Magic
Magic Name: The Hunter's Suit
Magic Type: Holder - Armour Solitary
Description: Desmond really enjoys hunting game, however he was never satisfied with just shooting some deer in the forest. He wanted more, so he designed this suit. The suit was designed to defeat extremely large beasts and game to satisfy Desmond's thirst for large, tough, and strong game to hunt down. As such, he designed his magic around it. See, Desmond himself doesn't actually "have" a magic, or at least a Caster-type magic, but rather the suit he designed draws power from his mana reserves and uses that to function, effectively creating a holder magic for Desmond.
The suit is not something Desmond has to carry around with him whenever he wants to use his magic, he possesses a ring that can teleport it, so he can wear it anytime, anyplace. The same goes for when he wants to take it off, therefore he's never without his ability to fight.
The magic itself is used just as it's advertised, to stealthily take down giant beasts. It uses an array of weapons and traps to lure in and swiftly kill whatever game he is hunting down at the time. It has blades for close quarters combats, guns for ranged combats, remote activated traps, and of course various stealth based spells.
Strengths:
Weaknesses:
Unique Abilities:
Spells:
Magic Name: The Hunter's Suit
Magic Type: Holder - Armour Solitary
Description: Desmond really enjoys hunting game, however he was never satisfied with just shooting some deer in the forest. He wanted more, so he designed this suit. The suit was designed to defeat extremely large beasts and game to satisfy Desmond's thirst for large, tough, and strong game to hunt down. As such, he designed his magic around it. See, Desmond himself doesn't actually "have" a magic, or at least a Caster-type magic, but rather the suit he designed draws power from his mana reserves and uses that to function, effectively creating a holder magic for Desmond.
The suit is not something Desmond has to carry around with him whenever he wants to use his magic, he possesses a ring that can teleport it, so he can wear it anytime, anyplace. The same goes for when he wants to take it off, therefore he's never without his ability to fight.
The magic itself is used just as it's advertised, to stealthily take down giant beasts. It uses an array of weapons and traps to lure in and swiftly kill whatever game he is hunting down at the time. It has blades for close quarters combats, guns for ranged combats, remote activated traps, and of course various stealth based spells.
- Images:
- Ring:
- Suit:
Strengths:
- Wide array of stealth-aiding spells and abilities
- Effective against stronger enemies and beasts
Weaknesses:
- Not a support magic, and has little to no ally-helping spells
- Not effective against those of lower ranks
- As it's designed as a hunting magic, it isn't designed for 1-on-1 fights
Unique Abilities:
- HPS: The HPS, or Hunter's Pride System as Desmond named it, is a system in place within the suit to cater to Desmond's values as a hunter. This increases damage dealt to enemies of higher ranks than Desmond, but lowers damage to those of lower rank than him. Desmond gains a buff to spell damage by 55% against anyone above his rank, and a 55% debuff to spell damage to anyone below his rank. No modifier is in place for those equal to him.
- Frequency Detector: Desmond's suit comes built in with multiple vision modes to aid in detecting his game. He has night vision to aid in seeing in the dark, thermal vision to detect invisible enemies based on their heat signatures (although if they do not possess a heat signature he can't detect them), and electric field detector, which can detect people within electric fields regardless of their heat signature, but of course the people must be within an electric field.
- Silencer: A toggle in Desmond's suit also lets him silence all of his movements, be it from the environment (such as breaking a twig or rustling through bushes) or just simple footsteps. His suit absorbs all of the soundwaves, then dissipates them constantly while the silencer is active. This nullifies sound within a 1 meter range all around him, however sound-based magics all still affect him.
- Condition Monitor: This is a passive display within the suit that Desmond can see at all times. It provides the vitals (HP) and mana reserves (MP) displayed for himself. In addition to that, he can see the HP and MP of anyone around him, but not as a quantifiable number, but rather a simple percent out of 100. This doesn't directly reveal their hp, mp, or rank for anyone other than himself.
Spells:
- Signature Spells:
- Wrist Blades:
- Name: (Name of the Spell )
Rank: User-Ranked (S Max)
Type: Single Target
Damage: User-Ranked Single Target Damage
Range: Melee range plus 2 ft
Speed: -
Duration: Instant
Downside: -
Description:- Image:
Strengths:- Creates cuts and slices, and causes bleeding
Weaknesses:- Limited to melee combat
- Grappling Hook:
- Name: Grappling Hook
Rank: D
Type: Single Target
Damage: -
Range: 60 meters
Speed: 60 m/s
Duration: Up to 3 posts
Downside: -
Description:- Image:
Strengths:- Allows for more mobility
- Can hold multiple people
Weaknesses:- Doesn't deal damage
- Requires something to grapple onto
- C Rank Spells:
- Remote Mine:
- Name: Remote Mine
Rank: C
Type: Burst
Damage: 60 hp
Range: 30 meters
Speed: 30 m/s
Duration: 5 posts or until triggered (Damage is instant)
Downside: -
Description:- Image:
Strengths:- Desmond can choose when it goes off
Weaknesses:- Easy to avoid if someone sees him plant it
- Doesn't go off by itself
- Stays in one spot
- Plasma Blades:
- Name: Plasma Blades
Rank: C
Type: Single Target
Damage: 60 HP
Range: Melee range + 2 ft
Speed: -
Duration: Instant
Downside: -
Description:- Image:
Strengths:- Reduces the effects of armour
Weaknesses:- Limited Range
- Spell damage isn't increased to anyone not wearing armour
- Stun Trap:
- Name: Stun Trap
Rank: C
Type: Burst
Damage: 60 HP
Range: 15 meters
Speed: 30 m/s
Duration: 5 posts or until triggered (Damage and stun lasts 1 posts)
Downside: -
Description:- Image:
Strengths:- Stuns for 1 post
Weaknesses:- Doesn't move
- Easy to avoid by not getting within range
- D Rank Spells:
- Cloak:
- Name: Cloak
Rank: D
Type: Burst
Damage: -
Range: -
Speed: -
Duration: 3 Posts or until turned off
Downside: -
Description:- Image:
Strengths:- People can't see him
Weaknesses:- He can still be detected by other means of detection such as mana detection, smell, etc
- Becoming invisible when someone already sees you is a useless ability in combat, more suited for out of combat
- Light mages can potentially remove the cloak by bending the light around him
- Mana Vaccine:
- Name: Mana Vaccine
Rank: D
Type: Single Target
Healing: 40 HP
Range: -
Speed: -
Duration: Instant
Downside: -
Description:- Image:
Strengths:- Heals off damage
- Doesn't have to be used on Desmond, can be used on anyone
Weaknesses:- Doesn't heal off all wounds, nor does it heal permanent damage like a severed limb
- Does not give permanent regeneration, only for one post
- Can only heal one person for the full amount, can't split it (for spell and sanitation reasons)
- EMF Grenade:
- Name: EMF Grenade
Rank: D
Type: Area of Effect
b]Damage:[/b] 10 damage turn 1, 5 damage turns 2 and 3
Range: 30 meters
Speed: 15 m/s
Duration: 3 posts
Downside: -
Description:- Image:
Strengths:- Allows for use of one of the vision toggles
- Deals more damage with the initial explosion than the DoT
Weaknesses:- Can be eaten by slayers
- People can exit the area of effect to escape from the DoT
- Physiology Sensor:
- Name: Physiology Sensor
Rank: D
Type: Burst
Damage: -
Range: -
Speed: -
Duration: Passive
Downside: -
Description: Similar to his Condition Monitor, Desmond has another sight-related passive ability that allows him to scan people's an animals entire physical body, determining any anomalies or the like. Usually, this is used to determine weak spots on giant animals, but can otherwise be used to detect anything wrong with the body. This can find broken or bruised body parts, blindness, deafness, wounds, etc.
Strengths:- Allows Desmond to find weaknesses that he otherwise wouldn't be able to
- Desmond can potentially get people medical help
Weaknesses:- Does not actually "let" Desmond heal anyone, just gives him setup
- Doesn't buff any stat
- Allows Desmond to find weaknesses that he otherwise wouldn't be able to
- Advanced Spells:
- Tranquilizer:
- Name: Tranquilizer
Rank: D+
Type: Single Target
Damage: 60
Range: 90 meters
Speed: 90 m/s
Duration: Damage - Instant, Effect - 4 posts after damage
Downside: -
Description:- Image:
Strengths:- Movement speed reduction
- Small projectile makes it harder to spot and deflect
Weaknesses:- Moves only in a straight line
- Movement speed buff doesn't happen on the same post as the dart hits
- Poison Gas:
- Name: Poison Gas
Rank: C+
Type: Area of Effect
Damage: 22.5 damage per post (DoT)
Range: 90 meters
Speed: 45 m/s
Duration: 5 posts
Downside: -
Description:- Image:
Strengths:- Can harm many enemies at once
- Only requirements to deal damage is simply being within the range
Weaknesses:- Zombies, ghosts, robots, and other enemies that aren't alive are innately immune to the spell
- Can still be eaten by slayers