Magic
Primary Magic: Ice Demon Slayer
Secondary Magic: N/A
Caster or Holder: Caster
Description: Unlike most others, Darc did not willingly choose to become a slayer, it was forced upon him by a demon bound by Darc's father. However, he isn't ungrateful. He knows exactly how powerful slayers can become, and happily relishes the chance to achieve such power himself, even if it did come from his father in a roundabout way. And because he received the magic both via a lacryma imbued with the Ice Demon slayer magic, and training under the Ice Demon Xozremeth, he will be classified as a third generation slayer. His ice magic allows him to excel at both aoe, and close rang spells; the extreme cold caused by it can be used to cause freezing like injuries, as well as climate changes, which can be used to both strengthen his own abilities, and weaken his opponents. He also uses it for excellent mobility.
Darc utilizes his Ice Demon Slaying magic to make himself a formidable presence on the battlefield; overwhelming his opponents with quick and precise movements, aoe abilities that enhance his abilities, and others that weaken his foes. Stuns, barrages, and precision are what he primarily focuses on.
Strengths:
Weaknesses:
Lineage:
Unique Abilities:
Slayer Perks
10% buff to physical stats
10% buff to senses
Can enter force mode after consuming enough of their element (Exception: Third Generation)
MP regen via consumption of their element
2 ranks above: 0%
1 rank above: 10%
Equal rank: 25%
1 rank below: 30%
2 ranks below: 50%
Primary Magic: Ice Demon Slayer
Secondary Magic: N/A
Caster or Holder: Caster
Description: Unlike most others, Darc did not willingly choose to become a slayer, it was forced upon him by a demon bound by Darc's father. However, he isn't ungrateful. He knows exactly how powerful slayers can become, and happily relishes the chance to achieve such power himself, even if it did come from his father in a roundabout way. And because he received the magic both via a lacryma imbued with the Ice Demon slayer magic, and training under the Ice Demon Xozremeth, he will be classified as a third generation slayer. His ice magic allows him to excel at both aoe, and close rang spells; the extreme cold caused by it can be used to cause freezing like injuries, as well as climate changes, which can be used to both strengthen his own abilities, and weaken his opponents. He also uses it for excellent mobility.
Darc utilizes his Ice Demon Slaying magic to make himself a formidable presence on the battlefield; overwhelming his opponents with quick and precise movements, aoe abilities that enhance his abilities, and others that weaken his foes. Stuns, barrages, and precision are what he primarily focuses on.
Strengths:
- Mobility- With his magic he makes himself a very difficult target to hit, also allowing him to land hits quickly.
- AoE- Darc can use his magic to affect potentially large areas around himself. This can be useful for both assisting his movements and spells, as well as hindering his opponents'.
- Stuns/Immobilization- He can use his magic to land stuns, or immobilize his weaker opponents fairly easily. And given enough preparation, the stronger ones as well.
- Frostbite- Long enough exposure to his AoE abilities, or severe enough injury from his spells will result in major frostbite. The weaker the spell, or smaller exposure to his AoE abilities will result in only minor to no actual frostbite damage.
Weaknesses:
- Fire- Being ice magic, it has a predetermined weakness to most fire type magics.
- Long Range- He can use some long range spells, but they deal very little damage. They aren't reliable, and so he very rarely ever uses them.
- Holy- Because of his lineage, his magic will also be naturally weaker against holy based magic. He won't be able to deal as much damage to mages who use holy based magic, and he'll take more damage from them.
- Heat- Any location that has high temperatures as their normal weather, like 100+ degrees, makes his magic naturally weaker.
Lineage:
- The Atavism Of The Malachai:
- The Atavism of the Malachai
Wielder: Darcour
Description:
Long ago, before the age of modern gods, there existed the Primal Gods. Beings of massive power, strength, and presence. Chaos reigned supreme as these Primal Gods battled; lands and realms ravaged by the fierce war. It was a time of darkness, destruction, and despair; death and mayhem wrought by the Primal Gods and their creations. Either side wished for total dominance, and with that dominance would come an era of militaristic peace, or total destruction depending on which side won.
Sephiroth and Malachai. These are the names of the beings created by the Light and Dark Primal Gods respectively; creatures of immense power and strength. On the side of Light stood the Sephirii; fierce, proud and powerful warriors, slaughtering all foes who stood in their way. The Sephirii were unmatched on the battlefield, their presence promising death to all evil that stood before them. However, evil, isn't so easily broken.
The Malachai. This was the Dark God's answer to the Sephirii. Creatures of absolute darkness; gaining strength and power from the pain, suffering, anger, and fear from every living thing around them. The Malachai decimated the battlefields, the lands and realms painted crimson; the air filled with the chorus of their enemies dying screams; the blood and death fueling their strength all the more.
Battle raged on for years between the two forces; innumerable lives lost, lands ravaged, and realms destroyed in the war between the Sephirii and the Malachai. Eventually though, a truce was forced upon the opposing forces. The losses during the war were too great for either side to continue enduring, and so as a result, and a condition of the truce, both the Light and Dark Primal Gods were forced to kill off all but the strongest Sephiroth and Malachai. The creatures had grown in such strength, power, and presence; their life forces tied so completely with their creators', that erasing them all would cause an imbalance.
Eon's later, to the present, the creatures still exist, but only through genetics. Atavism; the rare case of an ancestral trait skipping several generations, until finally manifesting itself in a host capable of possessing the trait. This is how the Malachai is reborn. The genetic traits and abilities of the ultimate demon pass silently through its bloodline, until eventually a host is born possessing the qualities and traits necessary to become the new Malachai.
The Malachai have a motto: "Conceived in violence, and raised in violence, to beget violence." Everything about the Malachai is twisted, evil, and corrupt; being a creature of ultimate evil created by the ultimate darkness, it would make sense then, that even the way the Malachai is conceived would be vile and cruel as well. This bitter truth however, isn't just some random side-effect of being part of the Malachai bloodline. It in fact has a purpose. For because of how the demon is conceived, the mothers always grow to hate their child; despising them and cursing them everyday as they grow. And because of the Malachai's nature, they simply feed off of the anger and hatred, growing stronger all the time. By the time they reach the age of ten, the Malachai, still disguised as a simple human, has grown up to endure such anger and hatred from everyone around them, that they are then compelled to take their first life. Doing so triggers their transformation, and complete inheritance of the Malachai's name and powers.
Plot only abilities:
Glamour: The Malachai possesses a Demon Glamour, making him extremely attractive and seductive to the people around him. (No real use. Just for fun and plot development.)
Passive-
Battle Proficiency: The Malachai is known as Conquest. They were created to dominate and decimate the battlefield. As such, even in his normal state, his strength, speed, health points, and spell damage all have a natural 12% buff.
Darkest Heir: Created as the ultimate weapon by the darkest powers, the Malachai therefore has a natural 20% resistance to Dark and Unholy based magic.
Darwin's Mark: The Malachai was created to slay any foe that stood before them, regardless of strength or power. They were given the ability to quickly adjust to any opponent. This ability allows him to gain a 35% resistance to any type of magic after receiving damage from it. The only magic immune to this ability is Light or Holy based magic. The resistance lasts for eight posts.
Active-
Overdrive: They were given a drive to fight to the bitter end. To keep pushing on and slaughtering their foes, and to gain strength from their enemies pain. Because of this, each time he inflicts damage to an opponent, he receives back 20% of the inflicted damage as health.
Malachai's Form: The full Malachai form could possibly be confused for an angel at first glance. But the closer you look, the more you see, this is not a creature of the Light. Their large black feathery wings span seven feet on either side. The black of the wings so deep and dark, that staring into them feels like you're staring into the abyss. Their bodies covered in gleaming metallic-black armor; ancient luminescent black tattoos covering their grayish-black skin beneath the armor. Bright glowing red eyes stare out at you from a towering 6 1/2 foot tall form, promising death.
While in this form, his strength, speed, health points, and spell damage are each given a 15% increase.
He can activate this form at will, but typically saves is for moments when he has no other alternative. When he takes on this form, his bloodlust grows substantially and he tends to lose control.
Unique Abilities:
- Cold Step: Darc can cause a small circular two foot wide platform of ice to form beneath his feet. The platform will stay in place, even if formed in mid-air, but will dissolve in a matter of seconds. He can use these platforms to reach elevated locations, or for quick rebounding movements in mid-air during a fight.
- Cold Touch: During a fight Darc can leave behind a print, either from his hands or his feet, on an enemy. Whenever Darc lands a physical blow on print left on his opponent, the attack will deal an additional 25% rank damage per hit. He can leave up to two prints on an opponent at one time. The prints will last a maximum of three posts, and have a two post cooldown.
Slayer Perks
- Buffs- All slayers receive the following:
10% buff to physical stats
10% buff to senses
Can enter force mode after consuming enough of their element (Exception: Third Generation)
MP regen via consumption of their element
- Naturally Occuring Consumption:
- Naturally Occurring Elements
- There are plenty of times when a mage is going to find their element naturally be it a campfire, eating a boulder, or drinking a glass of water. However, these items are not imbued inherently with magic power and as such they provide a limited amount of magic power. Naturally occurring sources of the element can only restore 5% MP per post no matter how much of it you eat.
- There are plenty of times when a mage is going to find their element naturally be it a campfire, eating a boulder, or drinking a glass of water. However, these items are not imbued inherently with magic power and as such they provide a limited amount of magic power. Naturally occurring sources of the element can only restore 5% MP per post no matter how much of it you eat.
- Magical Consumption:
- Magic Consumption
- Slayers can consume their own element(s) and this allows them to recover magic power. However, how much magic power they can regain varies and depends on the amount of magical energy within the item is consumed.
- There is an exception to consumption and that is known as plot elements. Now as we all know this is a site that focuses on plot and likes to encourage personal plots. Therefore, in non-pvp (player vs players) situations it is possible for a mage to consume 'special' plot related versions of their element that can trigger force. This is also generally not allowed in jobs unless the job has a specific natural occurring source of the element or you get permission from staff. An example of a 'plot element' might be a water slayer consuming water from the fountain of youth or a metal slayer eating Excalibur.
- Slayers can consume their own element(s) and this allows them to recover magic power. However, how much magic power they can regain varies and depends on the amount of magical energy within the item is consumed.
- Resistance to their element as follows:
2 ranks above: 0%
1 rank above: 10%
Equal rank: 25%
1 rank below: 30%
2 ranks below: 50%
- Third Generation Force:
- Force
- Force: Can be activated at will, anytime providing they have at least 50% magic power remaining.
- Force highly increases the power of the Slayer's magic, physical endurance, speed, and strength by 30% rather than just 10%.
- The spell power of each rank is increased to 150%.
- In Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. (Frostbite, Burn, Poison, etc.)
- During Force the Slayer does not lose any MP from casting spells, but after it wears off is left with 10% MP.
- Force lasts 7 posts.
- Force: Can be activated at will, anytime providing they have at least 50% magic power remaining.
- Spells:
- D Rank:
- Name: Ice Demon's Frigid Fist
Rank: D
Type: Offensive, Single target
Duration: Instant
Range: Self
Cooldown: Two posts
Description: As Darc is attacking his opponent, his fist will quickly be covered in black ice with a radiant white aura shining beneath the surface. If Darc lands the blow, he will cause the ice around his fist to rupture, causing a small explosion of D rank damage to be dealt.
Strengths:- Allows Darc to be mobile.
- While in close combat, has a good chance of connecting.
- Versatile.
Weaknesses:- Doesn't deal a significant amount of damage.
- Easy to dodge if the opponent is fast enough.
- Puts him within easy reach of stronger opponents.
Name: Ice Demon's Frigid Kick
Rank: D
Type: Offensive, Single target
Duration: Instant
Range: Self
Cooldown: Two posts
Description: As Darc is attacking his opponent, his foot will quickly be covered in black ice with a radiant white aura shining beneath the surface. If Darc lands the blow, he will cause the ice around his foot to rupture, causing a small explosion of D rank damage to be dealt.
Strengths:- Allows Darc to be mobile.
- While in close combat, has a good chance of connecting.
- Versatile.
Weaknesses:- Doesn't deal a significant amount of damage.
- Easy to dodge if the opponent is fast enough.
- Puts him within easy reach of stronger opponents.
Name: Ice Demon's Glacial Pierce
Rank: D
Type: Offensive, Single target
Duration: Instant
Range: Self
Cooldown: Two posts
Description: While Darc is fighting, when he attempts to attack someone with his elbow, he can cover it in his radiant black ice. As the blow is about to land, a small spike of ice roughly eight inches long will grow from his elbow. If the blow lands, it will deal piercing D rank damage.
Strengths:- Allows Darc to be mobile.
- While in close combat, has a good chance of connecting.
- Versatile.
Weaknesses:- Doesn't deal a significant amount of damage.
- Easy to dodge if the opponent is fast enough.
- Puts him within easy reach of stronger opponents.
Name: Ice Demon's Glacial Sweeping Pierce
Rank: D
Type: Offensive, Single target
Duration: Instant
Range: One meter
Cooldown: Two posts
Description: Darc will make a sweeping kick, either on the ground or in the air, while near his opponent. His kick will leave a trail of frost, which will soon activate forming a small arch of his radiant black ice with several small spikes piercing forth from it. The arch will be approximately six feet long, with each spike extending from the base roughly three feet. If pierced by the spikes they will deal D rank piercing damage.
Strengths:- Allows Darc to be mobile.
- While in close combat, has a good chance of connecting.
- Versatile.
Weaknesses:- Doesn't deal a significant amount of damage.
- Easy to dodge if the opponent is fast enough.
- Puts him within easy reach of stronger opponents.
- Allows Darc to be mobile.
- Advanced Spells:
- D+:
Name: Ice Demon's Rage
Rank: D+
Type: Offensive, Single target
Duration: One post
Cooldown: Three posts
Description: Darc inhales a significant amount of air before releasing it in a furious attack at his opponent. The attack will bombard the enemy with frigid sub-zero wind, large shards of ice and snow. The breath attack will be 20 meters wide at its widest point, will travel up to 90 meters at 90 meters per second, and will deal D+ rank damage.
Strengths:- Ranged ability.
- Difficult to escape unless you're fast enough.
- Fairly destructive.
Weaknesses:- Leaves him drained from the mana cost.
- Keeps him in one spot while using it.
- Static ability. Can't redirect if it misses.
- Ranged ability.
Last edited by Darcour on 14th April 2018, 9:09 pm; edited 2 times in total