Requip: The Tactician
Primary Magic: Requip- The Tactician
Secondary Magic: N/A
Caster or Holder: Holder
Description: The tactician is a fairly modern magic being an offshoot of the ever popular Gunner requip style. Unlike the gunner which strictly limits it's abilities to the use of guns and gun related weapons/armor, the tactician makes use of multiple modern weapon forms. From gun-melee hybrids, to lacrima grenades this Requip style comes with a diverse and sometimes unpredictable set of options. However being this diverse, requires a mind for tactical strategy as going in gung-ho is not the best option for this magic.
Sevyne herself uses this magic as one would expect instead of charging in wildly with an array of moves- she likes to analyze and provide support. While she mostly focuses on the ranged viability of her magic she has no qualms with fighting up close, she just isn't anywhere nearly as proficient as someone who specializes in close range magic would be. Overall Sevyne likes to stay back and keep at a ranged support position, but if put on a frontal offensive position she can manage herself.
Strengths:
• Wide Array: Has multiple weapons for multiple occasions which allows her to have advantages over multiple opponents.
•All combat ranges: Her magic allows her to fight at long,mid and close range.
• No set style: Unlike some other magic, The tactician doesn't have a single style that is set in stone, thus making it much harder foes to set up countermeasures.
Weaknesses:
• Wide array: While she has multiple weapons for multiple occasions this also applies in the inverse. Since she has no specific advantage, one advantage she has with one weapon can be a disadvantage with the next.
• Requip isn't instantaneous: While she certainly can requip with ample speed, it is not an instantaneous switch and if she can't switch her weapon in time it might be too late.
• Weapons are not invincible: Sevyne's weapons have durability and if pushed past that durability they do in fact break and need to be repaired.
• No set style: While being unpredictable is a blessing it can also be a curse, since the functionality of her weapons often serve different purposes than one another she has to have extensive knowledge on each of them to be used effectively.
- Lineage:
Description: Ages ago a demon visited Fiore and corrupted the spirits of a selected few. These elite dark mages gained the ability to seal magic. The gift was passed down over the generations and grew weaker. Some heirs of this lineage still have the ability to seal a spell for a limited amount of time.
Ability: Negates a spell from being cast of the user’s rank or lower(S Max) and puts it on its cooldown amount + 2 posts.
Usage: Affects a single spell and has a 5 post cooldown. User must also pay MP equal to the MP that would be used to cast the spell for their rank. The user can take 25% of their HP in damage to enhance this ability and cancel spells of 1 rank higher than their own(S Max) but can only do this once per thread. After use of the enhancing the ability the ability will go on its cooldown.
Unique Abilities:
• Firearm Affinity: While Sevyne has multitude of weapons, she feels most comfortable with firearm in her arms. While a gun type weapon is equipped she gains a 50% atack speed bonus. Which increases by 5% each rank. Capping at 60%
• Melee adaptability: Sevyne has extensively worked on adjusting to the varying weights of different melee weapons, to the point where the change in weight doesn't affect her strikes at all. While a melee weapon is equipped she gets a 50% damage increase. Which increases by 5% each rank. Capping at 60%
•S.T.A.B: or Same Type Ability Bonus, is an ability that comes into effect when Sevyne switches between two weapons of the same type/affinity. When she does this she gains a 25% attack and speed increase (movement speed not attack speed) which lasts for two posts. Has a cooldown of 5 posts. Cool down and duration go up by one post per rank, and the effect goes up by 5% each rank. Capping at a 35% bonus.
[Example: When Sevyne switches between a sniper rifle and a pistol she gains the 25% increase for two posts. Same applies if she switches between two weapons of the same element.]
- D ranked spells:
- Co-co:
Name: Co-Co
Rank: D
Type: Offensive
Duration:3 posts
Cooldown: 4 posts
Description: Summons a set of twin pistols with brown and leather accents which she uses in tandem with one another.
Passive: The guns have the clips built into them and can automatically reload near instantaneously. There are 8 clips 5 bullets in each.
Active: By channeling a small amount of magic into both guns she can sacrifice two clips at once to make each bullet deal 25% D ranked damage for 2 posts. Bullets range is 45 meters, and bullets fly at 33.75 m/s.
Strengths:
• Lightweight and easy to move around with while shooting.
Weaknesses:
• No scope, so aiming is difficult and done with on the fly approximation.
• Limited ammo so, once they run out cannot be used until a new thread.
• Can be broken and once broken needs to be repaired to be used again.
•If not careful can easily shoot an ally.
- Backlash:
Name: Backlash
Rank: D
Type: Offensive/Lightning
Duration: 3 posts
Cooldown 4 posts
Description: Sparks of electricity form around her hand as she summons forth a whip, the handle is made of black leather but the whip itself is made of pure electricity. The whip itself is 1.5 meters(5feet), while the handle is .15 meters (6 inches).
Passive: When the whip hits an opponents flesh it applies a stun affect to an enemy of equal rank or lower, for one post. Has a cooldown of 2 posts.
Active: She twirls the whip above her head and then lashes it forward sending a jagged bolt of electricity towards her foes, at a speed of 45 meters per second. When it hits an object it bursts out in a shockwave of 30 meters dealing 50% D ranked damage and stunning foes of equal or lower rank for one post. Has a cooldown of 3 posts.
Strengths:
•Cannot be grabbed, as the whip is not made of a physical material.
• Advantage against all water elemental attacks.
Weaknesses:
•Can be eaten by a lightning slayer, making it unusable until summoned again.
• Earth elemental attacks can stop this weapon in its tracks and anyone with an earth related magic cannot be affected by the stun effects.
• Can easily whip an ally if not careful.
- Ol' Smokey:
Name: Ol' Smokey
Rank: D
Type: Support/Evasive
Duration:2 posts
Cooldown: 3 posts
Description: A small poof of smoke forms around her hands as a single lacrima grenade forms in her hands. It is colored a dark grey in color. It can be thrown a total of 40 meters.
Passive: When held and not thrown the grenade sends magic into Sevyne and gives her a 50% speed increase for as long as the grenade is held.
Active: When thrown it creates a large cloud of smoke that covers a 30 meter range. Lasts 3 posts, and has a 4 post cooldown. Opponents of equal or lower rank cannot see through it. Opponents one rank higher will have 50% visibility. Opponents two ranks higher will have full visibility.
Strengths:
•Great for an escape, or distraction for regrouping.
• Easy to use and doesn't hinder her at all.
Weaknesses:
•Cannot see through her own smoke and must have an exit planned beforehand.
• The poof of smoke upon summoning may alert foes to her summoning of it.
• Allies are blinded so if not warned beforehand can be just as lost as their enemies.
• Smoke can easily be dispersed by any type of wind spell no matter the rank.
•Only has three in her storage space, so can only be used three time per thread.
- Stone cold:
Name: Stone cold
Rank: D
Type: Defensive(Armor)/Earth
Duration: 3posts
Cooldown: 4 posts
Description: Sevyne summons forth a large brown shield that is seemingly made of rocks which is attached to her arm, Its shaped like a modern day ballistic shield with a small opening near the eyes for sight. It is a total of 6.8 meters(6 feet) tall encompassing the entirety of her body.
Passive: Groundwire: All lighting affinity spells of equal or lower rank that impact this sheild gets its damage reduced by 25%. Spells one rank higher get a reduction of 12.5%, and spells two ranks or higher get no reduction.
Active: If she so chooses she can make the front of the shield jet out large jagged spikes which deals 150% D ranked damage to anyone unlucky enough to become it's pincushion, this effect will also apply bleeding to anyone of the same rank or lower. As a drawback using this effect will immediately destroy the shield and make it unusable for the rest of the thread.
Strengths:
• Easily accessible defense and can support multiple people behind it if needed.
• Provides extra resistance against attacks of the electrical affinity.
Weaknesses:
•Being a larger requip it takes a couple more seconds to summon than the usual.
• Cannot swiftly turn around with the shield, so if an enemy gets behind her she has her back exposed until she can turn around.
• Water spells are very effective against it.
• Being made of earth and rock if hit by a strong enough fire spell it can and will begin to melt into magma.
Fused Spells(What Spells Went into the Fusion and their Ranks?)[/b]
Last edited by Sevyne on 11th February 2018, 4:36 pm; edited 5 times in total