passive]
    Description: When it came to the art of takeover she had decided to do something simple such as like a simian like that of gorillas. However, while still being new to the whole art of doing takeover she had failed the actual transformation but was left with a feeling of strength filling her being. That something had changed within her that was a failed takeover and her magic forcing a result by integrating a ever growing strength within her.

    Ability:25% boost in physical power. buff scales with rank by 5% with each rank with a max of 50% upon S rank.

    Spectral Strike:
    [passive]
    Description: After having defeated a wraith within battle Amora had tried to add it to her abilities, but seemingly having failed to do so. Not realizing that it was a success in allowing her to strike at opponents who change there form to a different matter. by using the principal to phase out of reality to attack the actual limbs hidden with there transformed state, or being able to strike a ghost.

    Ability:Allows the user to strike at any incorporeal being. be it a ghost, person made of element like fire or water for example, and any other sort of changing there body to something else.

    Senses of the Hunter
    [Passive]

    Description: With the time spent within her childhood of being a hunter of many creatures with various talents. She had taught herself to distinguish the tiniest of differences within what she can tell is the reality she knows. Along with this with her senses trained she has trained those senses for the use of being able to track her prey that she is after. Through either sight, or hearing.

    Ability: She can notice when a illusion is happening and tell what is fake and what is real within a illusion. Along with this Amora can use her senses to find creatures up to whatever humans can hear/see up to+her rank in burst range.
     

    Spells:

    D-Rank

    Name: Simian Strength

    Type: passive buff

    Rank: D

    Duration: 3 posts

    Cooldown: 2 posts.

    Description: The user’s left arm change into a slightly bigger and bulkier version of what they once were. Along with this they become more hairier like that of a gorilla.

    Ability: 20% buff to strength to self

    Strengths:  


    • A spell that would increase one’s strength to greater height


    Weaknesses:


    • Would require the user to get close to their enemy to be able to strike them and put this increased strength to use.

    • Only has the buff which makes it rather basic and most likely to get overshadowed for other things.
       



    Name: Armadillo Shell Shield

    Type: Passive, defensive spell

    Rank: D

    Duration: 3 posts

    Cooldown: 2 posts.

    Description: A armadillo shell forms over where the chest and abdomen area to serve as a natural defense against all forms of attack that could come and strike against it.

    Ability: Active: be able to block 1 D worth of damage every post. (EX. Player hits Amora with 3 D rank worth of damage. Amora would only receive 2 D-Rank worth of damage).  Passive: Physical resistance 20%


    Strengths:  


    • Is a good defensive spell that would protect the user from some damage.


    Weakness:


    • Has no offensive capabilities whatsoever making it only effective when used with another takeover if the user needs offense.

      Has a short duration which would make it not as effective if a fight is one that would take a long while.



    Name: Scorpion Stinger

    Type: offensive spell, debuff

    Rank: D

    Duration: 3 posts

    Cooldown: 2 posts.

    Description: With the use of this partial the user gains the tail of a scorpion along with the stinger that is coated with a poison that can be injected straight into a victims bloodstream if struck by the tail.

    Ability: Active: If struck by the stinger, target receives 50% rank D damage each post until it’s duration of the spell ends.  Passive: Debuff of 20% to opponents speed until the duration ends when the opponent is struck by the attack.

    Strengths:  


    • Able to slow down an opponent if one would be in a bad situation, and combine that with the eagle transformation to make for a quick getaway or to chase an opponent down with the increased speed.



    Weakness:


    • It revolves around being close enough to the opponent to be able to strike at them with a physical attack. If outsped,or facing ranged opponents, utilizing the abilities of this takeover transformation would be rather difficult.

    • If a person would be immune to things like poisons or toxins, or have a resistance, they would be unaffected by what the poison on the stinger does to certain degrees depending on how resistent or just immune they would be.





    Name: Chameleon Cloak

    Type: Passive ability

    Rank: D

    Duration: 3 posts

    Cooldown: 2 posts.

    Description: The users skin turns into that of scales that change and morph into different colors to fit the area they are in to try and hide and blend in as best as they can with the power of chameleon cloaking.

    Ability: Active: Be able to blend in to whatever environment by changing the pigments of ones skins to blend into whatever they are in front of. Passive: MP by 20% increase.


    Strengths:


    • Allows the user to hide away from common people that wouldn’t be able to sense either a mage or have different types of vision. Allows a person to sneak around a facility, or just hide away from people.


    Weakness:


    • Doesn’t protect one from different forms of seeing like infrared vision, or being able to use different senses such as smell or hearing to spot the person cloaked.

    • Is really only useable in stealth missions or getting the first strike upon a person. After that would become not as useful do to its primary function of staying hidden being rendered inaccessible at that point in time.


    Name: Full take over Chimera: Sonic Strike

    Type: Offensive, AOE

    Rank: Advanced D

    Duration: 5 posts

    Cooldown: 3 posts

    Speed of attack: 25 m/s
    Range: 45 meters

    Description: Amora gets covered in a light white as she grows to 8ft and then grows wings from her back, and her hands turning into claw like that of the pistol shrimp, and the other gains a grey sheen to it that bulks up with muscle mass. Along with this having a set of quills along her body that can be fired off. The user is able to use the bull arm to strike the ground with enough strength to loosen the earth and then fire off rocks in a area by punching them towards the opponent to hit them. The main body being a mixture of feathers, and the exoskeleton like appearance of a shrimp.

    Abilities: All the effects from partial takeovers Pistol Shrimp, Minotaur,  Eagle Wings, Porcupine. Passive: 30% buff to speed   Active: burst area attack of 20 meters that deals 1.5 D-rank physical damage.

    Strengths:

    • Can attack multiple targets, and singular targets. Which allows for one to not be limited to one method or the other.


    Weaknesses:

    • The AoE effect is dependent on a target staying in the line of sight of where the rock is being punched towards. Which would make it rather easy to dodge if done from a long range during a fight.

    • The user would be hindered in a confined location do to how much each transformation would take up space for a person making it difficult to move around.



    Name: Defense Destroyer (Minotaur)

    Type: Offensive, passive buff

    Rank: Signature D

    Duration: 3 posts

    Cooldown: 2 posts

    Description: The user’s right arm gains a grey sheen to it and bulks up in terms of muscle mass.

    Abilities: Active: Be able to break physical defenses of equal rank  passive: Strength 40%

    Strengths:

    • Can break through a physical defense barrier allowing the user to break through preventing one from being trapped as easily.


    Weaknesses:

    • This is only a close range ability and its primary focus is about breaking a defense which possibly won’t come into play often.

    • Is unable to stop magical type barriers that would trap the user.


    C-Rank

    Name: Feathered Flight

    Type: Offensive Multi target, Passive buff

    Rank: C

    Duration: 5 posts

    Cooldown: 3 posts

    Range: 90 meters
    Speed: 65 m/s

    Description: When activates the user gains feathery wings of an eagle out from there back that can be used for flight and attacking opponents from afar.

    Abilities: Active: A multi-target attack that unleashes a barrage of feathers from the wings to strike at opponents which the range is as far as she can see her target for 45 HP. Passive: 22.5% speed buff

    Strengths:

    • With the wings one can go to aerial combat to fight against opponents from the sky and far away in the safety of the air.

    • Along with this the wings can fire off feathers to strike at opponents from a safe distance allowing some diverse combat within Amora’s abilities that are more primarily focused on close quarters.


    Weaknesses:

    • While she is flying she could easily be blown out of the sky by a strong gust of wind leaving her either a long fall to the ground, or possibly worse being blown to somewhere where she doesn’t know where she is and thus become lost.

    • With the addition of wings it makes herself a bigger target from having more mass from which she could be hit from if someone aimed at them.

    • Since this one is far different then most of her other abilities it does make its useability with other partials rather limited in its effectiveness do to most of the other revolving around getting close. While this partial is about staying away from the opponent.


    Name: Sound Pistol

    Type: Offensive spell, immobilization

    Rank: C

    Duration: 5 posts

    Cooldown: 3 posts

    Range water shot: 120 meters
    Speed water shot: 120 m/s

    Range immobilization: 60 meters
    Speed immobilization: 120 m/s (for activating) once sound starts moving it would move at speed of sound

    Description: With this Amora’s right hand becomes like that of a pistol shrimp’s claw that can be used to create a disorientingly loud sound. Along with this the user can release a stream of water from them that is boiling hot as fire to strike their opponents. The user being unaffected from their own affects.

    Abilities: Active: A immboilzingly loud sound that affects user of C-Rank or lower.  Active: A stream of boiling hot as fire water that deals C-Rank spell damage.

    Strengths:

    • It is capable of immobilizing while also having a offensive capability beyond that. Making it a way to support an ally or by aiding from afar if up close is too dangerous.


    Weaknesses:

    • The immobilizing effect relies on the fact that the opponent would be able to hear the sound being created. If the opponent couldn’t hear, or if Amora was put into a soundproof room it would be rendered useless.

    • Since the attack function is that of water it is able to be frozen, or it could be evaporated by fire to turn it into harmless steam.



    Name: Porcupine Pressure

    Type: Offensive spell, counter

    Rank: C

    Duration: 5 posts

    Cooldown: 3 posts

    Range water shot: 120 meters
    Speed water shot: 120 m/s

    Description: When the spell is casted the user gains a row of quills along their arms and along their entire back to serve as a protective or offensive way of dealing with opponents.

    Abilities: Active: Shoot quills out to a single target that deals C-Rank Damage. Active: When a opponent strikes with physical damage. Damage of C-Rank is dealt to them also from striking the quills.

    Strengths:

    • With the use of this Amora is able to utilize the porcupine to be able to defend herself from physical attacks.

    • Able to use at a longer distance to strike opponents from a distance by forcing them out with magic.


    Weaknesses:

    • The self defense portion of this spell is rendered useless by ranged attacks since the opponent would be harmed by the quills by striking them.

    • If someone was wearing armor or some other type of defensive protection the defensive property of the quills would be rendered ineffective.

    • Won’t affect those with a greater speed then her or enhanced reflexes do to them able to move around or react to see the quilled defense. Which enables them to strike a body part that doesn’t have the quill defense.


    Name: eeeeeelectrical  Strike

    Type: Offensive spell, passive ability

    Rank: signature C (Ranks up with me)

    Duration: 5 posts

    Cooldown: 1 post

    Range Electrical shock: has to be touching the opponent
    Speed: Instant

    Description: With the transformation the only noticeable change is the eyes of the user turning into that of a yellow colored snake like eye. However, that isn’t the only change as the organs change within the user to allow them to produce a electrical charge to shock their opponents if they can touch them. Along with this if one looked close enough they would see the user now has gills also.

    Abilities: The user upon touch will deal Of Rank spell damage against a target from electricity coursing into them. Passive: Gills to breathe underwater.

    Strengths:

    • It is able to deal more damage just upon touch of a target within the user’s grasp.

    • Allows the user to breathe underwater indefinitely if they ever so felt like it


    Weaknesses:

    • The transformation requires the user to be within close distance and thus if someone could remain out of there grasp it would make this entire ability useless.

    • For underwater combat while it does provide the user gills to breathe underwater for a extended time it doesn’t give them any increased speed while in water and thus would be hindered if trying to fight within the water in a melee style.

    • Unlike the actual Eel the electrical setting for the the transformation is set to high voltage always and thus if used won’t be able to avoid lethal killings if used on something that wouldn’t be able to handle the voltage.



    Names: Full Takeover Chimera: Assault Mode

    Type: Offensive

    Rank: Advanced C

    Duration: 6 posts

    Cooldown: 3 posts

    Range: 180 meters (of active)
    Speed: 180 m/s (of active)

    Description: The user glows with a white aura as they get transformed into various like animal like parts around them. With yellow snake like eyes,  a armadillo shell being her chest and abdomen area covered with large eagle like wings sprouting forth from the back of the shell. The arms of the user bulk up like that of the gorilla form but gain plated armadillo like scales. Eagle like feathers having moved upwards to cover the neck, and scales that are grey in color covering the rest of the face with black long human hair upon the skull. The ears similar to that of a Armadillo if proportioned to be similar to a humans giving a almost elven like quality.

    Ability: Active: Can deal enemies physical C-Rank damage. Passive: 30% increase to strength. Effects of Armadillo Shell, Eagle wings, gorilla arms, Eel partial takeovers.

    Strengths:

    • This form specializes in close quarters combat for most of what makes up its components.

    • It has a long range assault option but that only makes up one part of its partial component meaning it does take awhile to reuse that part to have it for its full use.


    Weaknesses:

    • While a strong and slightly mobile assault form the movement of it is rather hindered from the weight of the whole thing. Making ti slower than what it could be.

    • Along with this it isn’t suited for long range combat and could get outplayed with such tactics by keeping it at bay with pure speed, tactics, and strategy.

    • Furthermore, by transforming into this it does make the user a bigger target and thus rather easier to hit by any attack that would come her way.



    _____________________________________________________________________________________

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    Takover chimera mode.  Amora Shade's magic. Nyxsig
    ★  You Created Me, Something I Would Have Never Seen.  ★
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    Takover chimera mode.  Amora Shade's magic. Empty Re: Takover chimera mode. Amora Shade's magic.

    Post by Guest July 24th 2018, 9:21 pm

    Hey Hestia/Amora! I'll be taking over (get it, take-over? :'D) this magic for grading. If you have any questions or concerns, please post them here in this thread for the sake of record keeping. Do not message me on Discord for things pertaining to the grading. ^^

    All needed corrections have been listed in this lovely color! Please make the edits and bump this thread once you have finished. ^o^ Also, if you haven't already, take a look at that shiny new Takeover Spell template in the Magic/Spell Registration Templates thread.
    Thank you!


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    Takover chimera mode.  Amora Shade's magic. Empty Re: Takover chimera mode. Amora Shade's magic.

    Post by Amora Shade July 24th 2018, 10:52 pm

    bump


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    Takover chimera mode.  Amora Shade's magic. Empty Re: Takover chimera mode. Amora Shade's magic.

    Post by Guest July 24th 2018, 11:24 pm

    Just a few more things and you're good to go. ^o^

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    Takover chimera mode.  Amora Shade's magic. Empty Re: Takover chimera mode. Amora Shade's magic.

    Post by Amora Shade July 25th 2018, 12:14 am

    bump


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    Takover chimera mode.  Amora Shade's magic. Empty Re: Takover chimera mode. Amora Shade's magic.

    Post by Guest July 25th 2018, 12:47 am

    Spoiler:
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    Takover chimera mode.  Amora Shade's magic. Empty Re: Takover chimera mode. Amora Shade's magic.

    Post by Amora Shade July 25th 2018, 4:40 am

    Bump


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    Takover chimera mode.  Amora Shade's magic. Empty Re: Takover chimera mode. Amora Shade's magic.

    Post by Guest July 25th 2018, 7:17 pm

    Spoiler:

    Takover chimera mode.  Amora Shade's magic. UKo46jy

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