Magic
Magic Name: Requip: The Pirate
Magic Type: Requip Solitary
Description: Requip magic is a magic that allows users to pull items from a storage in another dimension only they can access. Items in said dimension slowly regenerate themselves, but this is generally not noticeable in fights as doing so takes a few hours or even a day, depending on the item. The theme of this magic is pirates, so the items they summon will usually have something to do with them. In general this allows them to wear, light armor, shields, swords, daggers and firearms. They can also store general use items such as clothes, tools and things you'd find on a pirate ship.
Strengths:
Weaknesses:
Unique Abilities:
Magic Name: Requip: The Pirate
Magic Type: Requip Solitary
Description: Requip magic is a magic that allows users to pull items from a storage in another dimension only they can access. Items in said dimension slowly regenerate themselves, but this is generally not noticeable in fights as doing so takes a few hours or even a day, depending on the item. The theme of this magic is pirates, so the items they summon will usually have something to do with them. In general this allows them to wear, light armor, shields, swords, daggers and firearms. They can also store general use items such as clothes, tools and things you'd find on a pirate ship.
Strengths:
- Versatile: Offers a varying amount of effects and out of the box solutions for the clever minded.
- Multli-ranged: Offers equipment for all ranges.
- Elemental attacks: Offers a wide variety of elements among the many items stored.
Weaknesses:
- No heavy armor, so not every armor acquired can be stored.
- limited weapons, same as above but for weapons.
- Selfish: Most items can only benefit the user. Rare are the active effects of this magic that share their abilities or effects between their allies.
Unique Abilities:
- Unique Abilities:
- Wooden Ships and Iron Men: Sailing on the sea is hard. So hard it changes people who do it long enough. The user has 20% resistance against physical damage and 20% resistance against water element attacks, which stacks with any other defense boosts the user may have.
- Master Marksman: The user is very fast and accurate with their guns. They are more likely to hit a vital spot in a target. This gives them 40% Damage increase with whatever gun they are using. this bonus only works with shots and spells, but not with other uses such as stabbing with a bayonet or smashing with a pistol. This also will only work with guns equipped with Requip.
- Blade Master: The user is a master of the blade and fights more efficiently with them. When attacking with a blade they deal 40% more damage than usual. This works for normal attacks and spells with the blade, and for any bladed weapon she can store. Spells will always clarify whether if something counts as a blade. This damage uses the same type as the original. If the original damage is physical it will be physical, for example.
- Wooden Ships and Iron Men: Sailing on the sea is hard. So hard it changes people who do it long enough. The user has 20% resistance against physical damage and 20% resistance against water element attacks, which stacks with any other defense boosts the user may have.
- Lineage:
- Ability: Has the ability Immortal Blood. Its an ability that allows the user to rapidly heal wound, even serious or potentially deadly. This makes them less affected by healing however. All healing from any other source is reduced by 25%. This blood is also an incredible source of poison and decaying powers. Can make a poison / disease single user-ranked spell (S Max) or a user-ranked minus one signature spell (A Max)
- Usage: Immortal blood is passive. Spells depend on spell design. The rapid healing is equal to 5% HP Regen per post(Is included in the max amount of HP regen possible).
- Ability: Has the ability Immortal Blood. Its an ability that allows the user to rapidly heal wound, even serious or potentially deadly. This makes them less affected by healing however. All healing from any other source is reduced by 25%. This blood is also an incredible source of poison and decaying powers. Can make a poison / disease single user-ranked spell (S Max) or a user-ranked minus one signature spell (A Max)
- Spells:
- Name: Requip: Grappling Hook
Rank: D
Type: Burst
Damage: 7 + melee damage
Requip/Summon HP: 50 HP
Range: 20 meters
Speed: 15 meters per second
Duration: 3 posts
Cooldown: 4 posts
Downside: The rope has a weakness to slashing attacks, magical or not.
Description: The user conjures a rope with a hook on top from their dimensional pocket. The rope allows for ranged attacks, but is rather fragile itself. The hook also has a lot of utility uses such as: scaling walls/buildings, pushing things from afar or entering another ship.
Strengths:- Hook can be detached to be used as a melee weapon.
Weaknesses:- Rope is weak to slashing attack and receives 150% total damage from such attacks instead of 100%
Abilities:- Ability 1: Active: Can creatively be used to reach places no one else can reach.
- Ability 2: Active: Can be used to bind or grapple opponents from afar. Opponents of higher rank that the rope can break it once bound.
Name: Requip: Small Lacrima Keg
Rank: D
Type: AoE, Requip
Damage: 40 HP
Requip/Summon HP: 1
Range: 30
Speed: 30 meters per second
Duration: Instantly
Cooldown: 2 posts
Downside: Should be handled with care. Doesn't discriminate between who it blows up.
Description: The user conjures a small barrel stored with explosive lacrima inside. The moment it is tossed against something or it's hp reaches 0 it will explode , knocking anyone nearby down and dealing D-rank spell damage in the area. If the keg also hits someone before exploding it will deal D-rank weapon damage as it explodes.
Strengths:- D-rank Aoe Spell damage around where it explodes.
Weaknesses:- Doesn't care if it blows up in your face or your enemies.
Abilities:- Ability 1: Active: D-rank AoE spell damage.
- Ability 2: Active, activated at same time as 1: Knock back, usually knocking down weaker targets too.
Name: Requip: Belt of unlimited daggers
Rank: D
Type: Burst, Requip
Damage: 3.5 +half melee damage
Requip/Summon HP: 50
Range: 15
Speed: 15 meters per second
Duration: 3 posts
Cooldown: 4 cooldown
Downside:
Description: The caster summons a magical belt from their dimension. Despite the name the amount of daggers the user can summon is not unlimited. This belt has 2 dagger sheaths, one left and one right. As long as there is no dagger in it the caster can summon a dagger in the sheath and use it. Once per summon the belt can also summon and fires a flurry of daggers in the caster's direction of choice. Dealing D-rank burst spell damage. All daggers counts as a blade.
Strengths:- On demand weapons for the duration of the spell.
Weaknesses:- Daggers are shorter than most melee weapons.
Abilities:- Ability 1: Active: Can summon a flurry of daggers which once a summon. Which works as one offensive D-rank spell.
- Ability 2: Passive: Hit's from the daggers cause bleeding, which makes it only do half damage initially while it will cause to bleed for three posts after being wounded, dealing the damage of the attack again.
Name: Pirate's Outfit
Rank: D
Type: Requip Self
Damage: N/A
Requip/Summon HP: 60
Range: N/A
Speed: N/A
Duration: 3 posts
Cooldown: 4 posts
Downside:
Description: The user summons the a common outfit worn by pirates all over the seas. A simple pair of brown trousers with a white shirt and a leather jacket over the shirt. protects the wearer from blows somewhat, but is more known for protecting against the elements of the sea.
Strengths:- Protects the user without sacrificing mobility.
Weaknesses:- Rather simple armor that only covers the upper body.
Abilities:- Ability 1: Passive: 25% resistance for water based attacks and 25% resistance to wind based attacks the wearer receives.
- Ability 2: Active: As a symbol of freedom this outfit can protect the wearer from any one immobility technique(stun, bind, slow, etc...) of equal rank or lower once per summon.
Name: Requip: Akzio
Rank: D+
Type: Single Target, Requip
Damage: (7+ melee damage) * 1.5
Requip/Summon HP: 75
Range: 90 meters
Speed: 90 meters per second
Duration: 6 posts
Cooldown: 7 posts
Downside:
Description: Akzio is a single pistol filled with an electrical Lacrima that recharges itself over time. It has two fire modes, usual and power. Usual can be maintained for the entire duration. The power modes fires a powerful lighting beam to it's target. This charge is not without it's price. Every power shot fired reduces the duration (but not the cooldown) of the pistol by one post every time it is fired. And it can't fire any other shots that post. All shots of this pistol deal lightning based damage.
Strengths:- Can fire either a bunch of weak shots or one very powerful one.
Weaknesses:- Powerful shot is limited in use.
Abilities:- Ability 1: Active: Can fire a powerful shot that deals D+ Single target damage to the first target it hits.
- Ability 2: Passive: When being wield all the shots the user fires firing speed increase by 50%
- Hook can be detached to be used as a melee weapon.
Last edited by Mary Bonny on 20th August 2018, 9:39 am; edited 1 time in total